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Log for #openttd on 30th April 2007:
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00:00:33  *** Kodak [Kodak@c213-200-169-76.bredband.comhem.se] has joined #openttd
00:00:49  <Frostregen> if you have no loops, it may get slower, but never will clog completely
00:00:50  <Eddi|zuHause2> :p
00:00:51  <Kodak> hey guys.. i need help with openttd.. gameplay advice
00:00:58  <elmex> that guy must have abandond the game, he's doing nothing and all his money goes to power the trains to be stuck
00:01:20  <Ailure> reminds me what I did in a game
00:01:21  <Eddi|zuHause2> people actually do sleep occasionally :p
00:01:27  <Ailure> I bought exclusive rights in one town
00:01:31  <Ailure> his whole network deadlocked
00:01:32  <Ailure> :D
00:01:35  <Ailure> that was so fun to see
00:01:45  <Frostregen> yes, if you don't use overflow depots
00:01:56  <Kodak> how do i go about removing roads around towns, when the roads have no dead end? they loop back into the town. the local authorities always denies that...
00:02:15  <Sionide> bribe them
00:02:24  <Kodak> but i have excellent ranking
00:02:25  <Eddi|zuHause2> Kodak: go to the patches window, there's an option "allow removal of town road" or something
00:02:36  <Kodak> ah damn, ok thanks
00:02:40  <Kodak> will do
00:02:43  <Sionide> build loads of trees around the town, dunno if that little hack still works or not, but it used to make the town council love you, hehe
00:02:56  <Kodak> yeah, ive done that before :P
00:03:12  <Frostregen> is currently beeing worked on cargo-reservation when loading cargo?
00:03:15  <Kodak> thats not the problem though
00:03:39  <Frostregen> (to allow more than one train loading at once, without disabling fifo)
00:03:49  <Kodak> i can kill roads that have an dead end.. but not those who loop back and doesnt have an end
00:03:51  <Sionide> holy crap
00:03:58  <Eddi|zuHause2> i have seen no attempt to do so
00:04:01  <Sionide> the last revision i have installed is in the r5,000s
00:04:11  <Frostregen> :(
00:04:31  <Eddi|zuHause2> there was something about complete rewrite of the loading code :)
00:04:48  <Frostregen> hm, maybe this is part of it
00:04:52  <Kodak> :O
00:04:53  <Frostregen> i hope
00:05:03  <Eddi|zuHause2> which is usually combined with "not enough time"
00:05:15  <Frostregen> doh
00:05:32  <Eddi|zuHause2> it's the natural order of things :)
00:05:41  <Frostregen> the only solution i found for this is not really satisfying
00:06:36  <Frostregen> building 2 or more separate stations, which are in vicinity of the factory in question
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00:16:07  <eJoJ> Frostregen what happens if you turn off improved loading algorithm? then more trains load at the same time
00:16:23  <Frostregen> yes, but fifo is off
00:17:23  <Eddi|zuHause2> without improved loading, big stations tend to clog up with half full trains
00:17:40  <Frostregen> yup
00:17:59  <Frostregen> you have to relate the number of platforms to the production level
00:18:02  <Eddi|zuHause2> and this is ... suboptimal :)
00:18:06  <Frostregen> ^^
00:18:57  <eJoJ> mhm
00:19:25  <eJoJ> anyway, of to play some more on my game
00:19:43  <Frostregen> hf
00:20:48  <Eddi|zuHause2> it doesn't really affect me, i rarely have more than 2 platforms loading simultaneously
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00:22:05  <Frostregen> this is true for all, but the 1 factory loading bay in your super network
00:22:41  <Eddi|zuHause2> see, i don't have a "super network" :)
00:22:54  <Eddi|zuHause2> i tend to do more realistic networks
00:23:23  <Frostregen> i'm still getting fun out of optimizing entrances and exits
00:23:32  <Frostregen> but realistic networks may be the next
00:24:13  <Frostregen> with loading working corrently the exits will jam again
00:24:18  <Frostregen> correctly*
00:25:05  <Frostregen> has anyone done some maths about maximum cargo throughput?
