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00:10:02 *** yorick [~yorick@ip51cd0513.speed.planet.nl] has quit [Remote host closed the connection] 00:21:42 <Supercheese> https://www.thingiverse.com/thing:259005 00:21:52 <Supercheese> Someone really tested the capabilities of 3D printing 00:22:54 *** retro|cz [~retro@ip-89-176-82-80.net.upcbroadband.cz] has joined #openttd 00:25:05 <Flygon> O_O 00:25:06 <Flygon> Wow 00:25:58 <Gallomimia> wow its big too 00:26:07 <Supercheese> "Some assembly required" ;) 00:26:49 <Gallomimia> oh yeah it's from parts. amazing 00:26:56 <Flygon> It's almost as long as I am tall! 00:28:09 <Supercheese> I have a 3D printer... but man, that's something else 00:28:21 <Supercheese> best I've done are keychains really :P 00:28:42 <Supercheese> Hmm, I suppose I could print OTTD vehicles... 00:28:50 <Supercheese> zBase has the models 00:29:48 <Flygon> Dumb question related to that: How difficult (or, more to the point, possible) is it to have vehicles change their sprite not just for the 8 directions, but to smooth out the positions inbetween, and to also account for the slope? 00:29:58 <Gallomimia> i seem to have seriously underestimated the profitability of oil ships on a big map 00:30:07 <Flygon> Or would storing all the necessary sprites in 32bpp format take up too much VRAM? 00:30:27 <Supercheese> I don't think there are even variables to allow for slope... 00:30:33 <Supercheese> curves have magic vars 00:30:37 <Supercheese> dunno about z-height changes 00:30:55 <Flygon> Hmm, alright 00:31:03 <Flygon> I knew about the curves one, but wansn't sure about z 00:31:05 <Flygon> Thank 00:31:08 *** Aristide [~quassel@2a01:e35:2eb9:64b0:1e4b:d6ff:feca:6b69] has quit [Ping timeout: 480 seconds] 00:31:08 <Flygon> Thanks& 00:31:11 <Flygon> ...thanks** 00:31:17 <Supercheese> I'd be very interested if someone has a method for slope-sprite display 00:31:49 <Flygon> Though, the real issue is... it's not possible to draw in 2D form unless the artist is REALLY patient 00:32:10 <Supercheese> well, the new pixeltool could automatically interpolate the views 00:32:14 <Flygon> And I'm not sure how much VRAM would be needed for full sized 32bpp sprites, if the z axis could be accounted for 00:32:26 <Supercheese> it takes the 3-anble projection and makes 9-directional isometrics already 00:32:29 <Supercheese> 3-angle* 00:32:38 <Flygon> I meant hand pixel art, not 3D render. A sensible person would default to 3D tho 00:32:53 <Flygon> (imagine having to do both curve AND slope... even MORE VRAM taken :D) 00:33:05 <Supercheese> I mean this: http://www.richardwheeler.net/interactive/pixeltool.html 00:33:28 <Supercheese> Code seems like it could be extended for more views 00:33:37 <Flygon> Ahh, right 00:33:40 <Flygon> The voxel tool 00:33:49 <Supercheese> it's a very, very slick tool 00:33:54 <Flygon> I <3 Voxels 00:33:59 <Flygon> Shame they never took off 00:34:15 <Flygon> Sid Meier's Alpha Centauri has absurdly good looking 3D models, thanks to voxels 00:34:38 <Flygon> Shame we're only just cracking the format (Caviar went out of business before the expansion pack was released) 00:35:33 <Supercheese> Age of Empires 2 rendered from 3D models if I'm not mistaken 00:36:21 <Supercheese> not sure what process they used though, and Ensemble is dead 00:36:22 <Flygon> Age of Empires II used pre-rendered 3D models 00:36:24 <Flygon> No voxels 00:36:36 <Flygon> They used bog standard 3D software, nothing was realtime 00:36:54 <Flygon> And rendering the game's units with voxels would've likely killed computers worldwide at the time 00:37:12 <Supercheese> oh, you mean realtime stuff 00:37:16 <Flygon> SMACX only really gets away with it because it's not animating everything 24/7 00:37:24 <Flygon> Yes, I mean realtime 00:42:08 *** Ttech [~ttech@00014919.user.oftc.net] has quit [Quit: Este é o fim.] 00:47:40 *** retro|cz [~retro@ip-89-176-82-80.net.upcbroadband.cz] has quit [Ping timeout: 480 seconds] 00:50:59 *** Aristide [~quassel@2a01:e35:2eb9:64b0:1e4b:d6ff:feca:6b69] has joined #openttd 00:51:48 *** Hazzard [~43aefd2c@188.cimarosa.openttdcoop.org] has joined #openttd 00:53:17 *** Japa [~Japa@117.201.101.157] has joined #openttd 00:57:14 *** Japa__ [~Japa@117.201.98.205] has quit [Ping timeout: 480 seconds] 01:01:24 *** Ttech [~ttech@00014919.user.oftc.net] has joined #openttd 01:01:47 <Flygon> AoEII could prolly be done with voxels realtime on PC's... as of 2005, honestly 01:20:22 <Supercheese> Isn't there an AoE2 HD? 01:20:39 <Supercheese> http://store.steampowered.com/app/221380/ 01:24:45 *** Flygon [~Flygon@147.18.214.218.sta.commander.net.au] has quit [Read error: Connection reset by peer] 01:32:10 *** Hazzard [~43aefd2c@188.cimarosa.openttdcoop.org] has quit [Quit: Page closed] 01:41:50 *** killertester [~igor@pppoe-77-75-12-243.ppp.kmv.ru] has joined #openttd 01:47:49 *** HerzogDeXtEr1 [~flex@i59F6D88A.versanet.de] has quit [Quit: Leaving.] 01:52:01 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 01:52:04 <Gallomimia> i like how they call it the "age" of empires as if the age for empire building and running and fighting over was over ^^ 01:52:22 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 02:03:04 <Gallomimia> is there a secret to being able to buy helicopters? don't seem to be able to build any airports where i can buy those... 02:03:07 <Supercheese> Nah, it's just the second age 02:03:18 <Supercheese> There's one age, another age, another... and here we are today in the nth age 02:03:33 <Supercheese> Empires continue rise and fall 02:03:44 <Supercheese> continue to* 02:04:41 <Eddi|zuHause> the default set doesn't have helicopters at all times 02:04:55 <Supercheese> As for helicopters, if available they should be from any airport hangar or heliport hangar 02:11:10 *** lofejndif [~lsqavnbok@exit1.ipredator.se] has joined #openttd 02:11:22 <Gallomimia> the only airport i can build is the commuter, and no helicopters 02:11:59 <Gallomimia> i have a helluva lot of oil plats. would sure like to service them with mail and workers 02:16:23 *** Aristide [~quassel@2a01:e35:2eb9:64b0:1e4b:d6ff:feca:6b69] has quit [Ping timeout: 480 seconds] 02:17:03 <Supercheese> What year is it, and what grfs are running? 02:17:09 <Supercheese> (if any) 02:17:21 *** Aristide [~quassel@2a01:e35:2eb9:64b0:1e4b:d6ff:feca:6b69] has joined #openttd 02:18:36 <Gallomimia> default grfs, and it's 2053 02:19:01 <Supercheese> I think all of the helicopters in the base set have expired by then 02:19:18 <Gallomimia> drat. i thought i'd turned expiring vehicles off 02:19:20 *** Aristide [~quassel@2a01:e35:2eb9:64b0:1e4b:d6ff:feca:6b69] has quit [Read error: Connection reset by peer] 02:19:21 <Supercheese> http://wiki.openttd.org/Airports#Time_limit_for_helicopters 02:19:25 <Supercheese> You can fix it 02:19:31 <Gallomimia> that'll help 02:19:42 <Supercheese> basically, make sure never expire vehicles is on 02:19:48 <Supercheese> then run the console command "reset_engines" 02:20:31 <Supercheese> (See: http://wiki.openttd.org/Console#Using_the_console) 02:21:11 <Supercheese> that, of course, has the side effect that ALL old vehicles will be available for purchase 02:23:26 <Gallomimia> expiring is great as long as there's something to replace it :P 02:24:09 <Gallomimia> the first game i played had the interesting caveat of the only regular rails locomotive available expiring after i'd gotten a decent sized rail network built 02:25:01 <Supercheese> Yeah, default set has some issues with expiry 02:27:23 <Gallomimia> really makes me question as to why it's a default set anymore... 