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Log for #openttd on 11th November 2017:
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00:04:59  <Samu> i dunno what orderbackups are for, but I edited it anyway
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07:51:08  <PressureLine> So what did I miss?
07:52:34  <PressureLine> also!
07:53:37  <PressureLine> andythenorth: Road Hod 1.2.1 | Drumbeck Tanker Tram | uses electric sparks even though it is a steam tram
07:57:53  <andythenorth> how rude
07:58:02  <andythenorth> I'll fix it
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08:15:05  <PressureLine> https://i.imgur.com/SfaNSmM.png
08:15:08  <PressureLine> much tramz
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09:28:08  <Wolf01> Moin
09:38:38  <Arveen> Moni
09:46:20  <Alberth> o/
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10:23:15  <andythenorth> mostly tanks
10:28:37  <Alberth> tank train set :)
10:32:13  <Wolf01> https://en.wikipedia.org/wiki/Romney,_Hythe_and_Dymchurch_Railway#Armoured_train
10:33:03  <Wolf01> https://upload.wikimedia.org/wikipedia/commons/8/85/Romney%2C_Hythe_and_Dymchurch_armoured_train.jpg BTW, it looks ridiculous
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10:44:12  <Wolf01> http://www.gamebaz.com/images/ItemImage/4580124761309.jpg lol
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10:50:46  <Samu> hello
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11:04:33  <Samu> Alberth: remember that code for airplanes I thought it was useless? I think I understand now what it was supposed to be doing.
11:04:55  <Samu> it's in the wrong place
11:05:25  <Samu> it should be placed right after leaving a terminal
11:07:38  <Samu> before heading to next destination, check if it needs autoservicing
11:08:38  <Samu> gonna try fix this
11:27:23  <Alberth> bbl
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11:47:54  <Flygon> <Wolf01> https://upload.wikimedia.org/wikipedia/commons/8/85/Romney%2C_Hythe_and_Dymchurch_armoured_train.jpg BTW, it looks ridiculous
11:47:59  <Flygon> LEGO Army
11:50:23  <Eddi|zuHause> looks a bit like those large model trains where people can sit on it
11:51:00  <Wolf01> Yeah
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12:15:47  <Wolf01> Quak
12:15:55  <frosch123> moo
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12:53:03  <Samu> this is harder to fix than i thought
12:54:28  <Samu> when the aircraft enters a terminal, it v->BeginLoading();
12:54:59  <Samu> BeginLoading is doing a lot of stuff... inclusing changing the next station to visit :(
12:55:08  <Samu> i wasn't expecting that :(
12:55:15  <Samu> including*
13:00:59  <Samu> if I do a check if aircraft needs auto servicing, it will be sending the aircraft to the next airport to visit, and not the airport it's currently at :(
13:01:11  <Samu> that's innefficient :(
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13:46:46  <Samu> CheckIfAircraftNeedsService function is becoming too big :(
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16:30:34  <andythenorth> world of tanks is addictive
16:32:29  <V453000> made a smart rendering script for articulated vehicle consisting of 1 model
16:32:36  <V453000> of course there were errors :)
16:33:09  <V453000>  and I was so confused that I even re-checked the blender camera setup because I though it's coming from that, even though the math in there is ultra trivial and everything is ultra consistent with the game
16:34:36  <V453000> hopefully fixed :)
16:35:13  <V453000>  /me is back to train set after making PURR and building 700 trains over a few days on our welcome server for "testing purr scientific purposes" :D
16:36:09  <V453000> so
16:36:24  <V453000> andythenorth: do you know some way how to extract layers individually from PSD ?
16:38:01  <V453000> seems functional? https://pypi.python.org/pypi/psd-tools
16:40:01  <V453000> currently I was ordering sprites in After Effects but if I can export layers from photoshop automatically, shit's dope
16:40:38  <V453000> being able to remove Ae from the workflow would make it even easier to script ... I could make some exporting script for Ae in javascript but I don't want to touch js if I can avoid it for now
16:42:35  <andythenorth> V453000: never tried layer extraction
16:43:05  <V453000> will try Export a single layer:  >>> layer_image = layer.as_PIL() >>> layer_image.save('layer.png')
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18:01:13  <Snail> hey guys
18:01:57  <Snail> question for you… when does the recoloring callback get updated, for trains?