00:26:44  <Eddi|zuHause2> maximum in which bounds?
00:27:22  <Frostregen> parameters should be trainlength/cargo per train/trainspeed/no of parallel lines
00:28:10  <Frostregen> or just for 1 line at first ;)
00:28:46  <Eddi|zuHause2> it's difficult...
00:29:18  <Frostregen> should not be
00:29:21  <Eddi|zuHause2> especially when time for leaving/arriving gets longer than time for loading/unloading :)
00:30:02  <Frostregen> hm
00:30:10  <Frostregen> assume the station is large enough
00:30:22  <Frostregen> so 1 train is always loading
00:31:00  <Eddi|zuHause2> with gradual loading, all wagons load simultaneously, so train length is irrelevant
00:31:16  <Eddi|zuHause2> (assuming no overhang wagons)
00:31:43  <Frostregen> no, because there are wagons with different length/cargo ratio
00:32:31  <Frostregen> think of a single line, with no space, just trains
00:32:33  <Eddi|zuHause2> but that has nothing to do with train length
00:32:47  <Frostregen> the engine is the packet overhead
00:34:00  <Frostregen> ok, you are right, the first argument had nothing to do with it
00:38:59  <Frostregen> so it is ((cargo/length)*speed)*C
00:39:51  <Frostregen> (cargo/length) = cargo-capacity per tile...
00:44:48  <Eddi|zuHause2> hm, that doesn't look correct
00:45:04  <Eddi|zuHause2> speed per tile is different if you have 2 wagons or 3 wagons on the tile
00:45:28  <Eddi|zuHause2> so you should really count in train length in wagons
00:46:30  <Frostregen> i meant that
00:46:49  <Frostregen> (amount of cargo within one tile) * speed * C
00:47:18  <Frostregen> or do you mean something else?
00:48:32  <Frostregen> if you double the cargo per tile, the throughput doubles too
00:48:38  <Frostregen> like it should be
00:48:45  <Eddi|zuHause2> no, if you have 2 wagons per tile which unload with speed 5, you get a different speed than if you have 3 smaller wagons that have a speed of 4
00:49:19  <Eddi|zuHause2> 2*5 = 10 speed per tile
00:49:25  <Eddi|zuHause2> 3*4 = 12 speed per tile
00:49:39  <Frostregen> lol, doh
00:49:44  <Frostregen> i was talking about trainspeed
00:49:49  <Frostregen> not loading/unloading speed
00:50:03  <Eddi|zuHause2> what does the train speed do there?
00:50:32  <Frostregen> the result should be the throughput of a single line of track
00:51:07  <Frostregen> if a train is twice as fast, the throughput doubles too
00:51:28  <Eddi|zuHause2> hm...
00:51:30  <Frostregen> (as long as loading/unloading times are irrelevant)
00:51:40  <Frostregen> ./small
00:51:48  <Frostregen> or long track
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00:53:01  <valhallasw> -bash: ./a.out > /dev/null: No such file or directory
00:53:02  <valhallasw> :|
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01:14:14  <Ailure> http://content.answers.com/main/content/wp/en/f/f8/NES_Cleaning_Kit.JPG
01:14:18  <Ailure> eh wait wron channel
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07:54:00  <elmex> i wish one could jump to the place where the player last placed something - would be cool for spectating multiplayer games
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08:33:42  <Ailure> elmex: When you join a game, you start where the server is 'looking'
08:33:57  <Ailure> so if the server is a player ;)
08:37:36  <neli> but, will you follow it ?
09:33:22  <peter1138> no
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11:11:21  <eJoJ> peter1138 what's up with your newgrf? :P
11:12:16  <peter1138> what?
