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Log for #openttd on 16th March 2013:
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00:55:09  <Ammler> Eddi|zuHause: it will be done as soon as I get the patch :-)
00:55:13  <Ammler> good night
00:55:18  <Eddi|zuHause> haha :p
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03:43:25  <Dewin> Wow, I still have this IRC channel saved.  Convenient.
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03:49:01  <Dewin> I'm getting into ottd again and decide I wanted to play in trunk... but have a few patches I miss, and a few improvements I've thought about making.  So I'm diving in source at the moment, and *think* I have a working cargodist + automatic timetable/separation build.
03:51:04  <Dewin> I'm pondering the idea of some more advanced options for vehicle orders, namely the idea for a vehicle to force another vehicle to depart a station early under some circumstances.  Then I saw the "REF_ORDER (all REFs are currently limited to 16 bits!!)" comment on the ORder struct -- since the struct is quite clearly more than 16 bits wide, I'm assuming that refers to the number of orders and not how much information they contain?
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07:21:20  <Terkhen> good morning
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07:37:51  <andythenorth> lo
07:40:14  <andythenorth> @seen frosch123
07:40:15  <DorpsGek> andythenorth: frosch123 was last seen in #openttd 10 hours, 27 minutes, and 5 seconds ago: <frosch123> night
07:44:15  * andythenorth ponders decoupling breakdowns and servicing
07:44:30  <andythenorth> choosing vehicle model according to reliability is an interesting strategic choice
07:45:01  <andythenorth> managing servicing is tedious micro-management
07:45:20  <andythenorth> not helped by servicing being broken for RVs and trains
07:45:46  <andythenorth> bbl
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08:27:30  <Alberth> moin
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08:33:20  <Flygon> Hmm...
08:33:28  <Flygon> One thing's always bothered me
08:33:38  <Flygon> Signalling in OpenTTD not having 'moving block' type signalling
08:34:17  <Flygon> Or: The signalling that doesn't use physical signalling, but in-cab, and is automatically calculated for distances between trains... uh, hard to explain
08:34:22  <Flygon> But I know real-world systems use it
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08:44:44  <peter1138> sure
08:45:04  <peter1138> it doesn't make much sense game-play wise though
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09:33:30  <Thomas> hello, good morning
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09:47:14  <Thomas> can anybody tells me, what i have to do, that my planes are not crashing so fast?
09:48:26  <Kjetil> Stop buying boeings
09:49:37  <Thomas> it was two times a ffp dart...
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09:52:02  <Wolf01> moin
09:52:05  <planetmaker> don't have large planes land on small airports (communter, small)
09:52:30  <planetmaker> good morning all
09:55:32  <Thomas> ahhh ok, that could be possible, thanks...
10:03:55  <Alberth> moin
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17:17:34  <__ln__> http://www.cinemablend.com/games/SimCity-Hack-Lets-Users-Destroy-Anyone-Online-City-Thanks-Always-DRM-53685.html
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17:24:34  <frosch123> client side authentication?
17:32:47  <MNIM> now it would be nice if all this commotion over SC2013 would cause EA execs to reconsider their strategy.
17:32:55  <MNIM> ...but sadly they most likely will not
17:36:19  <__ln__> i demand online-drm for openttd
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17:37:39  <MNIM> I demand lots of beer and pretty wenches to serve my needs
17:38:07  <Eddi|zuHause> i have wrenches at best
17:39:14  <MNIM> well I have wrenches as well, that is not the issue >.>
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18:45:28  <DorpsGek> Commit by translators :: r25088 /trunk/src/lang (3 files) (2013-03-16 18:45:20 UTC)
18:45:29  <DorpsGek> -Update from WebTranslator v3.0:
18:45:30  <DorpsGek> english_AU - 8 changes by mrtux
18:45:31  <DorpsGek> finnish - 2 changes by jpx_
18:45:32  <DorpsGek> serbian - 27 changes by ivan_mile
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19:15:48  <andythenorth> frosch123: you play with breakdowns on, right?
19:15:58  <frosch123> yup
19:16:13  <andythenorth> I don't, trying to figure out why.
19:16:17  <frosch123> so does albert afaik :)
19:16:22  <andythenorth> no breakdowns means vehicle reliability is meaningless
19:16:28  <Alberth> yup :)
19:16:41  <andythenorth> meaningless vehicle reliability loses a point of differentiation for newgrf vehicle sets
19:16:45  <frosch123> reliabilty makes you reconsider your engine choices every game
19:17:14  <andythenorth> yes
19:17:17  <andythenorth> but not in my game :P
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19:17:25  <Alberth> on the other hand, V considers playing with NUTS with breakdown on breaks the idea of the NewGRF
19:17:45  <frosch123> how could it?
