Log for #openttd on 22nd July 2015:
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00:59:04  <Sylf> You can decode NewGRF to nfo.  There may be nfo to NML converter/translator, but that won't still produce very readable code than nfo itself, as far as I know.
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03:30:24  <ade> I can't find "sprites/png/gui/introletters.png" in zbase-8fc57f008040
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06:47:26  <andythenorth> o/
06:51:19  <Supercheese> ahoy
06:59:22  <andythenorth> @seen pikka
06:59:22  <DorpsGek> andythenorth: pikka was last seen in #openttd 1 day, 23 hours, 35 minutes, and 50 seconds ago: <Pikka> flakey andynet?
07:06:15  <Supercheese> @seen Pokka
07:06:15  <DorpsGek> Supercheese: Pokka was last seen in #openttd 1 week, 2 days, 23 hours, 25 minutes, and 45 seconds ago: <Pokka> tilt to you too
07:37:02  <planetmaker> moin
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10:15:06  <Pikka> isn't it
10:15:18  <Eddi|zuHause> no, definitely not.
10:15:29  <andythenorth> probably
10:15:34  <andythenorth> what is it?
10:15:48  <Pikka> hard to say really
10:15:55  <andythenorth> I can’t tell
10:16:17  <andythenorth> but eh
10:16:24  <andythenorth> I now have 87 vehicles in Road Hog
10:16:27  <andythenorth> did I win yet?
10:16:38  <Eddi|zuHause> no.
10:16:39  <Pikka> depends. do you feel like a winner?
10:16:44  <andythenorth> not yet
10:16:51  <andythenorth> I’m hoping that I add what I think is right
10:16:51  <Pikka> must need more then
10:17:01  <andythenorth> with the result being 99
10:17:03  <Eddi|zuHause> you win when you release.
10:17:14  <andythenorth> sometimes you lose when release :(
10:17:27  <Eddi|zuHause> tel aviv.
10:18:13  <Eddi|zuHause> [that's a pun on "c'est la vie"]
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10:35:16  <andythenorth> Pikka: tried to stop your thread getting derailed into needless shit, failed sorry :)
10:35:38  <andythenorth> are you getting any traction from redditters?
10:35:46  * andythenorth has no idea about reddit, it’s for young people
10:36:15  <Pikka> a little, I'm not sure where most of the response is coming from though. Don't recognise the names.
10:36:36  <Pikka> I'm getting some through from the other language communities, the czechs and russians, which is nice.
10:37:11  <andythenorth> nice
10:37:34  <andythenorth> not sure how to help promote it
10:37:53  <andythenorth> forums are only OTTD place I really use
10:38:15  <Pikka> I don't know. I put out a few feelers to sites which have done articles on (Open)TTD before, I might possibly get something out of that
10:38:36  <planetmaker> from our google+ account a line was posted as well
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11:08:24  <andythenorth> lo Alberth
11:08:37  <Alberth> moin
11:18:56  <andythenorth> eh
11:19:06  <andythenorth> pax and mail tram progression
11:20:14  <andythenorth> cargo trams are easy, 50t, 25mph-> 80t, 35mph, -> 110t, 45mph
11:20:31  <andythenorth> all about the same length, or new one is shorter than old, so more trams fit in a tile
11:20:36  <andythenorth> player wins every time
11:21:17  <Eddi|zuHause> you don't want more than one tram per tile, it doesn't mix well with the drive through stops
11:21:20  <andythenorth> pax trams get bigger and faster, but also double-deck -> multiple unit single deck
11:21:33  <andythenorth> this is bad for capacity per tile :(
11:21:56  <Eddi|zuHause> then don't make double decker trams
11:22:02  <andythenorth> yeah
11:22:09  <andythenorth> not very british though :)