18:02:28  <Snail> it used to be the “callback 32 days” (CB_32DAY), but I believe things got quite messed up at a certain point...
18:03:40  <frosch123> the main misunderstanding is that it is only guaranteed when the cb is called
18:03:47  <frosch123> it is never said when it is not called
18:04:13  <frosch123> some newgrf authors assume that the coloring is stored persistently, but that is just plain wrong, and has always been wrong
18:05:20  <frosch123> the 32day flag means that the color is updated *at least* every 32 days
18:05:34  <frosch123> it does *not* mean that it is updated *at most* every 32 days
18:05:36  <Snail> well, to my understanding, the coloring is always cached, and only occasionally updated
18:05:41  <Snail> ok, got it
18:05:57  <Snail> so which other cases is the recoloring also updated in?
18:06:17  <Snail> for instance, I experience this happening when reaching a station… or when loading some cargo...
18:06:26  <Snail> it’d help to have a list of these events
18:06:36  <frosch123> it may also happen when the track type changes
18:06:44  <frosch123> the list is endless
18:07:01  <frosch123> if you want to make stuff depend on date, use the date of last service
18:07:17  <Snail> yes, I’m already using it for other purposes
18:08:04  <frosch123> caching is to make stuff faster by not updating them all the time, it is no storage
18:08:28  <frosch123> if we find a way to make ottd multi-core we may not cache it at all and always update it
18:08:53  <Snail> I was wondering if it was possible to add a functionality, that would allow us to update recoloring *only* every 32 days
18:09:00  <frosch123> no :)
18:09:11  <Snail> well, I guess it’d require a new callback?
18:09:21  <frosch123> use "days since last service" / 32 or something
18:09:55  <Snail> ok
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18:18:41  <Func_Vehicle> Hello
18:19:19  <Gja> hi
18:20:10  <Eddi|zuHause> wasn't there a 30 day callback? or was that 30 ticks?
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18:24:24  <frosch123> Eddi|zuHause: it exists, but as long there is no persistent storage, it's pretty useless
18:24:45  <Eddi|zuHause> ah, yeah, i can see the issue
18:25:02  <frosch123> it's some kind of indirection, call this callback first before calling the others
18:25:18  <frosch123> but you could achieve the same by just calling the other callbacks
18:34:51  <Snail> frosch123: the aim of CB32 was to get vehicles recolored at random times (as 32 days would be)
18:35:14  <Snail> if recoloring is also updated in countless other situations, what I just said would not work
18:35:39  <frosch123> if it is random, then use random bits?
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18:35:50  <Snail> I meant at random times
18:36:18  <Snail> random bits can only be reinitialized at certain well-specified events (loading, building, servicing…)
18:36:43  <frosch123> there is also the 32day trigger for rerandomisation
18:37:58  <frosch123> if it is about updated, iirc supermob changed livery at "current date" > "date for new vehicle generation" + "random delay"
18:38:03  <frosch123> *updates
18:38:50  <frosch123> there vehicles get new liveries in certain years, but for individual vehicles the repainting is delayed by a random span
18:39:16  <Snail> yes, I’m also doing something similar
18:39:28  <Snail> I’m changing the liveries in waves
18:39:41  <Snail> but this only happens when a vehicle enters the depot, of course
18:39:51  <Snail> I was talking about wagons changing colors outside of the depots
18:40:01  <Snail> like when the train is moving
18:40:36  <Snail> so far, changing colors almost always occurs when the train reaches a station, because that’s one event trat updates the recoloring cache
18:40:58  <Snail> I would ideally require the recoloring not to be updated when it reaches a station, but only every 32 days
18:41:44  <frosch123> well, do not think about the update moment, but rather about how to get the coloring for every moment
18:42:43  <frosch123> assume the update would happen every tick
18:42:52  <Snail> that would solve my problem
18:43:05  <Snail> but unfortunately it doesn’t happen every tick :)
18:43:22  <frosch123> what does it depend on?
18:43:25  <frosch123> current date?
18:43:45  <Snail> difference between last depot visit and current date
18:43:59  <Snail> it’s already different from wagon to wagon, based on random bits
18:44:08  <Snail> that get reinitialized at every depot visit
18:44:58  <Eddi|zuHause> you mean something like it's dirty when it's not serviced after <x> days?