02:27:36 *** Flygon [~Flygon@147.18.214.218.sta.commander.net.au] has joined #openttd 02:38:36 *** Aristide [~quassel@2a01:e35:2eb9:64b0:1e4b:d6ff:feca:6b69] has joined #openttd 02:38:37 *** Aristide [~quassel@2a01:e35:2eb9:64b0:1e4b:d6ff:feca:6b69] has quit [Read error: Connection reset by peer] 02:41:11 <Supercheese> OGFX+ should be the "default set" these days IMO 02:41:20 *** Aristide [~quassel@2a01:e35:2eb9:64b0:1e4b:d6ff:feca:6b69] has joined #openttd 02:44:02 <Eddi|zuHause> but it isn't. and it's not going to be either. 02:44:12 <Eddi|zuHause> same reason why there's no default AI 02:45:41 *** MJP [~mjp@hq.z77.fr] has quit [Ping timeout: 480 seconds] 02:46:22 <Eddi|zuHause> besides, the default set is perfectly playable. why change it? 02:55:12 <Supercheese> No trams, helicopters that expire, no support for exotic cargoes... 02:55:15 *** Aristide [~quassel@2a01:e35:2eb9:64b0:1e4b:d6ff:feca:6b69] has quit [Read error: Connection reset by peer] 02:55:32 <Supercheese> but it is easy enough to grab some newgrfs 02:56:07 <Supercheese> so, eh, guess there's not a particularly pressing need to change it 02:56:10 *** ABCRic [~ABCRic@a79-168-244-115.cpe.netcabo.pt] has quit [Ping timeout: 480 seconds] 02:57:14 *** cib [~cib@p20030067CE0E5A01267703FFFEE75B84.dip0.t-ipconnect.de] has quit [Ping timeout: 480 seconds] 02:57:28 *** bdavenport [~davenport@chronos.rpi.mindlesstux.com] has joined #openttd 03:09:58 <Gallomimia> jeeze you hope and wish for so long to have a decent profit base to start throwing all kinds of money into trains and depots and then it happens and it's overwhelming where do you start? 03:10:49 *** bdavenport [~davenport@chronos.rpi.mindlesstux.com] has quit [Read error: No route to host] 03:12:25 *** gelignite [~gelignite@i528C30A7.versanet.de] has quit [Quit: http://bit.ly/nkczDT] 03:12:56 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 03:14:20 <Gallomimia> in order to make trains less collidy-deadlocky do you guys usually put one way signals and make them stay on their own side of the 2track system? 03:24:31 *** Hazzard [~oftc-webi@c-98-210-220-4.hsd1.ca.comcast.net] has joined #openttd 03:30:04 <Supercheese> I do 03:30:15 *** Elukka [~Elukka@a91-152-213-89.elisa-laajakaista.fi] has joined #openttd 03:30:24 <Supercheese> Two tracks, one up one down, one-way path signals every X tiles 03:38:45 *** Djohaal [~Djohaal@189.115.84.165] has quit [Ping timeout: 480 seconds] 03:48:53 *** lofejndif [~lsqavnbok@659AAHF47.tor-irc.dnsbl.oftc.net] has quit [Quit: gone] 03:50:46 *** Djohaal [~Djohaal@189.58.0.15.dynamic.adsl.gvt.net.br] has joined #openttd 03:55:54 *** Japa [~Japa@117.201.101.157] has quit [Read error: Connection reset by peer] 03:56:03 *** Lizz [~Lizz@blk-89-196-21.eastlink.ca] has quit [Ping timeout: 480 seconds] 03:56:30 *** Japa [~Japa@117.201.101.157] has joined #openttd 03:57:50 <Flygon> Gallomimia: Interestingly, the most crashproof systems I've used are single track lines with crossing loops and one-way signals 03:58:02 <Flygon> I'll set up a livestream on my desktop to show what I mean, if you want 03:58:22 <Flygon> Lemme just finish drawing up a new forum avatar 03:58:42 <Flygon> Given my current one misrepresents my gender, species, choice of clothing, and eye colour 03:58:48 <Flygon> :B 04:09:00 *** bdavenport [~davenport@chronos.rpi.mindlesstux.com] has joined #openttd 04:34:13 *** Japa_ [~Japa@117.214.2.109] has joined #openttd 04:39:26 <Gallomimia> hah 04:40:12 <Gallomimia> flygon no it's not necessary. crossing loops are an interesting term. but i've already got a serious network with dual tracks. i'm going to try the one way signals. just a little in the dark still about how they work 04:40:13 *** Japa [~Japa@117.201.101.157] has quit [Ping timeout: 480 seconds] 04:40:35 <Flygon> Hm 04:40:36 <Flygon> Well 04:40:41 <Flygon> I got a two-track network y'know 04:40:56 <Flygon> I'll launch OpenTTD, close TPP stream, and launch Livestream 04:40:57 <Flygon> ...er 04:40:57 <Gallomimia> is it safe to assume the "choice" of clothing being misrepresented is not in that of style but for or against? 04:41:06 <Gallomimia> tpp stream? 04:41:08 <Flygon> Lemme check if the previous stream thumbnails will show NSFW stuff 04:41:11 <Gallomimia> we have a stream for tpp? 04:41:30 <Gallomimia> heh. i'm not adverse to nsfw 04:41:35 <Gallomimia> games are technically nsfw :P 04:41:52 <Gallomimia> that pretty much puts this whole channel in that category with it right ;) 04:41:57 <Flygon> Ah, alright, no thumbs 04:42:10 <Flygon> Gallomimia: I actually meant more... ahem. Non-gamey material 04:42:27 <Gallomimia> still has "play" in the title 04:42:29 <Eddi|zuHause> just put "it's not me in the avatar, it's <X>" into your signature, like everybody else 04:42:38 <Gallomimia> haha 04:43:26 <Flygon> "It's my unspecified species alter-ego" 04:43:31 <Eddi|zuHause> there was one guy who had "unlike everybody else's avatar, mine is actually me" 04:43:40 <Gallomimia> rad 04:44:15 <Eddi|zuHause> however, that doesn't mean it's true ;) 04:44:29 <Gallomimia> i'd like to say, this is the most friendly and welcoming and fun-to-be-in irc channel i've found so far. pleased to meet you all :) 04:45:41 <Eddi|zuHause> that's because all the evil people are not on at 6AM :p 04:46:44 <Flygon> http://www.livestream.com/flygondoesstuff 04:46:52 <Flygon> Does this work? 04:47:28 *** xT2 [~ST2@2.81.234.104] has joined #openttd 04:47:30 <Gallomimia> :( no because i don't have flash on this computer 04:47:35 <Gallomimia> let me fire up one that does 04:47:54 <Flygon> And it's groaning at me for using too higher a res 04:48:04 <Flygon> Soooo... expect a tad choppyFPS :P 04:48:21 <Flygon> Others are invited too! :B 04:49:58 *** ST2 [~ST2@2.81.234.237] has quit [Ping timeout: 480 seconds] 04:51:59 <Gallomimia> not so sure about the fidelity of my network uplink :( 04:52:09 <Flygon> It's only 300kbits 04:52:40 <Gallomimia> yesterday at this time it was getting 66% packetloss and pings from 200ms-2000ms to google's freedns 04:52:49 <Eddi|zuHause> just two years ago that would already hit my total bandwidth 04:52:57 <Flygon> Yeowch 04:53:14 <Gallomimia> yeah. something's wrong. it's having trouble loading the static elements on the livestream page 04:53:15 <Flygon> Eddi: I'm lucky to get what I got 04:53:20 <Gallomimia> something's happening now 04:54:57 <Flygon> I don't see anyone in yet 04:57:03 <Flygon> Ah, I got two viewers 04:57:07 <Flygon> Is one of them you, Gallo? 