11:22:33  <Alberth> non-britsh tram roster  :)
11:22:52  <andythenorth> the grain tram is norwegian :P
11:22:58  <andythenorth> the dump tram is USA :P
11:23:05  <andythenorth> the beer tram is made up
11:23:18  <Alberth> international tram roster
11:23:50  <andythenorth> I should have matched rosters to FIRS economies or TTD climates
11:23:56  <andythenorth> not countries :P
11:25:24  <Alberth> s/british/temperate/     and done :)
11:26:05  <andythenorth> for Iron Horse, we also included Ireland and ‘pretend things that people made up but never got built really'
11:26:09  <andythenorth> which helps :)
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11:33:53  <andythenorth> double deck tram
11:35:47  <__ln__> photoshopped
11:37:02  <andythenorth> mockup
11:37:25  <Alberth> looks nice
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11:40:23  <Pikka> goodnight all, uni in the morning :)
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11:41:55  <andythenorth> looks steep for a tram
11:43:08  <Alberth> you can see the gradient from that? :)
11:43:14  <Alberth> maybe it goes down-hill :)
11:43:30  <andythenorth> I’m assuming the posts are vertical :)
11:47:26  <andythenorth> chibi
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11:50:57  <Eddi|zuHause> andythenorth: photos are unreliable for determining grades, as the lenses distort everything
11:51:24  <andythenorth> yeah I know :)
11:51:58  <andythenorth> the rocks on the right hand side suggest a rising grade though
11:52:00  <andythenorth> amongst other things
11:52:15  <andythenorth> there are probably plenty of examples online of visual illusions proving this is a fallacy
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11:54:08  <Eddi|zuHause> andythenorth: even if you can say it's a rising grade, the steepness is still unreliable
11:54:28  <Eddi|zuHause> anyway, i've seen trams climb some pretty steep grades
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12:00:10  <andythenorth> so Road Hog has double-deck buses (slow, high capacity)
12:00:19  <andythenorth> and single-deck coaches, fast, high capacity
12:00:41  <andythenorth> but coaches are not as high as the buses
12:01:01  <andythenorth> but all are 8/8 or less
12:01:12  <andythenorth> this doesn’t work for trams
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12:01:15  * andythenorth puzzling
12:01:52  <andythenorth> Eddi|zuHause: pax trams need to be very high capacity per tile yes?
12:02:55  <Eddi|zuHause> i'd say 1 tram (1 tile) should be able to replace 3 single deck busses (1/2 tile)
12:03:31  <andythenorth> yeah that’s fine
12:03:36  <Eddi|zuHause> assuming double deck busses have 50% more capacity than single deck, then that would make those equal
12:04:07  <andythenorth> trying to figure out if there are 2 types of tram or 1
12:04:22  <Eddi|zuHause> one type should suffice
12:04:33  <andythenorth> IRL isn’t actually a problem here
12:04:50  <andythenorth> single-deck trams have high standing capacity, whereas double-deck don’t
12:04:57  <andythenorth> so they net out about the same
12:05:14  <Eddi|zuHause> that's what i said, right?
12:05:19  <andythenorth> yeah
12:05:37  <andythenorth> decision is whether to have double-deck trams (for variety and realism) or not
12:05:57  <andythenorth> cost is that trams suddenly get much longer around 1960
12:06:39  <Eddi|zuHause> well, trams did get much longer around 1960...
12:06:48  <andythenorth> is that bad for gameplay?
12:06:58  <andythenorth> auto-replace: block all stations
12:07:08  <andythenorth> tedious?