11:12:50  <eJoJ> is it your server up runing r9734? i got newgrf mismatch, lots of Unknown :P
11:13:42  <Rubidium> eJoJ: some packets got lost with the names of the GRFs
11:15:06  <peter1138> here's a tip: http://www.openttd.org/server_detail.php?id=486
11:15:28  <eJoJ> ahha btw is there a change in the netcode in r9734 i'm struggeling with massive desyncs
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11:15:41  <peter1138> no
11:15:46  <peter1138> heh
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11:16:18  <eJoJ> or maybe it's just my connection causing the desyncs :/
11:16:21  <peter1138> that would cause a desync :p
11:16:34  <hylje> the desyncs are likely because we screwed up the savegame somewhat
11:16:48  <Rubidium> eJoJ: what is the exact message when you get disconnected?
11:16:54  <peter1138> hylje: you did?
11:16:55  <eJoJ> that makes sence, now fix it hylje :P
11:17:09  <hylje> the current save is fubar
11:17:14  <hylje> next one should work fine
11:17:18  <hylje> ( = next game)
11:17:46  <hylje> we changed grfs mid-game iirc
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11:50:36  <RobertGrammig> which game currently has a more challenging? ttdpatch or openttd? or none of them ;)?
11:50:36  <RobertGrammig> more challenging AI I mean ;)
11:52:10  <hylje> our ai sucks
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11:55:27  <Cipri> openttd has better online game. Online competition is better then AI's.
11:55:42  <Cipri> And only cooperative is better then online competition!
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12:34:18  <Ailure> well, openTTD would have a potentially better with the AI branch :p
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12:41:10  <TheJosh> Hey all
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13:03:20  <Belugas> hello
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13:07:07  <TheJosh> Hey does anyone here have an opinion of my 'Found a Town' patch?
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13:12:03  <peter1138> does it work yet? :D
13:13:10  <Cipri> I'd love a patch like that.
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13:15:12  <TheJosh> Yes it works, almost complete (im adding a patch option to enable/disable right now)
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13:15:24  <peter1138> cool
13:15:49  <peter1138> afternoon, Maedhros
13:15:54  <Maedhros> hi peter1138
13:15:59  * peter1138 mumbles at tab-complete failing for "afternoon" ...
13:16:07  <Maedhros> hehe
13:16:07  <TheJosh> Hey Maedhros
13:16:13  <Maedhros> hi TheJosh
13:16:31  <TheJosh> Maedhros: have you seen my latest patch (another town one...)
13:16:50  <Maedhros> no yet, no
13:16:55  <neli> where did you find it, on the attic ? :P
13:16:59  <TheJosh> 'Found a town'
13:19:10  <TheJosh> Maedhros: http://www.tt-forums.net/viewtopic.php?t=31558 thats only version 3, im about to release version 4
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13:19:45  <Maedhros> i'll wait for that, then :)
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13:21:21  <Eddi|zuHause2> i actually did find a town in the attic once :)
13:21:36  <TheJosh> just testing the configure patches over network (gotta love loopback, although its boring playing against yourself)
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13:29:01  <TheJosh> is it possible to have a patch option thats in openttd.cfg and network, but not save game???
13:32:21  <TheJosh> nvm worked it out
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13:32:49  <Maedhros> not if you want it to do anything during the game, no
13:34:54  <TheJosh> what do you mean?
13:36:23  <Maedhros> well, to prevent desyncs all clients must have the same value for the patch option
13:36:37  <Maedhros> but if you don't save it in the savegame it won't be synced when the game starts
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13:41:34  <TheJosh> wont the clients just ask the server what its patch option is?