04:57:09 <Gallomimia> everything else is loading pretty fast. including the slowest webpage in the world: facebook 04:57:21 <Gallomimia> how should i know all i got is the spinning load wheel 04:57:47 <Flygon> Ow x: 04:57:58 <Gallomimia> by the way: flying cars are here. when do we put them into oTTD? https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash3/t1/15125_10152290210654602_399847585_n.png 04:58:10 *** LeandroL [~leandro@190.189.0.224] has joined #openttd 04:58:29 *** LeandroL [~leandro@190.189.0.224] has quit [] 04:58:31 <Flygon> When we have a decent automobile AI >_< 04:59:04 <Gallomimia> that's worth making just to put flying cars in :P 04:59:19 <Flygon> Touche 05:00:30 <Gallomimia> not loading anymore. i see a black screen 05:00:40 <Flygon> Urf, that's annoying >_< 05:00:48 <Flygon> It's really hard to explain signalling with just words and screenshots 05:01:22 <Gallomimia> try something that is "not-livestream" 05:01:39 <Flygon> I lack anything else x: 05:01:43 <Flygon> join.me is... not very good 05:01:49 <Flygon> And I've never used Twitch TV 05:02:03 <Gallomimia> there's more reasons to hate livestream and flash other than they take pains to prevent you from downloading/recording what you're viewing and they're not open source'd 05:02:13 <Gallomimia> something wrong with openVNC in view only mode? 05:02:24 <Flygon> openVNC? 05:02:24 <Gallomimia> yay it's a hockey ad! 05:02:34 <Gallomimia> open-virtual-network-computing 05:02:40 <Gallomimia> a standard nearly as old as irc 05:03:14 <Gallomimia> at least the hockey ad froze 05:03:19 <Flygon> Hm 05:03:26 <Flygon> Didn't think of that 05:03:28 <Gallomimia> do you think it's my connection? that's not normal for me 05:04:08 <Flygon> It's possible. We'd need to do an isolation test 05:04:10 <Flygon> Anyone else here? 05:04:11 <Gallomimia> oh haha! i'm on the wrong wifi network 05:04:16 <Flygon> O_o 05:04:35 <Gallomimia> that's annoying as hell. 05:05:45 <Gallomimia> my linux desktop is going fast and working great. couldn't figure out why my wireless laptop is gimp'ing out 05:06:29 <Flygon> Arf, sorry x: 05:07:12 <Gallomimia> i'm sorry too. you're running windows :( 05:07:23 *** Pereba [~UserNick@187.115.231.139] has quit [Quit: www.AdiIRC.com - Free alternative to mIRC] 05:08:28 <Flygon> But which? 05:08:38 <Flygon> ...nvm, Start Menu gives it away 05:09:04 <Gallomimia> i'm honestly not well versed in the flavors of windows. they all taste like nightshade to me 05:09:16 <Flygon> Anyway, what again was it that you're uncertain about with regarding to two track railways? 05:09:28 <Gallomimia> one way signalling 05:09:49 <Flygon> Can you see where I'm zoomed in to? 05:10:09 <Gallomimia> yeah 05:10:12 <Gallomimia> 3 tracks 05:10:14 <Gallomimia> one split 05:10:22 <Flygon> The split is actually a merge 05:10:23 <Gallomimia> is this block signals? 05:10:37 <Flygon> The block signals are the ones with just two arms 05:10:41 <Flygon> Er 05:10:42 <Flygon> one arms 05:10:47 <Flygon> The ones with two arms are the one way ones 05:10:53 <Flygon> They both perform essentially the same task 05:11:00 <Gallomimia> oh. semaphor path signals 05:11:14 <Flygon> Except the one way signals allow a train to proceed if there's another in the same 'block', whereas block don't 05:11:28 <Flygon> I just use the block ones because they look cooler on one-way paths 05:12:09 *** Midnightmyth [~quassel@93-167-84-102-static.dk.customer.tdc.net] has quit [Ping timeout: 480 seconds] 05:12:14 <Flygon> The ones with the two arms without the sign on them can be passed from behind 05:12:23 <Gallomimia> i've yet to have enough trains to want such an intricate network. i'll have to muck something up fiercely to find out i think 05:12:31 <Flygon> You do 05:12:32 <Flygon> x3 05:12:45 <Flygon> I only got here through trial, error, traffic jams, and train crashes 05:12:47 <Gallomimia> that's a big damn town 05:12:56 <Gallomimia> have you a bunch of gfs? 05:13:08 <Flygon> You'd love my Europe scenario 05:13:16 <Flygon> Lemme just launch the OTTD Nightly I used for it 05:13:27 <Flygon> Unless it'll load in this one... 05:13:31 <Gallomimia> mm'scured 05:13:53 <Flygon> Oh wow, it actually loaded 05:14:00 <Gallomimia> playing more than one game at a time :) that's interesting 05:14:04 <Flygon> Tada 05:14:48 <Gallomimia> this raises 100x more questions than it answers >< 05:14:55 <Gallomimia> for example, how do you make towns grow :P 05:15:01 <Flygon> I managed to make Helsinki not only absorb such suburbs as Riihimaki, but absorb half of Finland :B 05:15:02 <Flygon> Uh 05:15:03 <Flygon> Well 05:15:11 <Flygon> My stratergy is to build a bus network 05:15:12 <Gallomimia> jeeze 05:15:16 <Flygon> Or a tram network 05:15:24 <Flygon> Have at least 3 stations, and have them go in a radial route 05:15:30 <Flygon> Lemme find an example 05:15:37 <Gallomimia> around in a circle? 05:15:42 <Flygon> Yes 05:15:46 <Gallomimia> like... around the city. 05:15:50 <Flygon> See thiis town, for example with the trams? 05:15:51 <Flygon> Yep 05:16:04 <Flygon> Excuse me if the game is rather choppy 05:16:06 <Gallomimia> oh ya perfect 05:16:11 <Gallomimia> it's rather fast actually 05:16:13 <Gallomimia> but blurry 05:16:13 <Flygon> I have almost 4,000 Trams and over 1,500 ships 05:16:25 <Flygon> Er, almost 1,500 05:16:27 <Flygon> This's CPU taxing 05:16:38 <Flygon> My MOUSE lags :D 05:16:45 <Gallomimia> 200m pounds? i thought the limit was 20m 05:16:56 <Flygon> Nope 05:17:00 <Flygon> And this's Euros 05:17:06 <Gallomimia> neat 05:17:32 <Flygon> Ended up stopping on this game 05:17:45 <Flygon> Because FRISS wasn't quite compatible with the replacement bridge set >_< 05:17:47 <Gallomimia> yeah i'm struggling with the complexity of my second game 05:18:11 <Gallomimia> i decided to start on a map of 2048x 05:18:14 <Flygon> Also, somehow it disabled Maglev after I got it 05:18:18 <Gallomimia> it's super big 05:18:20 <Flygon> Yeah, the maps I've shown you are both 2048x 05:18:36 <Gallomimia> i struggle just to keep up with the vast number of industry closures 05:18:47 <Flygon> Oh, trust me 05:18:48 <Gallomimia> only been playing it for like 15 years game time 05:18:48 <Flygon> Me too 05:19:02 <Gallomimia> and i have a ton of cash now, just getting off the ground 05:19:14 <Flygon> This Europe one's had 140 years 05:19:16 <Gallomimia> but i'm overwhelmed with the idea of "where do i go now" 05:19:22 <Flygon> What I do is 05:19:33 <Flygon> Is I build an extensive interlinking passenger network 05:19:35 <Gallomimia> i started in 2040 so i could just start with maglev 05:19:48 <Gallomimia> just trying it out. it's neat 05:19:54 <Gallomimia> but almost too fast, right? 05:20:12 <Flygon> x3 Mhmm 05:20:22 <Flygon> The focus can easily become declogging stations 05:20:28 <Flygon> Than getting to them fast enough 05:20:40 <Gallomimia> i've only got 3 trains :P 05:21:01 <Gallomimia> and i'm struggling between the idea of mixing the car types and focusing on given cargo routes 05:21:18 <Gallomimia> keep them local or run around to every place on the map? 05:21:50 <Flygon> I generally keep stuff local 05:22:12 <Flygon> To run all over the map is most economically worth it when you got the cash flow to afford the initial financial hit 05:22:32 <Gallomimia> well, one train is too much to handle local industries of a given type 05:22:51 <Gallomimia> so, does this mean i need to run with mixed cars, or shorten my trains or... 05:22:56 <Gallomimia> the questions are endless! 