12:07:15  <Eddi|zuHause> it's a challenge, not necessarily terrible
12:07:35  <andythenorth> current roster is mutable
12:07:54  <andythenorth> steam tram (engine + double deck trailer), 2 units
12:08:04  <andythenorth> 2 models of single unit double deck
12:08:13  <andythenorth> then 2 models of multiple unit single deck
12:10:30  <andythenorth> hmm, the multiple unit single deck could be a new option from 1960
12:10:47  <andythenorth> requiring stations to be adjusted
12:10:51  <andythenorth> dunno, probably overthinking
12:13:26  <Eddi|zuHause> GermanRV has a problem that in the 1990s, trams go from 1.2 tiles to 2 tiles, without properly increasing capacity. that actually is terrible
12:14:03  <andythenorth> seems pointless :)
12:14:28  <Eddi|zuHause> GermanRV has an inconsisty with mapping real length to game length
12:14:59  <Eddi|zuHause> but i never quite could convince Uwe to fix it
12:16:49  * andythenorth wonders whether to approach trams more radically
12:16:55  <andythenorth> and keep a fixed length for all time
12:17:03  <andythenorth> that is how Iron Horse does metro
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12:47:27  <andythenorth> Eddi|zuHause: you ever move mail in your games?
12:51:28  <Hiddenfunstuff> isnt mail quite worthless and uesless?
12:51:47  <Hiddenfunstuff> and usually low quantities so its not even worth putting trains for it
12:51:51  <planetmaker> I value the mail I get - except when it's bills :)
12:52:03  <Hiddenfunstuff> aka once in year?
12:52:09  <planetmaker> :D
12:52:31  <andythenorth> mail between cities is easy, just add mail wagons to a train
12:52:38  <andythenorth> but within cities with trucks or trams?
12:52:40  * andythenorth doesn’t bother
12:52:45  <andythenorth> ever
12:52:54  <Hiddenfunstuff> bill, bill, bill, complaint, bill, bill, speeding ticket, bill, bill, complaint, bill ...
12:53:08  <Hiddenfunstuff> Also spam
12:59:22  <V453000> I read add mail wagons to brain
13:00:30  <andythenorth> yeah
13:00:31  <Hiddenfunstuff> instructions unclear, mailed my brain
13:00:33  <Eddi|zuHause> andythenorth: i rarely do mail, mostly because overabundance of passengers takes all my attention
13:00:37  <andythenorth> that’s what I wrote V453000
13:01:32  <Eddi|zuHause> with a town production factor of 1/4 i might do mail properly
13:01:50  <Hiddenfunstuff> well tbh.. I rarely even bother with passengers either
13:03:55  <Eddi|zuHause> andythenorth: anyway, whether i do or do not use mail, doesn't mean you can alter your obligation to provide proper mail transport :p
13:04:14  <andythenorth> more a question about whether you have valid opinion :)
13:04:31  <andythenorth> I am unsure about sizing of mail (also express freight) trams
13:04:31  <Eddi|zuHause> my opinion is that you should handle mail like any of your other cargo trams
13:05:11  <Eddi|zuHause> well, in CETS, mail capacity is probably larger than default. but i really have not spent much time on it
13:05:44  <andythenorth> the Road Hog trucks do 30 / 30 / 50 / 50 bags of mail
13:06:09  <andythenorth> dunno if that works yet
13:06:46  <Eddi|zuHause> i think the same ratio of 3 single-length trucks = 1 double-length tram should apply
13:06:54  <andythenorth> who builds mail trams, really? o_O
13:06:55  <Eddi|zuHause> but on the base value, i cannot give you any advise
13:06:56  <andythenorth> people do that?
13:07:04  <Eddi|zuHause> yes, mail trams existed
13:07:11  <andythenorth> irl I know
13:07:16  <Eddi|zuHause> London also has a mail-underground ;)
13:07:32  <andythenorth> but in game, there is usually no room for freight tram stops
13:07:35  <andythenorth> in town
13:07:47  <andythenorth> due to pax tram stops + queuing
13:11:44  <Alberth> with RV, I usually move the mail trucks to another street
13:12:28  <andythenorth> trams are trickier I think, due to turning loops
13:12:30  <andythenorth> might be wrong
13:13:06  <Eddi|zuHause> there are certainly many valid approaches to a mail network in parallel to a passenger network in a town
13:14:01  <Eddi|zuHause> anyway, if you have a grain tram and a beer tram, there's no reason to not have a mail tram
13:14:21  <V453000> everything is a beer tram in hiding
13:14:49  <Eddi|zuHause> if all you have is beer goggles, everything is a beer.