19:18:16  <frosch123> it just randomly limits your engine choices
19:18:25  <Alberth> we don't consider many of the vehicles, afaik
19:18:43  <V453000> I didnt say that, but I think breakdowns are so majorly broken that your whole network basically jams by default
19:18:43  <frosch123> so, you have to decide between an older model of the most suited engine class or whether using a different engine class
19:19:18  <frosch123> well, it reduced the capacity of your network
19:19:34  <frosch123> but that is exactly what your choice on the engine affects
19:19:48  <V453000> yeah which is a problem because the game loses any importance on details on the network and improving your construction, because everything will jam anyway
19:19:52  <frosch123> the only thing which breakdowns make pointless are engine previews :)
19:19:58  <V453000> you just have to provide stupid amount of rails with low train density :)
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19:21:27  <Alberth> V453000: indeed, I rememberered wrong
19:21:34  <Alberth> frosch123: http://webster.openttdcoop.org/index.php?channel=openttdcoop.devzone&date=1362787200#1362842220
19:21:35  <V453000> :p
19:22:01  <Alberth> it was about weight multipliers
19:22:09  <frosch123> andythenorth: well, i guess if we add randomised grf parameters (fs#eddi), one can use them to randomise vehicle statistics
19:22:30  <V453000> I think it mentioned breakdowns somewhere too, but yeah multipliers indeed defeat the purpose of fragile cargo classes
19:22:35  <frosch123> which would achieve almost the same goal as reliability does, just without breakdowns
19:22:42  <V453000> :DDD
19:22:44  <V453000> lol idea
19:23:46  <frosch123> i guess with multipliers you are right when using nuts
19:23:59  <frosch123> it's more for other train sets which have no strong/fast engines
19:24:08  <frosch123> and where you have to do everythnig via multiple engines
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19:24:36  <frosch123> i am just to used to it, to disable it :p
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19:25:24  <V453000> well yeah but that is because "other train sets" have broken stats
19:25:33  <V453000> so the multipliers indeed can "fix" them
19:26:21  <V453000> but whenever the train set is made with at least some logic for choice of engines like UKRS or obviously NUTS, multipliers only hurt there imo
19:37:13  <Eddi|zuHause> the freight multiplier was from when train length was limited to 5 tiles
19:38:03  <V453000> I rarely use trains longer than 5 tiles anyway :P
19:38:25  <V453000> if you have weak fast trains, they obviously will completely break with multipliers, even with 2
19:38:47  <Eddi|zuHause> well, the multiplier doesn't apply to passengers
19:38:55  <Eddi|zuHause> which is 90% of fast trains
19:39:54  <Eddi|zuHause> anyone fix grfcodec yet?
19:40:11  <V453000> not in NUTS :) and it is boring not to have fast cargo trains tbh
19:41:20  <Eddi|zuHause> andythenorth: randomised parameters are found here: http://bugs.openttd.org/task/5487 (4th version of the patch)
19:41:24  <Eddi|zuHause> need test grfs
19:43:40  <Eddi|zuHause> different topic: is there a way for nml internal parameters (the ones you define by "x = blah" statements) to be bitstuffed into one grf parameter?
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19:56:45  <andythenorth> so I turn off breakdowns because setting up servicing is really not fun
19:57:10  <andythenorth> I don't mind the vehicle jams
19:57:37  <frosch123> setting up servicing is easy
19:57:48  <frosch123> you just need to disable the service interval
19:57:52  <V453000> honestly if it was possible to make trains never break down with good enough servicing, it would have been fun
19:57:54  <frosch123> (i.e. set it to 800 days)
19:57:57  <V453000> but getting no reward is no fun
19:58:27  <andythenorth> frosch123: what happens in that case?
19:58:36  <andythenorth> doesn't reliability simply fall to 0%?
19:58:50  <frosch123> you can force the servicing at specific locations
19:58:55  <frosch123> instead of specific times
19:58:59  <andythenorth> that's what I find boring
19:59:04  <andythenorth> having to add servicing orders
19:59:20  <frosch123> for trains you do not have to use orders
19:59:23  <andythenorth> no
19:59:29  <frosch123> you can just force them into depots along the way
19:59:34  <andythenorth> but the performance with PBS is sub-optimal :P
19:59:45  <andythenorth> I don't like the depot force trick :P
19:59:45  <V453000> anytime train goes to depot it is serviced
19:59:58  <V453000> ye, well breakdowns == bad :P
20:00:48  <andythenorth> do road vehicles service at all without explicit orders?