18:45:17  <Snail> something like that
18:45:27  <frosch123> hmm, i guess you can also drop the recoloring callback and use the vehicle stack recoloring capability
18:45:33  <frosch123> that one updates whenever the vehicle moves
18:45:44  <Snail> you mean at every tick?
18:45:54  <frosch123> at every movement step
18:45:58  <Snail> ah, nice
18:46:14  <frosch123> well, also at every loading step
18:46:20  <Snail> but that would require a majotr rewrite in the code :p
18:46:24  <Snail> *major
18:46:36  <frosch123> i don't know your code :)
18:46:47  <frosch123> but i would expect only changing like 3 lines
18:47:02  <Eddi|zuHause> per vehicle :p
18:47:10  <frosch123> possibly that
18:47:20  <Eddi|zuHause> and per livery
18:47:34  <Eddi|zuHause> and per magic push-pull-whatever
18:47:36  <Eddi|zuHause> :p
18:47:40  <V453000> frosch123: of course my rendering script had a bug
18:47:43  <Eddi|zuHause> it quickly becomes complicated :p
18:47:44  <frosch123> essentially: instead of linking the decision for the color to the callback, link it to the regular drawing chain and store the result in some register
18:47:55  <frosch123> Eddi|zuHause: no, not per livery
18:48:10  <frosch123> exactly once per callback-id switch
18:48:21  <V453000> I have a 3-part 24/8 vehicle and each of the 8/8 has it's own controller, it's final frame scaling was leaking to the next sequence frame 0 :) now it resets itself properly
18:50:21  <Snail> “its”, not “it’s” ;)
18:50:28  <andythenorth> free-to-play tank game
18:50:37  <andythenorth> most MP games are me, with low level tanks
18:50:48  <andythenorth> getting destroyed by people who've spent $$ to have OP tanks
18:51:06  <Eddi|zuHause> that's kind of a point of these games
18:51:13  <frosch123> andythenorth: i thought it's about recognising every tank and knowing the plating structure
18:51:19  <Eddi|zuHause> match the non-paying players with paying players, to get more of them to pay
18:51:56  <Eddi|zuHause> wasn't there recently an outcry about some company patenting such a matching algorithm?
18:53:57  <frosch123> yes, it was on jimquisition
18:54:16  <andythenorth> frosch123: I can't recognise the tanks :P
18:54:19  <andythenorth> I have NFI where to aim
18:55:07  <frosch123> andythenorth: isn't there some wiki?
18:55:34  <frosch123> also, as a brittish person, aren't you supposed to prefer battleships?
18:59:38  <andythenorth> probably
18:59:52  <andythenorth> I only have 13" laptop screen, I'd have to have the wiki open on a tablet
19:00:13  <andythenorth> judging by how many tanks don't move at game start, maybe lots of players are reading the wiki first :P
19:04:18  <frosch123> there is nothing weird with using your phone inside of a tank
19:04:26  <frosch123> try to get one with good wifi
19:06:25  <Samu> noob question
19:06:29  <Samu> if (a->FindClosestDepot(NULL, &destination, NULL) && o->GetDestination() != destination)
19:06:42  <Samu> what is the value of the 2nd destination in that block?
19:06:54  <Samu> the one returned from FindClosestDepot?
19:07:29  <Samu> or the one before it?
19:13:44  <Samu> there's the vehicle vehicle, the real thing, and the vehicle engine, the model
19:13:50  <Samu> interesting
19:14:57  <Samu> i'm not entirely satisfied about helicopters servicing at helipads
19:15:17  <Samu> why does this setting even exist :8
19:15:41  <Samu> it ruins servicing
19:15:47  <Samu> automatic servicing, that is
19:24:20  <Eddi|zuHause> i imagine it's pretty boring inside of a tank most of the time
19:26:12  <frosch123> all military stuff is pretty boring most of the time
19:41:30  <Samu> i'm gonna change this helipad servicing a bit, instead of "on landing", i'm making it "on departing"
19:42:27  <Samu> avoids OT_LOADING crap always returning false
19:43:47  <Samu> how to detect helipads
19:43:49  <Samu> hmm
19:49:37  <Samu> why can't i autoreplace airplanes with helicopters? :(
19:49:49  <Samu> sometimes I don't mind that being possible
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20:04:46  <V453000> frosch123: my 20k+ RVs friend got his stuff raised by someone to 50k, but that's not why I write ... he was doing a test and he used roadhog vehicles vs. some longvehicles or something, he's assuming that using articulated parts slows down more than using full non-articulated vehicles. Is this the case, and is there something similar happening for trains?