13:15:03  <V453000> yay
13:17:08  <Alberth> we'll just rename every cargo to "beer"  :p
13:17:24  <andythenorth> simples
13:17:29  <andythenorth> accepts BEER
13:17:31  <andythenorth> produces BEER
13:17:57  <andythenorth> current pax tram generations + lengths:
13:17:58  <Alberth> stockpile:  inifnite, until V arrived
13:18:13  <andythenorth> not convinced by the pax trams
13:18:52  <Alberth> bbl
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13:19:41  <Eddi|zuHause> V453000: well, it's not like you have full control over an industry set to achueve this
13:19:51  <Eddi|zuHause> -u+i
13:20:31  <V453000> :)
13:20:34  <andythenorth> actually those pax trams are definitely suck
13:20:42  <andythenorth> the length progression just looks dumb
13:21:08  <V453000> I like it
13:21:11  <Eddi|zuHause> i'm somewhat indifferent
13:21:23  <andythenorth> no logic :P
13:22:54  <V453000> fuck logic
13:22:57  <V453000> go for beer solution
13:23:28  <andythenorth> beer solution is all one size
13:26:00  <Eddi|zuHause> beer is certainly not all one size. if you order one beer in cologne, you get 0,2l. if you order one beer in munich, you get 1l
13:27:21  <andythenorth> well when you’ve tried all the beers, tell me how to fix pax and mail trams
13:27:37  <andythenorth> the cargo trams are now satisfactory, thanks to help from [random irc people]
13:27:39  <Eddi|zuHause> you never tried all the beers
13:28:18  <andythenorth> the pax and freight RVs are also satisfactory, for some value of satisfactory
13:28:24  <V453000> xd
13:28:26  <andythenorth> factoring in overtaking, station type etc :P
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13:41:13  <V453000> doing some serious BRIX progress
13:41:20  <V453000> tracks being done now
13:42:20  <andythenorth> :)
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13:47:40  * andythenorth wonders why openttd doesn’t persist settings
13:47:44  <andythenorth> it’s a persistent irritation
13:48:02  <andythenorth> I have changed the build-while-paused settings maybe a hundred times now
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14:01:14  <Eddi|zuHause> it's not openttd, it's you.
14:01:42  <andythenorth> is there a save button?
14:01:56  <Eddi|zuHause> either you change settings from within the game, which doesn't persist on the next game you start
14:02:10  <Eddi|zuHause> or your openttd.cfg file (or the directory) is write protected
14:02:20  <andythenorth> it’s the former
14:02:29  <andythenorth> 100% explains it
14:02:50  <Eddi|zuHause> change it on the main menu, and it should persist
14:02:54  * andythenorth tests
14:03:31  <andythenorth> solved
14:03:54  <andythenorth> I have openttd open all the time
14:04:07  <andythenorth> but I never leave it on the main menu, due to sound effects
14:04:17  <andythenorth> I leave it in a game, then use ‘newgame’ in console
14:04:43  <andythenorth> thus no persisting of settings
14:04:44  <Eddi|zuHause> you can use the "settings_newgame" [or similar] console command
14:05:03  <andythenorth> I did patch out the main menu sound effects once
14:05:08  <andythenorth> but patches die :P
14:08:11  <Eddi|zuHause> just replace opntitle.dat
14:08:25  <Eddi|zuHause> or delete it
14:11:31  <andythenorth> ta
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14:55:19  <txtsd> hello
14:55:36  <txtsd> how can I make a 'very flat' world without 50% of it being water?
14:55:55  <txtsd> I set sea level to 1, but the map still generates with 50% water
14:56:17  <Eddi|zuHause> make a heightmap in your favourite image processing program
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14:57:50  <Eddi|zuHause> if you feel you have trouble coming up with suitible random shapes, try making a non-flat map, export it as heightmap, scale down the colours in the heightmap, and import that heightmap
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15:00:50  <txtsd> That sounds like a lot of work for a one-click feature
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15:01:06  <Eddi|zuHause> also, turn off variety distribution
15:01:25  <txtsd> oh I haven't tried fiddling with that option. Let me try it and get back.
