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Log for #openttd on 29th November 2018:
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10:03:18  <andythenorth> moin
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10:16:25  <peter1138> Yeah
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12:32:41  <planetmaker> moin
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12:54:11  <crem> Guten Tabend.
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16:14:31  <andythenorth> well
16:18:49  <andythenorth> I need new names for Horse engines
16:18:54  <andythenorth> this is the best one so far https://en.wikipedia.org/wiki/Swift_Wind
16:20:23  <Eddi|zuHause> Shadowfax
16:21:45  <Eddi|zuHause> or there's this pony series that was hyped for a few months :p
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16:31:42  <andythenorth> noted
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16:42:43  <andythenorth> "Chuggypig"
16:42:45  <andythenorth> winning
16:42:54  <andythenorth> Cornwall word
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16:45:14  <planetmaker> any particular themes you need?
16:46:19  <andythenorth> horses, unicorns, names of weather
16:46:31  <andythenorth> or funny dialect words for other animals
16:47:36  <planetmaker> hehe, I could make up such easily ... in German :P
16:47:39  <andythenorth> names of winds
16:49:23  <planetmaker> Aeolus ... Passat, Vento, ...https://en.wikipedia.org/wiki/List_of_local_winds ? :P
16:51:48  <andythenorth> https://en.wikipedia.org/wiki/Brickfielder
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17:00:05  <planetmaker> sounds like an awesome name for an engine
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17:22:22  <Eddi|zuHause> hm, stage 1: http://cdn2.spiegel.de/images/image-1199891-galleryV9-vqcx-1199891.jpg
17:22:27  <Eddi|zuHause> stage 2: http://cdn1.spiegel.de/images/image-1249648-860_galleryfree-xecp-1249648.jpg
17:22:50  <Eddi|zuHause> stage 3: http://cdn1.spiegel.de/images/image-1368640-860_poster_16x9-ndym-1368640.jpg
17:25:19  <planetmaker> you get the building stages wrong. 3-1-2 is the natural progression ;)
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17:44:08  <andythenorth> is Chuggypig too stupid as a name?
17:44:15  <andythenorth> sounds like Toyland eh :P
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17:50:26  <planetmaker> well, maybe a bit. But that's no reason not to :)
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18:03:50  <Eddi|zuHause> planetmaker: there probably is a stage 4 :p
18:05:30  <Eddi|zuHause> (this is the A20, which runs along the northeastern shore of germany, roughly from L├╝beck to Stettin)
18:22:30  * andythenorth wonders if sort order can be conditional on parameter
18:23:20  <andythenorth> probably can test that :P
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18:34:00  <Eddi|zuHause> yes
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18:35:00  <Eddi|zuHause> i'm fairly sure you can skip the reordering based on action7/9
18:46:17  <andythenorth> might try it
18:46:25  <andythenorth> also, can we add brake force to trains?
18:51:57  <Eddi|zuHause> we probably should...
18:52:12  <Eddi|zuHause> "acceleration model: original, realistic, more realistic"
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19:08:13  <andythenorth> deceleration model
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19:41:29  <Eddi|zuHause> that's just accelerating the other way
19:42:16  <Eddi|zuHause> you might also want to model dynamic braking (braking is stronger when you go faster)
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19:44:18  <andythenorth> mostly it's a justification for caboose :P
19:44:24  <andythenorth> we can probably live without it
19:44:38  <andythenorth> I thought of it while testing engine TE changes
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19:44:57  <andythenorth> train took a long time to stop when descending a 7 tile slope :P
19:45:06  <nielsm> iirc the issue with modeling braking in TTD is stopping in front of signals :)
19:45:16  <nielsm> since signals are only checked one tile before or such
19:45:54  <nielsm> otherwise you'd have to have functional (real, not the weird ttdpatch invention) pre-signals
19:46:07  <andythenorth> maybe we do without braking :)
19:46:13  <andythenorth> wondering if I broke Horse also
19:46:24  <andythenorth> the original idea was 'one obvious engine for any route'
19:46:29  <andythenorth> but I have been adding trains :P
19:47:49  <andythenorth> now it's more like 'one obvious engine for any route...'