20:00:57  <andythenorth> mine seem to have real trouble with it :P
20:01:22  <V453000> code HEQS as trains to make sure
20:03:18  <andythenorth> can I keep breakdowns, and turn off servicing? o_O
20:03:24  <andythenorth> fixed reliability, no decay
20:04:26  <V453000> :DD
20:04:50  <V453000> I think if you set servicing inverval to 0 then it is never
20:04:52  <V453000> unsure
20:06:17  <frosch123> yeah, there was that annomaly
20:06:30  <frosch123> andythenorth: afaik fish breaks servicing like that
20:06:48  <andythenorth> orly? :o
20:06:48  <V453000> more importantly
20:06:59  <V453000> if your interval is set to never, vehicles will not autoreplace
20:07:04  <V453000> unless forced to depot
20:08:00  <V453000> I do the vice versa case - I have servicing interval on 5 days with no breakdowns, therefore when pushing autoreplace button, they always want to autoreplace and dont have to wait for next servicing
20:11:11  <andythenorth> and you have signals everywhere?
20:16:56  <V453000> what do you mean by that
20:17:54  <frosch123> andy encounters the issue that in many pbs layouts path costs are too high
20:18:06  <frosch123> so vehicles never consider a depot near enough to go to it for servicing
20:18:14  <V453000> lol
20:18:49  <frosch123> once a vehicle reseves a path it follows it
20:19:09  <frosch123> so all tiles from the pbs to the junction for the depot count towards the path
20:19:17  <frosch123> which is different from non-pbs
20:19:42  <frosch123> also i believe at some point pbs caused the red signal penalty, though pbs are always red :p
20:19:46  <frosch123> but maybe that was fixed
20:20:59  <frosch123> anyway, both only affect players which build incorrect pbs junctions :)
20:21:08  <frosch123> with signals behind junctions, and not in front of them
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20:45:53  <andythenorth> yeah the pbs depot issue bugs me
20:49:15  <frosch123> night
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20:50:27  <Eddi|zuHause> i've never had a pbs depot issue
20:50:36  <andythenorth> you signal in front of them?
20:51:17  <Eddi|zuHause> we should have NewBreakdowns :)
20:51:21  <andythenorth> :)
20:51:27  <andythenorth> you won't see the issue on two track main-lines
20:51:33  <andythenorth> only single track stuff usually
20:51:39  <Eddi|zuHause> andythenorth: i don't service :)
20:51:45  <andythenorth> you win
20:51:56  <andythenorth> pikka choo hi hi.  Breakdowns on in your games?
20:52:19  <Pikka> reduced, usually
20:56:46  <andythenorth> maybe I should set reliability decay to 0
20:57:02  <andythenorth> until the model life is up
20:57:58  <V453000> or disable the newGRF when breakdowns are on :evil:
21:00:14  <andythenorth> I like breakdowns ;)
21:01:25  <V453000> I figured :)
21:01:40  <andythenorth> Pikka: do you do anything interesting with reliability?
21:02:01  <V453000> like taking it to the zoo?
21:02:09  <andythenorth> or water skiing
21:02:16  <V453000> or that
21:02:40  <andythenorth> where is multiplayer game at?
21:02:42  <V453000> too bad reliability doesnt quite combine with going out for beer
21:02:43  <andythenorth> I have 1hr to kill
21:02:59  <Pikka> I changed the decay a bit in my older sets but I think I'll probably leave it at 20 for mostly everything from now on
21:03:05  <V453000> our Welcome Server is pretty much always active andythenorth
21:03:10  <Pikka> it's too small an effect to be worthwhile
21:03:21  <Pikka> maybe less for ships
21:03:28  <andythenorth> decay is meh
21:03:35  * Pikka no play, got to go in a bit
21:04:02  <andythenorth> I am thinking about vehicles which are fast and cheap and stuff, but 50% unreliable :P
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21:16:44  <Pikka> and how do you balance it for the 95% of people who play with breakdowns off, andy? :)
21:21:58  <andythenorth> hmm
21:22:02  <andythenorth> fuck em?
21:22:02  <andythenorth> :P
21:22:05  <andythenorth> dunno
21:22:21  <andythenorth> the answer then is just have fewer vehicles
21:22:24  <andythenorth> less balancing
21:25:49  <Pikka> of course ;)
21:25:51  * Pikka bbl
21:25:54  <andythenorth> bye
21:48:38  <Snail> you mean most ppl play with breakdowns off???
21:52:10  <V453000> dont they
21:52:30  <andythenorth> we have no idea :P
21:53:04  <Snail> haha, this means I'm wasting my time trying to set a realistic reliability decay :p
21:54:31  <andythenorth> probly :)
21:54:46  <andythenorth> most properties are pointless afaict
21:55:03  <andythenorth> speed, power, capacity are the only useful ones
21:55:15  <andythenorth> and power is just a factor of speed
21:55:21  <andythenorth> so capacity and speed only
21:55:23  <andythenorth> the rest is meh
21:58:37  <andythenorth> eh so what's the smallest useful truck size?