13:44:02  <Maedhros> no. it's only synced at the start of the game (within the savegame) and when it changes
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13:44:49  <Frostregen> TheJosh: use the SLF_SAVE_NO flag
13:45:08  <Frostregen> former NS flag, but this got removed
13:45:27  <TheJosh> I have put in that flag, did not get desyncs
13:45:52  <Maedhros> Frostregen: it was removed because it breaks things
13:46:21  <Maedhros> TheJosh: try starting a game where the server uses a different value than the client
13:46:38  <TheJosh> ok
13:46:43  <Frostregen> hmm, it worked fine for me
13:47:01  <Frostregen> as a server-side only option
13:48:33  <TheJosh> the server and the client had different settings even when the game was run
13:48:39  <TheJosh> i guess I will change that then
13:49:04  <Frostregen> hrm, bad
13:49:17  <Frostregen> will somethin similar be reintroduced? (which works ;)
13:50:10  <Frostregen> how was this done before patch-settings were saved into the savegame?
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13:54:09  <TheJosh> ok i have fixed that, the patch can be downloaded from http://www.tt-forums.net/viewtopic.php?p=576682
13:54:46  <valhallasw> hurray for killing the stack \o/
13:54:54  <valhallasw> (@ myself)
13:54:54  <TheJosh> huh?
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13:59:09  <peter1138> Frostregen: they were sent separately
14:00:26  <Maedhros> TheJosh: you don't need to use CheckPlayerHasMoney() - the DoCommand checks that already
14:01:05  <TheJosh> oh
14:01:29  <Maedhros> also, it might be nice for all the houses to start off in the initial construction state, not most of them fully built
14:01:51  <peter1138> there's a stray tab in the language file changes
14:02:58  <peter1138> and stray non-tabs elsewhere, heh
14:03:01  <TheJosh> Maedhros: How would I implement that? currently I the code uses a slightly modified version of the scenario builder function
14:04:23  <Maedhros> you'd could pass something to DoCreateTown, which would pass it to DoBuildTownHouse (?)
14:04:25  <TheJosh> peter1138: Sorry
14:04:33  <Maedhros> there might be quite a few steps in between though ;)
14:04:41  <peter1138> hmm?
14:04:45  <peter1138> just commenting
14:05:28  <Maedhros> has anyone noticed that "Trees of random type" in the tropic landscape isn't actually random at all?
14:05:29  <TheJosh> peter1138: ill see if i can fix those things
14:08:10  <TheJosh> Maedhros, peter1138: do you guys like the idea of the patch?
14:08:59  <Maedhros> the idea's good, yeah
14:18:48  <Rubidium> TheJosh: I think town funding should be disabled by default
14:20:23  <Rubidium> the patch itself is also littered with all kinds of other changes that are not part of creating towns (like adding newlines in comments and in other random places)
14:22:27  <Maedhros> huh. apparently there is only one type of tree in the subtropical part
14:22:57  <TheJosh> Rubidium: Part of the patch is the commenting of some things in town_cmd.cpp
14:23:22  <TheJosh> Dont worry, i can clean that kind of stuff up
14:23:26  <Rubidium> yes, but that shouldn't be in this patch, it should be in another patch
14:24:06  <TheJosh> it is, Belugas has it, he merged some of them in already
14:26:54  <TheJosh> Ok i have found a few issues,
14:27:36  <Rubidium> like: a hacked client can make towns for free?
14:28:25  <Rubidium> (he can just 'call' CmdBuildTown)
14:31:00  <TheJosh> what do you mean?
14:31:40  <Rubidium> that CmdBuildTown isn't an offline command anymore (with your patch)
14:32:04  <TheJosh> that is cruft, from when the code used CmdBuildTown, will fix
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14:39:49  <TheJosh> i am cleaning all that up, will release v5 soon
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14:49:00  <Sjoerd-> hi, how comes I get cannot contruct diamond error in red box while playing temperate?
14:50:30  <TheJosh> updated patch http://www.tt-forums.net/viewtopic.php?p=576682 removed some cruft, etc
14:50:54  <TheJosh> anyway, off to bed now, tis 12:23am...
14:51:03  <Sjoerd-> gnight josh
14:51:40  <TheJosh> gud-night
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14:53:20  <Belugas> Sjoerd- : this is really a vague problem description...