05:24:34 <Flygon> Welcome to the world of Economics! 05:24:54 <Flygon> But if the volumes are very low 05:24:57 <Flygon> And distance very short 05:25:00 <Flygon> My personal opinion? 05:25:06 <Flygon> Just run trucks 05:26:19 <Gallomimia> but.... flying cars! floating trains >< 05:28:36 <Gallomimia> definitely need to get into all the various addons and expansions and so on 05:28:48 <Gallomimia> but i feel like i should get a firm grasp on what i have in front of me first 05:29:06 * Flygon nod 05:29:11 <Flygon> Don't be afraid to start small, alright? 05:29:13 <Flygon> Every company does 05:29:19 <Flygon> Unless you're Hendikins... 05:30:43 <Gallomimia> i've found the secret to vast unflappable profits early on is oil ships, with water on 2 sides of a big map, it amounts to 3-4 hundred grand per year nearly as fast as you can get them built and set up 05:32:19 <Gallomimia> there's just dozens of platforms and a refinery every screen or so 05:33:02 <Gallomimia> dunno how i lucked out with that but there's lots of cash to be had. soon as i got off my train addiction and went to build ships the cash flow issues and the bank loan evaporated 05:33:48 <Flygon> Yeah, ships take forever 05:33:53 <Flygon> But they print guranteed money! 05:34:00 <Flygon> Interestingly, the Iceland map I got 05:34:16 <Flygon> The game only sets new refineries a certain distance on land from the edge of the border 05:34:21 <Flygon> But it's all water on this map... 05:34:27 <Gallomimia> what the hell are those oblique red lines? 05:34:30 <Flygon> Cue the map having just ONE token refinery kept by the game 05:34:36 <Flygon> Uh, the red lines show passenger load 05:34:43 <Flygon> Red means I'm doing a shithouse job 05:34:50 <Flygon> Green generally means good 05:34:57 <Flygon> White means there's no riders 05:34:58 <Gallomimia> that an addon? 05:35:08 <Flygon> It's part of Cargodist 05:35:27 <Gallomimia> i thought so. i think i should put that in straight away 05:35:44 <Flygon> Only in the betas and nightlies atm 05:36:30 <Gallomimia> meh. maybe i can wait a bit 05:36:49 <Gallomimia> i'd best take a walk. obligations and such 05:37:23 <Flygon> Have fun 05:38:16 <Gallomimia> if that was what i was going to do i'd stay here and launch ttd again :P 05:39:56 *** wakou2 [~stephen@host86-150-31-84.range86-150.btcentralplus.com] has quit [Ping timeout: 480 seconds] 05:39:56 <Flygon> Oh x3 05:51:05 <Flygon> Fastforward button 05:51:09 <Flygon> The ultimate in bank loaning 05:56:01 *** Eddi|zuHause [~johekr@p57BD48CA.dip0.t-ipconnect.de] has quit [] 05:56:16 *** Eddi|zuHause [~johekr@p5DC67091.dip0.t-ipconnect.de] has joined #openttd 06:50:36 <Flygon> Somehow I decided the most logical method of building a railway line from one end of Iceland to the other is through the townless desolate snowy mountain range. Instead of the bit with paying passengers. 06:50:38 <Flygon> gj Fly 06:51:10 *** Hazzard [~oftc-webi@c-98-210-220-4.hsd1.ca.comcast.net] has quit [Quit: Page closed] 06:57:01 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 07:09:13 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 07:11:50 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has quit [Read error: Connection reset by peer] 07:12:11 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 07:17:53 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has quit [Quit: DDR is not Dance Dance Revolution.] 07:47:03 *** Mucht [~Martin@000128e2.user.oftc.net] has joined #openttd 08:04:04 *** sla_ro|master [slamaster@95.76.164.39] has joined #openttd 08:09:50 *** Guest1648 [~ident@115-166-35-79.ip.adam.com.au] has quit [Ping timeout: 480 seconds] 08:34:31 *** Pikka [~Octomom@d58-106-13-254.rdl801.qld.optusnet.com.au] has joined #openttd 08:38:27 *** Pensacola [~quassel@h220216.upc-h.chello.nl] has joined #openttd 08:39:18 *** Japa_ [~Japa@117.214.2.109] has quit [Ping timeout: 480 seconds] 08:44:58 *** Japa [~Japa@117.201.102.198] has joined #openttd 08:56:31 *** JVassie [Mortelugo@cpc14-nmal18-2-0-cust85.19-2.cable.virginm.net] has joined #openttd 08:56:45 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 08:56:50 <andythenorth> o/ 08:56:59 <JVassie> o/ 09:00:15 <Gallomimia> haha flygon :) that's funny 09:01:50 <Flygon> Gallomimia: This game is haaard D: 09:05:32 <JVassie> What effect will setting the daylength have on timetabling? 09:06:32 <Flygon> Depends on if you observe DST 09:06:35 * Flygon badumpish 09:08:47 <JVassie> >.> 09:10:18 <JVassie> is it essentially just a multiplier for the amount of real time an action takes? 09:10:45 *** wakou2 [~stephen@host86-150-31-84.range86-150.btcentralplus.com] has joined #openttd 09:13:35 <JVassie> and does that directly affect the maximum ticks of an individual waiting/loading time? 09:14:00 <Gallomimia> right. back to one way signals. they make trains only ever go down a track in one direction right? 09:14:47 <JVassie> In normal operation and without manual intervention, yes 09:15:07 <JVassie> You can manually make trains pass red signals, and manually make trains pass signals in the opposite direction 09:15:12 *** Alberth [~hat@2001:980:272e:1:be5f:f4ff:feac:e11] has joined #openttd 09:15:15 *** mode/#openttd [+o Alberth] by ChanServ 09:15:51 <JVassie> to the potential detriment of your passengers lives of course :P 09:16:43 <Gallomimia> i've forgotten how to do that. and yeah i have no desire for it :P 09:17:16 <Gallomimia> the only time i've seen a horrific crash on train tracks in this game the first action i took after was to load the latest savefile 09:17:16 <JVassie> the little signal icon with a red cross over it on the vehicle window 09:18:05 <Gallomimia> that should be all i need to know about them to change my network to single direction traffic 09:18:50 <JVassie> you will likely also want to look at pre-signals and path-based signals too 09:19:40 <Gallomimia> one final question. i have a junction that's irk'ing me. it's a T junction, with very wide 45 degree angle turns for the turns that matter. the trains never go straight thru. always it diverts to the bottom of the T part and takes a hard 90 back to where it was going. what's the problem? 09:21:34 <JVassie> without a picture, it is hard to say 09:22:09 <Gallomimia> JVassie: i'm definitly sticking with only path signals. just trying to gather the pertinent info about them from the page with block and path signals made my head spin 09:22:20 <Gallomimia> want me to catch the trains doing it? 09:22:35 <JVassie> probably wont matter, but can do 09:23:20 *** Japa [~Japa@117.201.102.198] has quit [Ping timeout: 480 seconds] 09:23:50 <Gallomimia> game's paused right now till i can determine the next set of tracks to lay. so i got one without a train involved 09:25:19 <Gallomimia> hm. where'll i put this shot at 09:28:28 <JVassie> imgur? 09:29:12 <Gallomimia> http://tinypic.com/r/2yv82h5/8 09:29:50 <Gallomimia> seems to have even turned out okay 09:30:26 <JVassie> oh, this is before use of one way signals? 