19:47:58  <nielsm> if the simulation model supported it, one possible function of caboose would be allowing trains to not be speed limited on falling grades
19:48:12  <andythenorth> '...but if you don't want to rearrange all your consists, there's another the engine the same length, but more speed'
19:48:24  <nielsm> since without caboose you might have to set a conservating braking amount before the grade
19:48:31  <andythenorth> cabeese :)
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19:48:44  <andythenorth> there are silly things that could be done, and have been done
19:48:52  <andythenorth> like nerfing engine speed unless caboose attached
19:50:13  <Eddi|zuHause> sure way to shut out AIs
19:51:51  <Eddi|zuHause> <nielsm> since signals are only checked one tile before or such <-- i usually suggest modelling braking distance and checking the amount of tiles reserved ahead
19:52:53  <nielsm> but then you also have to model sight lines and if braking distance is longer than sight you either need multi-aspect signals, pre-signals, or the speed is limited
19:52:55  <Eddi|zuHause> if braking distance >= reserved tiles, start the next reservation phase, if that fails, start braking (check again next tile)
19:53:28  <Eddi|zuHause> nielsm: i assume that presignals aren't part of the game there
19:53:43  <Eddi|zuHause> it's just blowing up the scope
19:53:55  <Eddi|zuHause> and people are already confused by the current signals
19:54:33  <Eddi|zuHause> so presignals would make the game worse for more people
19:54:51  <michi_cc> nielsm: http://www.icosahedron.de/openttd/patches/advance_signals_v2.patch and http://www.icosahedron.de/openttd/patches/advance_slowdown_hack.diff
19:54:59  <michi_cc> Quite unlikely to apply by now though :)
19:55:26  <nielsm> or have "high-speed track" that supplies continus ATC information to trains making sight lines infinite :D
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19:56:49  <michi_cc> Oh, and http://www.icosahedron.de/openttd/patches/adv_signals.grf of course :)
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19:58:53  <andythenorth> is anyone going to consist management?
19:59:03  <andythenorth> I would have to redesign Horse if they did :P
19:59:14  <andythenorth> to add *
20:02:01  <andythenorth> seems I'm optimising for easy auto-replace
20:02:09  <andythenorth> :P
20:02:27  <Eddi|zuHause> you mean "solve autoreplace in a way that doesn't need same-length?"
20:02:53  <nielsm> we need regular expressions for auto-replace
20:05:48  <andythenorth> yes to both
20:05:58  <andythenorth> regular expressions solve all :P
20:06:17  <andythenorth> occasionally I do have upgrade that forces length change
20:06:25  <andythenorth> but not for every engine for every generation
20:06:36  <andythenorth> rearranging consists is tedious
20:09:20  <nielsm> a full consist replace instead of just individual car replace could be useful tho
20:09:35  <nielsm> "replace all trains in this group with ones looking exactly like this"
20:09:50  <andythenorth> yes
20:12:35  <nielsm> and actually the auto-renew toggle should also be put somewhere near by the autoreplace UI
20:12:44  <nielsm> instead of hidden away in settings
20:14:20  <nielsm> or even be a per vehicle type setting, "replace MPS Regal Bus with same model, but nothing else is autorenewed"
20:15:54  <andythenorth> sounds good
20:16:37  <andythenorth> so shall I delete some things from Horse then? :P
20:16:43  <Eddi|zuHause> autoreplace is already group-specific
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20:38:48  <Wolf01> o/
20:44:05  <andythenorth> hi Webster
20:44:08  <andythenorth> or Wolf01 even
20:47:05  <planetmaker> <planetmaker> @say #openttd hi andy
20:47:05  <planetmaker> -Webster- Error: I'm lobotomized in #openttd. <-- damn, that failed ;)
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20:52:54  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6983: Feature: Town name filtering https://git.io/fpwlF
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21:45:42  <Wolf01> 'night
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