15:01:57  <Eddi|zuHause> it runs an extra flattening step over the map, which might be too much for a map that already is flat
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15:04:36  <txtsd> ok turning it off got me the kind of map I want
15:04:38  <txtsd> thanks :D
15:05:41  <txtsd> I've been watching OpenTTD lets play videos all day. I read about the game in a thread on the archlinux forums earlier today. I'm ready to play my own game now!
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15:18:45  <txtsd> Are there prerequisites for getting Oil Rigs on the map? I haven't seen a single one on the temperate maps I've been generating
15:18:55  <txtsd> The wiki doesn't mention anything special
15:19:11  <Alberth> after 1960, temperate climate
15:19:48  <Alberth> hmm, generating, not sure if they appear then
15:20:05  <txtsd> So they'll just appear as I play once I hit 1960?
15:20:09  <Alberth> generating and regular industry spawning during play are different things
15:20:35  <Alberth> it should happen gradually, but yep
15:20:42  <txtsd> Oh I see
15:21:09  <Alberth> there is probably also the requirement of having some water :p
15:21:35  <Alberth> default even demands water near the edge
15:21:38  <txtsd> I have water on all edges of my maps
15:22:46  <Alberth> and you need industry spawaning, ie no newgrfs that block industry creation or closure (to a lesser extent)
15:23:07  <Alberth> but if you play default, that should be fine
15:23:22  <txtsd> Gotcha. I only have Japanese town and city names for newgrfs. I don't want to stray too much.
15:24:12  <Alberth> you could check out the opengfx+ newgrfs, they are in the spirit of default game play, but just a little nicer
15:24:31  <Alberth> opengfx+industries however fails with toyland climate :(
15:24:50  <txtsd> Is it better than zbase?
15:24:57  <txtsd> zbase looks good enough for me
15:25:29  <Alberth> they only change behaviour, no need graphics (except opengfx+landscape I think)
15:26:02  <Alberth> zbase looks too flat and unfinished for me
15:26:25  <Alberth> so I play opengfx or even original base set
15:26:51  <Alberth> but I guess it's just what you're used to :)
15:27:10  <txtsd> Ok I'll download and try them out. Thanks for the suggestion!
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16:06:40  <Eddi|zuHause> whoever's responsible for the changelog, i think it should include all previous releases of a major version (so 1.5.1 changelog includes all changes for 1.5.0 as well)
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16:10:00  <frosch123> just use the wiki
16:11:39  <Eddi|zuHause> not what i meant...
16:12:20  <andythenorth> hurgh
16:12:26  <andythenorth> silly tramses
16:12:40  <andythenorth> IRL, trams used to sometimes run in convoys
16:12:46  <andythenorth> not connected, but closely following :P
16:13:02  * andythenorth considers how that would look in the buy menu: “Tram Convoy"
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16:49:45  <andythenorth> this looks better for length progression
16:49:50  <andythenorth> probably bad for gameplay?