09:30:28 <Gallomimia> i see a problem with switching to the proper track from the spur line to the northeast side 09:30:29 <Gallomimia> yes 09:30:44 <Gallomimia> i'm going to lay more track and then change the signals and then buy more trains 09:30:49 <JVassie> well, if coming from the north east to the south west 09:30:55 <JVassie> ie straight through the t junction 09:30:59 <Gallomimia> wish i could run the game in slower mode 09:31:19 <JVassie> it will choose to use the long way towards dondwood west 09:31:33 <JVassie> and then 90 degree turn back to the mainline 09:31:39 <Gallomimia> yes, why? 09:31:39 <JVassie> because that route has no signals 09:31:42 <Gallomimia> oh 09:31:54 <JVassie> I do believe the pathfinder prefers routes without signals 09:31:56 <Gallomimia> that's simple enough :P 09:32:41 <Gallomimia> given that there's the option for track switching at each bend it probably should have signals. i'll give it a revamp when i change it all to one way lines 09:33:16 <JVassie> a good plan :) 09:33:57 <Flygon> You know you're too used to OpenTTD when you keep rightclicking to move webpages 09:34:01 <Gallomimia> well thanks for pointing that out. i guess i should take most of those track switching options out since it's supposed to be one way only from now on :P 09:34:40 <JVassie> I tend to pick a direction based on what side my trains drive on 09:34:52 <JVassie> so the signals are on the 'outside' of a pair of tracks 09:35:04 <Gallomimia> hmmm have to think about that. most stations are built with 2 or more platforms and go in and reverse back out 09:35:15 <JVassie> that works too 09:35:27 <JVassie> can still have single direction tracks leading to the stations 09:35:40 <Gallomimia> one way on the main lines, two way till the next switch over 09:36:19 <Gallomimia> and with the train waiting to enter stopped on the other side of the switch there will always be a way out for the train leaving 09:37:00 <Gallomimia> not in that busy hoopla of a monstrosity. but everywhere else sure :) 09:38:33 <JVassie> http://imgur.com/oP0kgCK 09:38:46 *** Devroush [~dennis@91.181.143.100] has joined #openttd 09:38:51 <JVassie> basic junction and basic station entrance with PBS 09:48:30 <Gallomimia> what now there's an option to allow construction during pause?? 09:49:42 <Flygon> Advanced Options iirc 09:50:32 <Flygon> I wish they'd fix the alignment error with that track type x.x 09:51:45 *** Wolf01 [~wolf01@host58-55-dynamic.182-80-r.retail.telecomitalia.it] has joined #openttd 09:52:22 <Wolf01> hi hi 09:54:02 <Gallomimia> yes i'm just going thru all the options and seen it. i'm still deciding whether i want to cheat that much... 09:57:04 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 10:07:06 <Gallomimia> hi Wolf01 how's today? (tonight?) 10:07:25 <Gallomimia> say... do lorry stops with a terminus make it easier for the truck to turn round? 10:07:42 *** Midnightmyth [~quassel@93-167-84-102-static.dk.customer.tdc.net] has joined #openttd 10:10:50 <Wolf01> rainy-sunny-rainy again 10:12:51 <Gallomimia> glad for you 10:12:57 <Gallomimia> dropped to below -20C here suddenly 10:15:37 *** HerzogDeXtEr [~flex@i59F6D88A.versanet.de] has joined #openttd 10:16:53 <Gallomimia> possible to turn names off in the world map? there's so many it's totally unreadable, and obscurse anything else on the map 10:17:14 <Gallomimia> oh i found it :( i feel sheepish 10:17:34 <Alberth> some are quite hidden :) 10:18:12 <Gallomimia> there's a button just for that. out of only 10 buttons. i hunted for this option and gave up presumptuously 10:18:24 *** gelignite [~gelignite@i528C3A46.versanet.de] has joined #openttd 10:20:24 *** LeandroL [~leandro@190.189.0.224] has joined #openttd 10:22:56 *** LeandroL [~leandro@190.189.0.224] has quit [] 10:41:30 <Gallomimia> is there an easy way to remove signals the way ctrl click removes rails? seems to only change the signals.... to.... one way? 10:42:35 <JVassie> Gallomimia, press the r key 10:42:41 <JVassie> and it will enable bulldozer 10:43:31 <Gallomimia> that's the grossness i was hoping to avoid. thanks tho 10:43:53 <Gallomimia> oh i see. it only nukes signals. hot damn :) 10:51:00 <Eddi|zuHause> <JVassie> What effect will setting the daylength have on timetabling? <-- daylength has no effect on timetables, except possibly that the rounding is getting too rough when converting ticks to days 10:51:26 <Eddi|zuHause> internally, everything is in ticks 10:54:24 <Gallomimia> blah. i'll convert my rail signals to one way tomorrow. sleep now. doing it with no sleep is gonna get me a crashed train 10:54:47 <Gallomimia> thanks to everyone for answering questions so far. g'night 10:55:09 *** retro|cz [~retro@ip-89-176-82-80.net.upcbroadband.cz] has joined #openttd 10:56:02 <Alberth> gn Gallomimia 11:00:33 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 11:07:11 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 11:07:36 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 11:08:07 <JVassie> Eddi|zuHause, so despite the display of time passing slower with a higher daylength, those times wont be adhered to in the timetables? 11:08:53 <Eddi|zuHause> JVassie: timetable times are always based on ticks, if you display days, then these days are automatically scaled inverse to daylength 11:08:57 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [] 11:09:16 <JVassie> so daylength 1, ticks/day 74, it takes about 2 seconds real time per minute ingame 11:10:06 <JVassie> daylength 1, tick/day 134, it takes 4 seconds real time per minute ingame 11:10:13 <JVassie> daylength 2, tick/day 134, it takes 8 seconds real time per minute ingame 11:10:40 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 11:12:05 <JVassie> oh 11:12:16 <JVassie> hmm, getting confused between ticks/day and ticks/minute 11:12:35 <JVassie> ticks/day not configurable 11:13:17 <JVassie> default value for ticks/minute also happens to be 74 though 11:13:42 <JVassie> mental block >.< 11:15:43 <Eddi|zuHause> JVassie: in your example, the daylength 2 case would also be 4 seconds 11:16:24 <Eddi|zuHause> days and minutes are completely independent 11:16:46 <JVassie> im usign the departureboard patch 11:16:55 <JVassie> which is where the ticks/minute settign comes from 11:18:10 <JVassie> unfortunately though I'm not aware of how the depboards patch changes the timetable internals though 11:20:05 <JVassie> or I suppose, probably wisest to assume depboards doesnt know about daylength 11:21:16 <JVassie> basic problem I'm trying to resolve is slowing down the passage of time ingame 11:21:28 <JVassie> specifically when it comes to the timetabling of trains 11:23:36 <JVassie> any suggestions? 11:27:59 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 11:29:48 *** MJP [~mjp@hq.z77.fr] has joined #openttd 11:33:24 <Eddi|zuHause> JVassie: set ticks/minute so your longest round-trip time is a whole fraction of 24 hours (e.g. 12 hours, 4 hours, ...) 11:34:03 <JVassie> hmm 11:34:06 <Eddi|zuHause> JVassie: daylength changes how often you get new vehicle developments, and has no influence on timetables 11:34:25 <JVassie> did some testing 11:34:37 <JVassie> daylength royally screws departure boards 11:36:28 <Wolf01> daylength is a plague :( 11:39:28 <JVassie> Eddi|zuHause, when you say longest round-trip time, do you mean over all vehicles? Or that each vehicle's entire schedule should be a whole fraction of 24 hours? 