14:53:23  <Belugas> care to expand?
14:53:47  <Sjoerd-> ok well, i'm playing game on a 0.5.1 server
14:54:06  <Sjoerd-> then suddenly a red error box pops up stating: cannot construct diamond mine
14:54:29  <Sjoerd-> it's a temperate map
14:54:42  <Sjoerd-> maybe my teammate is causing it, I asked but no answer
14:55:09  <Sjoerd-> It's the second time it happens.
14:56:04  <Belugas> strange
14:56:28  <Sjoerd-> if it happens again I will make a screenshot
14:56:50  <Belugas> maybe a savegame too?
14:57:04  <Belugas> althoug i doubt it would be usefulll...
14:57:04  <Sjoerd-> I can make one now, and send it to you.
14:57:11  <Sjoerd-> Yeah.
14:57:24  <Sjoerd-> Well it's not big deal anyway, just thought it was a little strange.
14:59:51  * Belugas resumes work@work
15:00:18  <HMage> http://pics.binary.ru/full/cats_15.jpg
15:00:42  <glx> HMage: funny
15:02:58  <Eddi|zuHause2> 16:50] <TheJosh> anyway, off to bed now, tis 12:23am... <- weird time he has...
15:04:10  <Touqen> Eddi|zuHause2: not if he's in a timezone that's x.5 off of utc
15:04:26  <Eddi|zuHause2> that is still a weird time... :)
15:04:43  <Eddi|zuHause2> aside from being 3 minutes off
15:05:16  <Touqen> Eddi|zuHause2: http://www.worldtimezone.com/time-australia24.php
15:05:36  <Eddi|zuHause2> i know such timezones exist
15:05:54  <Touqen> Well okay then!
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15:09:09  <Eddi|zuHause2> the funny thing with that map is the small spot in the south that has 23:51, which is like a x:45 timezone between the x:00 and the x+1:30 timezone :)
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15:11:20  <Touqen> Yea. Now _that_ is weird.
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15:19:02  <SpComb> Logs: http://zapotek.paivola.fi/~terom/logs/openttd
15:19:02  <Sacro> !logs
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16:25:05  <Wolf01> hello
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16:49:36  <SpComb> Logs: http://zapotek.paivola.fi/~terom/logs/openttd
16:49:36  <Thomas[NL]> !logs
16:50:52  <Maedhros> bookmarks!
16:51:23  <Wolf01> or make an alias!
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17:23:11  <Chrissicom> good evening :)
17:24:48  <maddy_> Brianetta, if you there can you reset the game?
17:24:54  <maddy_> please...
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17:35:52  <yeti_> how do i checkout the trunk if i just want to have the files needed to compile (like nightly sources)? i tried svn co svn://svn.openttd.org, but that one's really large
17:36:52  <Rubidium>  /trunk?
17:38:47  <yeti_> ouch, silly me :) thank you
17:43:23  *** DJ_Mirage [~sexybigge@biggetje.xs4all.nl] has quit [Ping timeout: 480 seconds]
17:43:40  <yeti_> is it recommended to run make clean/make mrproper before svn update?
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17:46:45  <DaleStan> yeti_: Usually not. clean and mrproper are only used when you need to recompile everything. An update will rarely, if ever, cause this.
17:48:07  <yeti_> thank you
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18:54:52  <MeusH> hello
18:55:03  <Wolf01> hello MeusH!!
18:56:46  <MeusH> hey Wolf01, how's your coding?
18:56:56  <MeusH> have you coded something recently?
18:57:45  <Wolf01> yes, i'm always at work
18:58:21  <Wolf01> now i'm coding a "ctrl+click on widget toggles between transparent and invisible" for trees and maybe houses
18:59:20  <MeusH> that'd be nice :)
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20:05:55  <CIA-2> OpenTTD: rubidium * r9757 /trunk/src/intro_gui.cpp: -Fix [FS#1244842]: when you have closed the "Load game"/"New game" windows accessible from the "New Server" window, any creation of new game/loading from the intro menu should not start a server.