16:50:14  <andythenorth> biggest tram is 19/8 long
16:50:32  <andythenorth> shortest is 10/8
16:53:08  <Supercheese> looks better for lengths yeah
16:53:24  <Supercheese> the first longer then shorter progression was odd
16:54:23  <andythenorth> agreed
16:54:32  <andythenorth> if we want double deck trams, they can be separate
16:54:46  <andythenorth> hmm, the first steam one is double deck, but anyway :P
16:55:06  <andythenorth> I’ll wait for Eddi’s comments on lengths
16:55:48  <andythenorth> I ran a few tests last week, 18/8 seems to be an optimum length for station performance, but it wasn’t very scientific
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16:59:45  <Alberth> pretty much all software runs by testing :p
17:02:16  <andythenorth> if it was scientific, I might have a hypothesis, instead of vague empiricism :P
17:05:06  <andythenorth> anyway, tramz :P
17:05:09  <andythenorth> are getting more done
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17:07:24  <Alberth> the scientific approach takes too long, you'd have to compare each length with every other length
17:07:42  <andythenorth> I used a subset :P
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17:07:52  <andythenorth> and no combinations of different lengths
17:08:02  <andythenorth> it was a monoculture of lengths
17:08:33  <Alberth> that can be good, see eg nuts :)
17:09:07  <V453000> wat
17:09:25  <V453000> ah andy with his length mess
17:09:57  <andythenorth> ideally all vehicles would be 8/8
17:09:57  <V453000> I would just make a total length the same for all vehicles, and make them consist of various lengths of articulated things
17:10:10  <V453000> makes it look fun and work fine
17:10:48  <andythenorth> shall I do that for the pax tramz?
17:10:50  <andythenorth> I wouldn’t mind
17:10:57  <andythenorth> makes station building easy throughout the game
17:11:22  <V453000> idk :)
17:11:30  <V453000> for RVs I think various lengths are kind of nice
17:11:52  <V453000> I suppose it is good to keep them in half-tile multiplications, but it is fun to choose a longer/shorter vehicle
17:12:01  <andythenorth> contradicting your previous statement :P
17:12:10  <V453000> RVs though
17:12:24  <V453000> thought you mean trains
17:12:34  <andythenorth> nah
17:12:38  <andythenorth> tramzz
17:12:38  <V453000> if trains have odd lengths, it is bad because they combine one train
17:12:54  <V453000> RVs are one vehicle as a whole, so the length of the unit nicely matters
17:13:21  <andythenorth> length affects station performance

17:13:23  <V453000> of course it kind of applies to trains too but RVs can autoreplace from long to short and back without any losses etc
17:13:28  <V453000> sure, but also road performance
17:13:33  <V453000> road/tramtrack :)
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17:13:45  <V453000> more density = more road capacity, same as stations
17:14:17  <andythenorth> I don’t like that long tram
17:14:33  <V453000> k then :)
17:16:36  <andythenorth> I cba to test them against each other though
17:16:46  <andythenorth> also I haven’t used them in a game :P
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17:18:46  <V453000> WHY CARE ABOUT A GAME! :D
17:21:28  * andythenorth has no answer
17:21:36  <andythenorth> I will have to think about it :(
17:25:42  <andythenorth> tell me a number
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17:34:53  <Alberth> 4
17:35:08  <andythenorth> now I have to decide what that is for
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17:35:42  <andythenorth> really small mail trams?
17:36:45  <Alberth> that works with trains, normally, you never need many mail wagons with passenger trains
17:37:54  <andythenorth> 4 bags of mail? o_O
17:38:02  * andythenorth actually just uses Eddi’s suggestion :)
17:38:03  <andythenorth> easier
17:38:52  <Alberth> sounds like a fair interpretation of 4  :)
17:38:59  <andythenorth> you won’t be wanting trams in small towns :P
17:39:46  <Alberth> I don't want trams unless BB asks me to :p
17:40:03  <Alberth> trams are nice for short industrial cargo transport though
17:40:05  <V453000> haha
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17:41:28  <Alberth> should we have goals like "build 5 trams"?  :p
17:41:44  <Alberth> sounds more like "achievement unlocked!"
17:42:13  <andythenorth> :)
17:42:26  <andythenorth> might be interesting to vary the cargo goals
17:42:45  <andythenorth> dunno
17:42:51  <andythenorth> worried about overloading BB
17:42:54  <andythenorth> but
17:43:04  <andythenorth> “construct an industry supplying [cargo]”
17:43:15  <andythenorth> “supply x tonnes every month to town z”
17:43:34  <Alberth> SV ?
17:43:41  <andythenorth> “provide a ferry service"
17:43:43  <andythenorth> dunno
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18:02:28  <Supercheese> any actual hogs in Road Hog yet?