11:40:06 <Eddi|zuHause> JVassie: this is not necessary at all, but it makes synchronizing different routes easier 11:46:24 *** killertester [~igor@pppoe-77-75-12-243.ppp.kmv.ru] has quit [Ping timeout: 480 seconds] 11:46:53 <JVassie> well, I'm trying to emulate realism somewhat 11:47:04 <JVassie> so schedules are generally going to be every x-minutes 11:47:12 <JVassie> between 10 and 120 I guess 11:47:43 <JVassie> so to make that work the entire schedule would be a multiple of the x-minute repetition 11:47:58 <JVassie> problems to work around though 11:48:02 <JVassie> are 255 max orders limit 11:48:21 <JVassie> and 65535 max ticks per order 11:49:25 *** Japa [~Japa@117.201.101.141] has joined #openttd 11:49:49 <JVassie> less of an issue if I dont try to factor in 24 hour timetables 11:50:56 <JVassie> but I would like to try 11:51:53 <Eddi|zuHause> you won't be able to change those limits 11:52:24 <Eddi|zuHause> 65k ticks are almost two standard years 11:53:16 <JVassie> I guess it is not as simple as changing the var type? :P 11:53:27 <JVassie> typedef uint16 DateFract; 11:53:34 <JVassie> for the max ticks I think? 11:53:39 <Eddi|zuHause> unless you want to simulate a day/night schedule with several-hour-long waiting times, you should never need those 11:53:54 <JVassie> <JVassie> less of an issue if I dont try to factor in 24 hour timetables 11:53:54 <JVassie> <JVassie> but I would like to try 11:54:14 <JVassie> if it really is impossible, then I will have to forget day/night/24 hour 11:54:16 <Eddi|zuHause> just make your 24 hours shorter :) 11:55:39 <JVassie> that a 'day' cycle last says 12 hours you mean? 11:55:40 <Eddi|zuHause> if you leave it at default 74ticks/minute, then an hour is about 2 months, and 2 years is 12 hours 11:56:04 <JVassie> part of what I want to achieve means using the departure boards 11:56:08 <Eddi|zuHause> if you set it to 37ticks/minute, 2 years is 24 hours 11:56:19 <JVassie> so I dont need to worry about days/years of ingame time 11:56:25 <JVassie> only hours/minutes 11:57:41 <JVassie> the problem with reducing the ticks/minute is that the speed of vehicles then becomes a prohibiting factor in the trains/hour a piece of track can throughput 11:58:12 <Eddi|zuHause> at 74ticks/minute, 65k ticks is about 14 hours 11:58:20 <Eddi|zuHause> which defines your maximum waiting time 11:58:35 <Eddi|zuHause> that should suffice for any reasonable 24h timetable 11:59:03 <JVassie> oh for sure 11:59:23 <JVassie> I think 8 hours is likely to be the maximum needed waiting time on any single order 11:59:53 <Eddi|zuHause> you're gonna drown in passengers anyway :) 12:00:22 <JVassie> odd as it sounds, all I want to achieve is realistic timetabling :P 12:00:39 <JVassie> passenger numbers/destinations/ratings aren't on my radar as much 12:00:45 <Eddi|zuHause> for a reasomably "realistic" 24h timetable you need to modify station rating and production (rush hour and night) 12:01:19 <JVassie> you can simulate rush hour and night easily enough with the schedules 12:01:25 <JVassie> more trains/hour during rush hour 12:01:27 <JVassie> and none at night 12:01:55 <JVassie> at peak times for example, I'd want to be able to get a train every 3 or 4 minutes into a through platform 12:02:54 <Eddi|zuHause> JVassie: yes, but that is backwards. the rush-hour is not defined by more trains running, but by more passengers wanting to ride on trains :p 12:04:08 <JVassie> haha indeed 12:04:13 <JVassie> odd as it may sound 12:04:49 <JVassie> the visual representation of more passengers isnt as easily achievable as a departure board though :P 12:05:00 <JVassie> (with more trains) 12:08:05 <JVassie> for example, platform 10 at clapham junction today 12:08:15 <JVassie> 1158, 1201, 1205, 1209, 1212, 1216, 1221, 1224, 1228, 1231, 1235, 1239, 1242, 1246, 1251, 1254 12:08:25 <JVassie> 16 trains in an hour 12:09:26 <Eddi|zuHause> 11/12 is usually not "rush-hour" :p 12:09:34 <JVassie> well yeah 12:09:45 <JVassie> neither is saturday generally 12:09:51 <JVassie> perhaps a bad example 12:09:59 <JVassie> but 16 tph at weekend lunch time 12:10:26 <JVassie> it happens in real life was I think my point :P 12:10:34 <JVassie> and therefore something I wanted to try to simulate ingame 12:10:42 <Eddi|zuHause> this probably depends on regional habits, but typical rush-hour times are something like 6-8 and 15-18 12:11:51 <JVassie> unfortunately ingame you cant really do departign and arriving in the same minute 12:12:10 <JVassie> at least I dont think 12:12:29 <Eddi|zuHause> yes, you can set the exact amount of ticks. 12:12:47 <Eddi|zuHause> but one loading step is 40 ticks, so waiting time is always a multiple of that 12:13:02 <JVassie> useful to know 12:13:29 <Eddi|zuHause> actually, it would make sense to use that as base for your minutes 12:13:34 <JVassie> in order to help the simulation, having a newgrf where vehicles loaded in a single (or a double) step would help 12:13:46 *** TheStevens [~lachlan@14-200-254-27.static.tpgi.com.au] has quit [Read error: Connection reset by peer] 12:14:19 *** TheStevens [~lachlan@14-200-254-27.static.tpgi.com.au] has joined #openttd 12:14:33 <Eddi|zuHause> ships and planes have faster loading steps i think 12:15:15 <Eddi|zuHause> JVassie: in a typical rush-hour network, loading times are a main source of delays 12:15:58 <JVassie> if you set a train to stay for 0 minutes, what does the game try to do? 12:16:15 <Eddi|zuHause> 0 ticks counts as "not timetabled" 12:16:16 <JVassie> who wants to simulate delays? :P 12:16:26 <Eddi|zuHause> so don't do that. 12:16:29 <JVassie> mmm 12:16:37 <JVassie> so 1 minute is the minimum 12:16:49 <JVassie> so if it was 80 ticks per minute 12:16:52 <JVassie> thats 2 loading steps 12:16:58 <Eddi|zuHause> but you could set the ticks as "1 tick short of a minute", then it will display as 0 minutes 12:17:36 <JVassie> the change time box gives the input as minutes I think 12:17:39 <Eddi|zuHause> but you have to add that 1 tick to the travel time, otherwise you get rounding issues with your synchronisation 12:17:50 <Eddi|zuHause> that is a setting 12:18:27 <JVassie> ah hah 12:18:32 <JVassie> that might just be the key 12:18:53 <JVassie> as long as I just use departure boards to display in minutes 12:18:58 <JVassie> and do all other calculations in ticks 12:19:01 <JVassie> it might work 12:22:18 <JVassie> still doesnt get around the tph problem though 12:22:48 <Eddi|zuHause> tph? 12:23:20 <JVassie> trains per hour 12:24:11 <JVassie> basically, that unless the ticks/minute is sufficiently high, then it takes too many minutes per train 12:24:28 <Flygon> Just a note, 3-5 minute off-peak freqs happen in some areas of Japan 12:25:00 <Flygon> And some Metro systems, even in Australia, have some lines (Tram or Train) operating on such frequenies. Not on a Saturday, though. :P 12:25:05 <Eddi|zuHause> real networks typically have 5 minutes between, 3 minutes in extreme cases, and shorter intervals need moving-block-signals or other magic 12:25:55 <Flygon> Yea, 5 is the most optimistic here. 3 encounters issues with both not enough trains available and capacity (as Metro found out when they tried publishing an ambitious timetable...) 