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20:43:38  <Ammler> !translate en_de abstain
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20:47:07  <Wolf01> 'night all
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20:48:34  <Eddi|zuHause2> Ammler: "[Stimme] enthalten"
20:48:53  <Eddi|zuHause2> Ammler: dict.leo.org
20:48:56  <Ammler> thx Eddi|zuHause2
20:49:08  <Ammler> _42_ has done that before
20:49:33  <Eddi|zuHause2> not that i remember...
20:50:28  <Ammler> in the channel #openttdcoop, he does
20:50:53  <Ammler> I liked to show TrueBrain, that somehing has changed
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20:52:57  <TrueBrain> Ammler: on request, those commands have been disabled for #openttd
20:53:18  <Ammler> [22:43] <_42_> Ammler: anslation" rows="10" cols="3" style="float:left; clear:none; background-color:#FFFFFF; color:#000000; border-color:#FFFFFF;">enthalten Sie sich "
20:53:30  <TrueBrain> yeah, so I see
20:53:33  <TrueBrain> how cool is that!
20:54:21  <Ammler> I wasn't here while you changed the name, is that a secret?
20:54:26  <TrueBrain> I really would like for those sites to add XMLRPC
20:54:32  <TrueBrain> then I don't have to parse the $@#%#$@# HTML
20:54:46  <TrueBrain> Ammler: what are you talking about?
20:54:59  <Ammler> Truelight, to much highlights?
20:55:31  <Ammler> was away for half a year
20:55:37  <valhallasw> Truelight has donated it's light to a signal that lost one
20:55:40  <TrueBrain> I never have been away :p
20:55:49  <Ammler> no, me
20:56:09  <TrueBrain> Haha, I totally lost you :p
20:57:32  <TrueBrain> Ammler: I will correct !translate tomorrow or something
20:57:41  <Ammler> don't hurry
20:59:30  <TrueBrain> I just hope they have an alternative :)
20:59:36  <TrueBrain> I might suggest it to them, who knows it helps
20:59:41  <TrueBrain> a nice XMLRPC would be lovely
20:59:46  <TrueBrain> or just a non-HTML page in fact would be lovely
21:01:27  <TrueBrain> okay, me is gone, have fun all :)
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21:17:22  <Sacro> valhallasw: does that mean next he donates his brain?
21:18:22  <valhallasw> probably.
21:18:33  <Sacro> whoever gets that is getting a crap deal...
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22:36:23  <MeusH> bye
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23:07:21  <Digitalfox[Home]> Please developers make an option to not have airplane crashes, when disasters set to none.. With 530 A380 planes i have 3 crashes every month if i don't save 3 or 4 times a month.. :(
23:10:19  <Phazorx> how's saving helping
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23:16:54  <Eddi|zuHause2> a cheat "no plane crahes", i would agree
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23:31:58  <Digitalfox[Home]> Phazorx: It seems if i save before the crash like 2 days, it doesn't cause the random crash.. Don' know why.. The year is 2010, and i have breakdowns also disabled, and they get service from every 400days..
23:32:40  <Phazorx> crashes are random but only affect aircrafts with certain reliability
23:32:52  <Phazorx> 400 days is way too long i guess
23:32:56  <Phazorx> 150 is default
23:35:47  <Digitalfox[Home]> yeah, since i have disasters and breackdowns set to none, it should happen.. :(
23:35:57  <Digitalfox[Home]> *it shouldn't
23:39:55  <Phazorx> well devs things a 15 months in the air is too much :)
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23:43:08  <izhirahider> they should run out of fuel :)
23:49:11  <Phazorx> in that case - all passengers sepnt enroute mroe than a month should die from starvation :)
23:52:00  <izhirahider> well, they could eat each other to minimize the damage

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