20:06:14  <frosch123> a single articulated part is obviously less expensive than a full vehicle
20:06:28  <frosch123> it does not do pathfinding or acceleration, and also skips half of the properties
20:06:55  <frosch123> but a 3-part articulated vehicle is obviously more expensive than a 1-part vehicle which does the same job
20:07:00  <V453000> right
20:07:08  <V453000> is there any estimation how much?
20:07:11  <frosch123> so, the question is rather, what's the ratio between capacity and articulated parts
20:07:35  <frosch123> i have no idea. usually people test train performance :p
20:08:08  <V453000> :P I'm just wondering if making all vehicles split in 3 parts in a train set for big networks is that much of a good idea
20:08:17  <frosch123> and in train performance the acceleration was noticeable, which is only done by the front
20:08:38  <frosch123> essentially, the front part does stuff every tick
20:08:47  <frosch123> the other parts only do something when the front moves
20:08:56  <V453000> my vehicles move all the time :P
20:09:21  <frosch123> they do 1800 km/h?
20:09:30  <frosch123> (random number, don't know the limit)
20:15:16  <frosch123> V453000: so, in summary, 1/8 articulated parts are worse than 8/8 :)
20:15:33  <frosch123> 8 times the graphics to resolve for a train of same length
20:16:41  <V453000> even if graphics are only on 1 unit and rest has some 8bpp placeholder only?
20:18:13  <frosch123> traditionally ottd checks for new graphics also when vehicles are currently not visible
20:18:21  <frosch123> noone changed that yet
20:19:33  <V453000> :) ok
20:19:50  <V453000> so it's mainly drawing issues then? Since the other tasks seem to be relatively low performance
20:20:01  <V453000> esp with 32bpp/EZ + 4 layers
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20:23:46  <PressureLine> time to see if I can get NML to work :D
20:24:14  <frosch123> 4x does not affect performance for many trains
20:26:38  <PressureLine> oh goody. this nml file is commented... in russian.
20:27:46  <Wolf01> Usually comments are for the one who wrote the code, not for others :P
20:28:52  <PressureLine> luckily nml is actually quite readable without the comments anyway
20:29:08  <PressureLine> reminds me a bit of lua
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20:29:35  <PressureLine> okeydokey
20:29:49  <qwebirc37680> asd
20:30:30  <PressureLine> so. for lazy nml method: "The easy route is to extract all the NML program files in the same directory as your NML project"
20:30:43  <V453000> well theoretically I guess I can make a paramter for using articulation? Although it's something that I guess would completely fuck with grf compatibility with itself
20:31:05  <V453000> probably best to just ignore any needless articulation for no w
20:31:14  <V453000> main reason would be the bending in curves for 24 rotations
20:31:16  <frosch123> V453000: i'll make a profile for psg325
20:31:47  <PressureLine> <V453000> main reason would be the bending in curves for 24 rotations
20:31:53  <PressureLine> sounds like the timecube!
20:32:16  <V453000> frosch123: interested :)
20:32:21  <V453000> waiting for rezults :P
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20:32:26  <V453000> making offsets work meanwhile
20:32:29  <frosch123> so we can see how much cpu is eaten by vehicle fronts, vehicle parts and industry animation
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20:32:58  <V453000> industry animation 98% :>
20:33:02  <Samu> i hate service at helipad setting :(
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20:34:36  <PressureLine> marginally embarassing :<
20:34:50  <PressureLine> so
20:35:01  <PressureLine> if im being lazy with NML install
20:35:16  <PressureLine> and i have "F:\NML" folder
20:35:30  <PressureLine> and downloaded source of grf from devzone
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20:36:23  <PressureLine> do I just wallop the contents of the E:\Downloads\xussr-r6494-source.tar.xz\xussr-r6494-source.tar\xussr-r6494-source\ folder straight into the NML folder?