12:26:23 <JVassie> well, like you saw above 12:26:32 <JVassie> clapham junction is gettign traisn through in 3 minute intervals 12:26:38 <JVassie> *getting trains 12:26:52 <Eddi|zuHause> the S-Bahn trunk line in Munich has 30 trains per hour 12:27:08 <JVassie> damn 12:27:23 <JVassie> 2 platforms each direction at the Hbf isnt it? 12:27:28 <JVassie> on the tief bit 12:27:32 <Eddi|zuHause> (they do use some magic signalling) 12:27:49 *** Aristide [~quassel@2a01:e35:2eb9:64b0:1e4b:d6ff:feca:6b69] has joined #openttd 12:28:58 <JVassie> oh no, it isn just 1 platform each way 12:29:05 <JVassie> thats some tight scheduling 12:31:53 *** Supercheese [~Superchee@98.145.80.103] has quit [Read error: Connection reset by peer] 12:32:00 <Eddi|zuHause> JVassie: i think they have 1 track per direction, but platforms on both sides to speed up loading/unloading 12:32:19 <JVassie> the 'spanish solution' wikipedia calls it :P 12:32:25 *** Supercheese [~Superchee@98.145.80.103] has joined #openttd 12:32:36 <Flygon> (I should note that Trams only get insanely good frequencies here due to relying both purely on slow speeds and zero signalling in dense areas... so basically. They're high frequency busses :B) 12:32:55 <Eddi|zuHause> when i was in munich, i didn't use the S-Bahn though, so i don't really know 12:33:25 <Eddi|zuHause> Flygon: trams are typically drive-on-sight instead of drive-on-signal 12:33:28 <Flygon> Exactly 12:33:36 <Flygon> Tram signals only exist here in very exemptional cases 12:33:53 <Flygon> Such as level crossings, directions, and specific standard traffic signals 12:34:08 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 12:34:09 <Eddi|zuHause> they exist here on overland lines which exceed 50km/h 12:34:36 <Eddi|zuHause> but they stole the cabling too often, so they just downgraded the line to 50km/h and discontinued the signals 12:34:46 *** wakou2 [~stephen@host86-150-31-84.range86-150.btcentralplus.com] has quit [Ping timeout: 480 seconds] 12:35:17 <Flygon> "Stole the cabling"? 12:35:25 <JVassie> prevalent problem in EU 12:35:39 <Eddi|zuHause> copper is just too valuable 12:36:06 <Flygon> (Drive on sight here operates on up to 80-90km/h, no problems. Though, those lines have long enough distances without being at-grade that it's basically a trainline. Amusingly, this means they have a higher top speed than the Xtraps usually do...) 12:36:12 <Flygon> Oh. Right. Yeah. 12:36:13 <JVassie> endless issues in the UK with signalling problems because vandals have stolen the cabling 12:36:39 <Flygon> Here, we're gradually replacing everything with aluminium (for overhead lines. Did I mention people try to seal 1500V live lines?) and Fibre Optics 12:37:20 <Eddi|zuHause> Flygon: people even steal 15kV and 25kV wires :) 12:37:39 <Flygon> Point is, there's a special type of stupid for anyone pushing over 500V 12:37:42 <Eddi|zuHause> but that usually ends deadly if they are not professionals 12:38:24 <JVassie> indeed 12:39:47 <Eddi|zuHause> i don't think there are trams that go over 80km/h here. there are tram/train hybrids which go faster if in train mode 12:43:01 *** frosch123 [~frosch@frnk-4d009260.pool.mediaWays.net] has joined #openttd 12:44:01 <Flygon> We have had individual Trams go over 110km/h here 12:44:18 <Flygon> iirc, the PCC/W-Class hybrid that MMTB tested around the 1950s and 1960s 12:44:41 <Flygon> Unsure if their direct successor (Z1 and Z2-class) have been tested @ over 90 though 12:44:45 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 12:44:59 <Flygon> No real point really. Stops too close together. 12:50:39 <Eddi|zuHause> well i posted this before, but maybe it's relevant: http://www.youtube.com/watch?v=_5hkR-IAnwQ :) 12:52:53 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 12:56:44 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 13:03:49 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 13:04:03 *** Pokka [~Octomom@d58-106-13-254.rdl801.qld.optusnet.com.au] has joined #openttd 13:09:01 *** Aristide [~quassel@2a01:e35:2eb9:64b0:1e4b:d6ff:feca:6b69] has quit [Remote host closed the connection] 13:11:21 *** Pikka [~Octomom@d58-106-13-254.rdl801.qld.optusnet.com.au] has quit [Ping timeout: 480 seconds] 13:16:15 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 13:17:16 <andythenorth> @seen pikka 13:17:16 <DorpsGek> andythenorth: pikka was last seen in #openttd 3 days, 14 hours, 49 minutes, and 57 seconds ago: <Pikka> I'll grab the new alpha anon 13:28:01 <Alberth> false, he left 5 minutes before you arrived, andy 13:28:28 <Eddi|zuHause> actually Pokka is still here :) 13:29:28 <andythenorth> pokkamon 13:34:20 *** Haube [~michi@77-21-133-191-dynip.superkabel.de] has joined #openttd 13:42:51 <JVassie> hmm, so Eddi|zuHause, if i timetable in ticks, and I set ticks/min to 160 for example, I can set a stop for 80 ticks right? 13:43:17 <Eddi|zuHause> yes 13:44:13 <Eddi|zuHause> though at 160 your maximum wait time would be just under 7 hours 13:49:28 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has left #openttd [] 13:54:13 <JVassie> perhaps workable 13:54:16 <JVassie> ok 13:58:34 *** jjavaholic [~jjavaholi@grahamg63.plus.com] has quit [Ping timeout: 480 seconds] 14:09:51 <Eddi|zuHause> you can also chain two wait orders, especially at a terminal station, where the train immediately is at the destination if it just turned around 14:10:03 <Eddi|zuHause> terminus 14:14:47 <DorpsGek> Commit by fonsinchen :: r26384 trunk/src/string.cpp (2014-03-01 14:14:41 UTC) 14:14:48 <DorpsGek> -Fix [FS#5924]: Return correct values from ICU iterators in case of leading or trailing whitespace 14:26:25 <JVassie> hmm good idea Eddi|zuHause :D 14:26:29 <JVassie> or if its in a siding somewhere 14:26:33 <JVassie> i'd never thought of that 14:27:53 <Eddi|zuHause> it must be end of the track, otherwise the train leaves and tries to make a loop to get back to the station 14:28:14 <Eddi|zuHause> maybe it also works with stop at beginning/end of platform 14:31:12 <JVassie> will have to try that 14:42:39 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Ping timeout: 480 seconds] 14:59:57 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 15:14:48 <Pokka> does it 15:14:58 *** Pokka [~Octomom@d58-106-13-254.rdl801.qld.optusnet.com.au] has quit [Quit: Leaving] 15:15:14 <Eddi|zuHause> obviously not. 15:40:49 *** Mucht [~Martin@000128e2.user.oftc.net] has quit [Remote host closed the connection] 15:41:35 *** ABCRic [~ABCRic@a79-168-244-115.cpe.netcabo.pt] has joined #openttd 15:42:01 *** Aristide [~quassel@ALyon-156-1-159-218.w90-14.abo.wanadoo.fr] has joined #openttd 15:55:41 *** retro|cz [~retro@ip-89-176-82-80.net.upcbroadband.cz] has quit [Ping timeout: 480 seconds] 15:57:23 *** KritiK [~Maxim@0001264a.user.oftc.net] has joined #openttd 15:58:08 <JVassie> Didnt get to trying it yet 15:58:17 <JVassie> the perils of multitasking 16:02:17 *** rubenwardy [~rubenward@host86-147-244-73.range86-147.btcentralplus.com] has joined #openttd 16:11:33 *** jjavaholic [~jjavaholi@grahamg63.plus.com] has joined #openttd 16:14:27 *** HerzogDeXtEr [~flex@i59F6D88A.versanet.de] has quit [Quit: Leaving.] 