18:03:48  <andythenorth> nah :)
18:04:08  <andythenorth> eh, if the biggest trams can’t keep stations clear in a 10k popn. city
18:04:12  <andythenorth> there’s no point?
18:04:48  <Alberth> 10k?
18:05:02  <Alberth> I wouldn't try that with trams :p
18:05:14  <Supercheese> needs more
18:05:15  <andythenorth> what else would you do without station walking?
18:05:16  <Supercheese> like subways :P
18:05:36  <Alberth> regular train station
18:05:39  <Supercheese> or metro or whatever you have it
18:05:47  <Alberth> or don't care about waiting pax
18:08:16  <andythenorth> Iron Horse metro does 400 pax in 1 tile length @ 65mph
18:08:42  <andythenorth> the biggest Road Hog tram does 180 pax in 1.2 tile length @65 mph
18:08:52  * andythenorth considers rebalancing
18:09:59  <Alberth> why have hog trams at all, if they are in iron horse?
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18:12:10  <Eddi|zuHause> why is setting double size gui disabled?
18:13:40  <andythenorth> o_O
18:13:46  <andythenorth> works for me :|
18:15:56  <Eddi|zuHause> apparently it's tied to the max zoom level
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18:31:03  <peter1138> Maximum zoom affects maximum zoom, how odd.
18:35:35  <Eddi|zuHause> well, yes, it is odd, because the two settings are in totally unrelated places
18:36:17  * andythenorth wishes there was a way to space out trams
18:36:33  <peter1138> Someone said the place where it is was going to go away, so I left it.
18:37:23  <Eddi|zuHause> the last time i spaced out trams, said way didn't even exist yet
18:38:29  <andythenorth> I tried timetables once, but they don’t do anything
18:39:02  <peter1138> They're useful to have all your vehicles bunched up together while being flagged as late...
18:39:15  <andythenorth> yeah that’s what happened
18:39:24  <andythenorth> and also to spend a lot of time clicking stuff
18:39:33  <andythenorth> and wonder why the interface gives no clues
18:39:40  <Eddi|zuHause> run timetable filling, reduce wait time at intermediate stations, increase wait time at end stations, make sure overtaking is possible at some place, and then use the vehicle spacing hidden feature
18:40:08  <Eddi|zuHause> overtaking preferably at those end stations
18:41:15  <Eddi|zuHause> even without setting all the start dates manually, that is still a tedious task
18:41:55  <andythenorth> anyway 240 pax trams that fit in 1.5 tiles
18:42:00  <andythenorth> seems to work for this big city
18:45:04  <Eddi|zuHause> that sounds reasonable
18:48:10  <andythenorth> I’m clearing 2/3 of the pax with no blocking
18:48:16  <andythenorth> city keeps growing though :P
18:48:25  <andythenorth> inconvenient
19:00:52  <andythenorth> 40 pax per tram makes a huge difference to station clearance
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19:05:02  <Alberth> at 240 trams, sounds likely:)
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19:21:44  <Wolf01> o/
19:24:34  <Alberth> o/
19:30:09  <andythenorth> hmm
19:30:20  <andythenorth> so the terrain generation fixes now actuall make nice maps :D
19:30:23  <andythenorth> actually *
19:30:35  <peter1138> s/fixes/revert/
19:30:49  <V453000> wa? (:
19:31:20  <V453000> nice
19:31:31  <andythenorth> mountainous isn’t
19:31:36  <andythenorth> but we can’t have everything :)
19:31:39  <V453000> amazing stuff
19:31:41  <andythenorth> alpinist seems to work
19:31:47  <andythenorth> mountainous is a synonym for ‘flat'
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20:19:11  <andythenorth> trams with heavy load :P
20:19:14  <andythenorth> Budapest
20:24:16  <Alberth> happens every now and then :p
20:24:26  <Alberth> gn
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23:03:00  <Wolf01> 'night
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