21:58:43  <andythenorth> 10t?  12t?  16t?
21:59:07  <V453000> 2 tiles
21:59:11  <V453000> :P
21:59:35  <andythenorth> size / capacity /s :P
21:59:44  <andythenorth> V453000: I keep considering a vehicle 'truck convoy'
21:59:48  <andythenorth> 3x 15t trucks
21:59:52  <andythenorth> saves effort on building
22:00:27  <V453000> I dont really know, I am always trying to come out of the "standard" which is to me most of newGRFs and mainly original stuff
22:01:03  <andythenorth> you should do a plane set
22:04:04  <V453000> that is 99.8% likely to never happen
22:05:07  <andythenorth> would you put a €5k bet on it? o_O
22:05:22  <V453000> yes
22:05:45  <andythenorth> :)
22:05:53  <V453000> seriously planes are even more dumb than ships
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22:09:15  <Eddi|zuHause> V453000: that still means every 500th GRF you make will be a plane set :p
22:09:30  <V453000> Eddi|zuHause: :D
22:09:42  <andythenorth> V453000: write a grf generator
22:10:57  <V453000> and I hoped my newGRF clearly stated it is aimed to make sense :(
22:11:55  <andythenorth> herp
22:12:03  <andythenorth> BANDIT can have a capacity multiplier param
22:12:11  <andythenorth> that will solve all evil
22:13:35  <andythenorth> 1x, 1.5x, 2x real-life capacity
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22:17:30  <Eddi|zuHause> yes, except you shouldn't call it "real-life"
22:18:58  <V453000> :d
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22:22:29  <andythenorth> @calc 28*1.5
22:22:29  <DorpsGek> andythenorth: 42
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22:30:52  <Terkhen> good night
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23:04:59  <andythenorth> trucks at 14t, 30t, 42t
23:05:09  <andythenorth> and silly road trains at 78t and 165t
23:05:32  <andythenorth> models change every 25 years or so, 1900-2000
23:07:05  <V453000> 0
23:07:10  <V453000> 165t per RV?
23:07:13  <V453000> thats lol
23:07:27  <andythenorth> not even unrealistic :o
23:07:30  <andythenorth> australia
23:07:31  <Supercheese> 3 trailers eh
23:07:38  <V453000> I didnt ask about the R word :P
23:07:42  <andythenorth> 2AB (quad)
23:07:50  <andythenorth> 4 trailers, lots of tyres
23:07:53  <V453000> why is R so close to F
23:08:07  <andythenorth> has to be close to something
23:08:07  <Supercheese> tires*    ;)
23:08:10  <Supercheese> :P
23:08:12  <TinoDidriksen> To slow down typing.
23:08:29  <Supercheese> "tyres", "kerb"
23:08:54  <Supercheese> Well, we did switch the driving side, makes sense some words would switch as well
23:09:42  <andythenorth> wonder if I can get it done in a limit of 20 vehicles
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23:09:48  <andythenorth> probly
23:09:53  <andythenorth> "20 is plenty"
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23:11:42  <andythenorth> bye
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23:16:02  <SigHunter> so i have a trainstation at a factory that was (without noticing) also in range of a farm. the station accepts crops and cattle but somehow also delivers, though the farm is not in range anymore. how can i get rid of the "delivering" part and just make it accept again
23:16:15  <SigHunter> trains now dont unload but rather try to load there now
23:16:30  <Supercheese> You can specify "no loading"
23:16:43  <SigHunter> yes, for ~60 trains manually
23:16:43  <Supercheese> but even easier may be just to demolish that station and route trains to a new one
23:16:49  <Supercheese> oh 60 trains
23:16:55  <SigHunter> 37 sry
23:17:05  <Supercheese> You'll have to do something manually unfortunately
23:17:11  <Supercheese> nothing automatic to take care of that
23:17:15  <SigHunter> its not even my mess, its the one from a friend, but he wants me to fix it :D
23:17:27  <Supercheese> well, use shared orders if he/you aren't
23:17:27  <SigHunter> ofcourse no shared orders, groups or else :/
23:17:31  <Supercheese> heh
23:19:47  <MNIM> Isn't there a way to force a group to share orders?
23:20:22  <Supercheese> Well, there's a way to add all vehicles that share orders to a group
23:20:23  <Eddi|zuHause> no
23:20:26  <Supercheese> not sure about vice versa
23:26:37  <Wolf01> 'night
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