20:36:58  <PressureLine> or do put the folder inside the .tar into the nml folder
20:42:23  <Alberth> depends on how xussr finds nmlc
20:43:12  <PressureLine> I don't even know how to answer that :D
20:43:20  <Alberth> and how easy it is to customize it to your setup :p
20:44:05  <Alberth> ie there is no fixed place for a project relative to nml
20:44:26  <Alberth> nml is a generic compiler you typically use it in multiple projects
20:55:36  <Wolf01> Reboot
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20:55:49  <frosch123> xussr uses make and cpp and stuff
20:56:08  <frosch123> so you will have a hard time to compile it on windows
20:56:24  <PressureLine> oh goody
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20:59:06  <PressureLine> would it just be easier to write an override grf for the speed check then
21:01:22  <frosch123> hmm, 63% of cpu time in a game month is used for resolving trains sprites (doing the switches, not doing the drawing)
21:01:30  <frosch123> i did not remember it being that bad
21:01:53  <frosch123> damn, i wanted do to other stuff, not optimising this :/
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21:03:12  <V453000> holy shit
21:03:24  <V453000> my new train set is supposed to have shitloads of graphical switches :D
21:04:49  <V453000> is that considering pathfinding frosch123 ?
21:05:23  <frosch123> pathfinder is like 3.5%
21:06:28  <V453000> I expected like 90% on that
21:07:46  <frosch123> well, it can be a good thing, it's a big opportunity for optimising ottd
21:08:11  <V453000> good point :?
21:08:13  <V453000> :>
21:09:19  <V453000> well that would explain why some people say NUTS is performance demanding for them
21:09:27  <V453000> NUTS uses a lot of graphics switches for wagons especially
21:09:37  <frosch123> well, two
21:10:06  <V453000> right, but big ones
21:10:11  <frosch123> in one game months it resolved 53million vehicles sprites
21:10:24  <V453000> is the number of switches or big amount of switch outcomes worse?
21:10:25  <frosch123> which involved 94million switches
21:10:28  <frosch123> so, two on average
21:10:35  <V453000> ok that's not so bad I guess
21:10:43  <PressureLine> damnit. where did they hide the variable running costs code
21:13:17  <V453000> so theoretically is 1 giant switch for all cargo labels worse or better than many less outputs in 4 individual switches in 4 vehicle layers?
21:16:36  <frosch123> currently 10% is finding the right case within a switch
21:16:53  <frosch123> but that is also something that can be optimised in theory
21:25:22  <V453000> is it like a sequence going one by one and as soon as it finds a right value it returns it?
21:25:30  <V453000> so I could use more likely things at the front?
21:26:09  <V453000> also does the store_temp somehow do bad things like extra performance if I do it for every train multiple times?
21:29:16  <frosch123> putting the more likely ones first is better
21:29:57  <frosch123> store_temp as expensive as say "+"
21:30:02  <V453000> at least something :P
21:30:11  <frosch123> it's nothing special compared to everything else
21:30:16  <V453000> ok
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21:36:28  <frosch123> 3% faster by moving a single line
21:51:12  <V453000> offsets are pain. Looking forward to have this done :D
21:51:15  <V453000> for now gnight
21:55:41  * andythenorth enough tanks
21:55:42  <andythenorth> bed
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22:24:14  <Samu> _settings_game.order.serviceathelipad... why do u exist :(
22:24:36  <PressureLine> for helicopters that *never* land at an airport
22:25:01  <Samu> it breaks autorenew
22:25:19  <Samu> or autoreplace
22:25:59  <Samu> it can get to the point it's serviced too often, and never triggers autoreplace :(
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22:27:53  <Samu> i have another issue with this... airports without helipads, if the heli is going between these, my fix will fail
22:28:15  <Samu> i can't assumer the heli goes to every place with helipags
22:28:17  <PressureLine> what does your fix fix?
22:28:18  <Samu> pads
22:28:55  <Samu> my idea was to ignore the service interval cycle checking, and only check if it needs replacing
22:29:20  <PressureLine> but what does that *fix* ?
22:29:37  <Samu> fixes autoreplace
22:29:50  <PressureLine> what about it is broken?
22:29:57  <Samu> if it services too often, it would never autoreplace
22:30:13  <Samu> i fix one thing, but break another :8
22:30:35  <PressureLine> isnt autorepace tied to the *age* of the vehicle, not the reliability
22:30:47  <Samu> nope
22:31:26  <Samu> autoreplace is checked inside the v->needsautomaticservice
22:31:33  <Samu> or whatevr its called
22:31:52  <Samu> bool Vehicle::NeedsServicing() const
22:32:34  <PressureLine> "Autorenew when vehicle is [time] after max age." [Y/N]
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22:33:18  <Samu> that thing is still part of "NeedsServicing"
22:33:19  <PressureLine> "Autorenew vehicle when it gets old. [Y/N]."
22:33:44  <PressureLine> doesnt it still work when you send it manually to a depot?
22:33:59  <Samu> manually, yes
22:34:16  <PressureLine> which you can do regardless of whether it needs serviceing or not
22:34:23  <Samu> automatically, it would depend on the servicing interval
22:35:05  <Samu> if the heli travels too fast between helipads, it resets the interval
22:35:24  <Samu> and never gets the chance to see if it needs autoreplacing
22:35:47  <PressureLine> have you actually checked to see if it *does* break autoreplace?
22:36:07  <Samu> yes, it breaks it
22:37:34  <PressureLine> simpler 'solution'
22:37:48  <PressureLine> change the helptext for the service @ helipad optiion
22:38:01  <PressureLine> ++(breaks autoreplace)
22:39:30  <Samu> ok, that is an idea, in the case I can't come up with a better solution
22:39:38  <Samu> a warning is better than nothing
22:39:44  <PressureLine> easiest to 'code' too
22:39:46  <PressureLine> but
22:40:14  <PressureLine> are there any reports from users of that being an issue?
22:41:00  <Samu> yes, let me find
22:41:23  <PressureLine> i believe
22:42:03  <PressureLine> ohh
22:42:11  <PressureLine> if a heli is old
22:42:15  <Samu> https://bugs.openttd.org/task/6493?string=heli&project=1&search_name=&type%5B0%5D=&sev%5B0%5D=&pri%5B0%5D=&due%5B0%5D=&reported%5B0%5D=&cat%5B0%5D=&status%5B0%5D=open&percent%5B0%5D=&opened=&dev=&closed=&duedatefrom=&duedateto=&changedfrom=&changedto=&openedfrom=&openedto=&closedfrom=&closedto=
22:42:22  <Samu> ops, giant link
22:42:24  <PressureLine> ie past autorenew threshold
22:42:36  <Samu> FS#6493
22:42:41  <PressureLine> with helipad servicing
22:42:43  <PressureLine> on
22:43:09  <PressureLine> and it gets either a "goto depot" by clicking the button
22:43:24  <PressureLine> or via a go to depot order in the order queue
22:43:45  <PressureLine> does autorenew work?
22:44:23  <Samu> yes, if you send it to a depot manually, yes
22:44:52  <PressureLine> what about in the order queue?
22:45:16  <Samu> if the order to depot is from it's orders, yes, it will renew
22:45:24  <Samu> the problem is only for automatic servicing
22:45:55  <PressureLine> i think it may be because the 'service' doesnt happen in a depot
22:46:06  <PressureLine> not a proper one anyway
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22:46:44  <PressureLine> f-ex you can't buy a new helicopter at the helipad 'station'
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22:48:13  <PressureLine> so if you can't buy a new vehicle there, there's no mechanism for the aurorenew to work
22:48:47  <Samu> i somewhat tried to solve that problem of helis on 2 heliports. It will search for a hangar from another source, but this may break aircraft range on the way back
22:49:28  <PressureLine> aircraft range is a broken mechanic anyway imo
22:49:31  <Samu> i tried to limit the range which it can search
22:49:47  <Samu> not sure if it's enough
22:49:54  <Samu> meh, lots of things to test yet :(
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22:53:54  <frosch123> 8% faster
22:59:15  <Samu> gonna try fracture bool Vehicle::NeedsServicing() const into two functions
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22:59:43  <Samu> just because of the ugly serviceathelipad
23:00:26  <PressureLine> imo
23:00:35  <PressureLine> better to just add user warning to setting
23:01:21  *** chomwitt has joined #openttd
23:01:31  <PressureLine> "Aircraft using helipads will not autoreplace/autorenew without an explicit order to enter depot/hangar"
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23:19:49  <Samu> introducing: bool Vehicle::PendingReplace() const
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23:19:56  <Samu> keks
23:20:12  <Samu> helicopterinos will check this after landing
23:20:34  <Samu> effectively going thru the interval cycle
23:21:05  <Samu> or, not going through
23:21:08  <Samu> my english
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