16:41:26 *** killertester [~igor@i185-11-150-193.kmv.ru] has joined #openttd 16:46:02 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 16:47:45 *** Progman [~progman@p57A1B6E6.dip0.t-ipconnect.de] has joined #openttd 16:47:53 <andythenorth> o/ 16:49:23 <Taede> o/ 16:58:30 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 17:02:54 *** Japa [~Japa@117.201.101.141] has quit [Read error: Connection reset by peer] 17:10:57 *** retro|cz [~retro@ip-89-176-82-80.net.upcbroadband.cz] has joined #openttd 17:14:50 *** Progman [~progman@p57A1B6E6.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 17:16:00 *** alluke [~oftc-webi@cs78237230.pp.htv.fi] has joined #openttd 17:16:10 <alluke> wow 17:16:22 <alluke> iron horse has train car with two cargos 17:16:34 <alluke> combined pax/mail 17:17:06 *** Progman [~progman@p57A1B6E6.dip0.t-ipconnect.de] has joined #openttd 17:17:26 *** Progman [~progman@p57A1B6E6.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 17:19:29 <Eddi|zuHause> yes. articulated vehicles can do that 17:34:00 *** HerzogDeXtEr [~flex@i59F6D88A.versanet.de] has joined #openttd 17:37:37 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 17:37:40 *** mode/#openttd [+v glx] by ChanServ 17:44:25 *** alluke [~oftc-webi@cs78237230.pp.htv.fi] has quit [Remote host closed the connection] 17:50:58 *** Elukka [~Elukka@a91-152-213-89.elisa-laajakaista.fi] has quit [] 17:51:49 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Ping timeout: 480 seconds] 17:52:22 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 17:53:56 *** alluke [~oftc-webi@cs78237230.pp.htv.fi] has joined #openttd 17:54:06 <alluke> that car aint articulated 18:02:11 <frosch123> not everything is what it looks like :p 18:04:52 *** Hazzard [~43aefd2c@188.cimarosa.openttdcoop.org] has joined #openttd 18:16:36 *** Aristide [~quassel@ALyon-156-1-159-218.w90-14.abo.wanadoo.fr] has quit [Ping timeout: 480 seconds] 18:19:26 <andythenorth> indeed 18:19:36 <andythenorth> and not everything shows cargo in the depot view :( 18:19:47 <andythenorth> and not everything can be accurately drag-and-dropped in depot view either 18:22:09 <frosch123> yeah, someone needs to code "draw artic vehicle at mouse cursor" 18:23:25 <andythenorth> I assumed it was something I was doing wrong 18:25:03 <Eddi|zuHause> what's wrong with it? 18:26:01 <Eddi|zuHause> i think the gap between the vehicles that you drop your vehicle in is only the first part of the articulated vehicle, so it shouldn't be too short 18:26:19 <andythenorth> Eddi|zuHause: have you actually tested with IH? o_O 18:26:33 <Eddi|zuHause> no, but i have tested stuff in CETS 18:26:47 <andythenorth> dragging accurately is near-impossible in IH (I use TTD base set with small buttons) 18:26:57 <andythenorth> I assume it's because offsets are borked still 18:27:14 <Eddi|zuHause> the cursor takes on the sprite of the first vehicle part, and the gap in the new vehicle chain for dropping into is much shorter than the vehicle sprite 18:27:54 <andythenorth> that would make sense 18:28:49 <Eddi|zuHause> i use a special GUI sprite for the first vehicle part specifically for dragging in depots. because dragging invisible sprites is somewhat of a hassle :p 18:30:14 <frosch123> Eddi|zuHause: that part was fixed 1.5 years ago or so 18:30:30 <frosch123> the gap for dragging is right 18:30:34 <frosch123> just the cursor is lagging 18:32:41 <andythenorth> ...my favourite features recently are all ui fixes... 18:34:26 <Eddi|zuHause> indeed, looks better now :) 18:34:58 <andythenorth> Eddi's suggestion about showing road tile direction on construction is a good one 18:35:20 <Eddi|zuHause> that's like 5 years old, and not even mine? 18:35:35 <andythenorth> not implemented though is it :) 18:36:28 <Eddi|zuHause> i'm fairly convinced there were sprites on the forum 18:36:51 <andythenorth> if there aren't I could draw them 18:37:08 <andythenorth> I keep failing at patches though :P 18:40:59 <frosch123> yup, there are sprites 18:41:05 <frosch123> should be in my todo bookmarks :p 18:44:33 <frosch123> http://www.tt-forums.net/viewtopic.php?f=32&t=47192 18:45:17 <DorpsGek> Commit by translators :: r26385 trunk/src/lang/swedish.txt (2014-03-01 18:45:10 UTC) 18:45:18 <DorpsGek> -Update from WebTranslator v3.0: 18:45:19 <DorpsGek> swedish - 6 changes by Joel_A 18:48:47 *** wakou2 [~stephen@host86-150-31-84.range86-150.btcentralplus.com] has joined #openttd 18:59:38 <Eddi|zuHause> the second set of sprites seems better 18:59:55 <frosch123> it also has trams 19:01:02 <frosch123> it does not have half tiles though 19:01:11 <frosch123> single road bits 19:01:31 <frosch123> hmm, it has 19:02:02 <frosch123> i only counted sprites, but actually it has only the short ones, and no long road sporites 19:03:14 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 19:07:38 <frosch123> hmm, i should look up widelands hotkey 19:09:25 <frosch123> uh, it does not seem to have any which i do not already know 19:12:28 <Eddi|zuHause> the only hotkeys i ever used were c,s and space 19:14:03 <frosch123> yes, i was hoping for a hotkey for dismantle 19:24:38 <Supercheese> Do we have drag&drop newobjects yet? 19:26:31 *** Pensacola [~quassel@h220216.upc-h.chello.nl] has quit [Remote host closed the connection] 19:26:50 *** DDR [~kvirc@S010600254bbe4e1c.vc.shawcable.net] has joined #openttd 19:28:40 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 19:35:30 <andythenorth> hmm 19:35:40 <andythenorth> fix IH, or keep trying to beat SV in a game? o_O 19:37:35 *** glx_ [~glx@2a01:e35:2f59:c7c0:3dea:f098:15c8:14ac] has joined #openttd 19:44:33 *** Netsplit solenoid.oftc.net <-> reticulum.oftc.net quits: Kurimus, LSky, DDR, mikegrb, Ammler, Mrkva, heffer, Hirundo, tyteen4a03, avdg, (+107 more, use /NETSPLIT to show all of them) 19:45:39 *** Netsplit over, joins: Born_Acorn, SmatZ, LordAro, peter1139, Prof_Frink, lobster, KenjiE20, EyeMWing, George, SpComb^ (+66 more) 19:45:39 *** jonty-co1p [~jonty@borealis.jontysewell.net] has joined #openttd 19:45:39 *** Netsplit over, joins: orudge, SpComb^__, TheStevens, Stimrol, Taede, Pinkbeast, UukGoblin, TheIJ, Kurimus, Ailure (+26 more) 19:45:39 *** heffer_ [felix@hyperion.fk.cx] has joined #openttd 19:45:49 *** Netsplit over, joins: mikegrb, welterde, heffer 19:45:49 *** mode/#openttd [+v Alberth] by ChanServ 19:45:49 *** mode/#openttd [+v planetmaker] by ChanServ 19:45:52 *** mode/#openttd [+o Terkhen] by ChanServ 19:46:38 *** heffer [felix@hyperion.fk.cx] has quit [Ping timeout: 480 seconds] 19:46:51 *** mode/#openttd [+v Belugas] by ChanServ 19:48:24 *** glx_ is now known as glx 19:57:03 <andythenorth> did I cause that? o_O 19:57:40 <Wolf01> no, it was __ln__ for sure 20:03:46 <Eddi|zuHause> what do they say about all play and no work? 20:04:12 <andythenorth> keeps you from getting old? 20:10:58 * andythenorth fixes stuff 20:11:53 <Alberth> andy, did you change chips 1.4.0 not to display the most cargo at the stations? 20:12:09 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 20:12:16 <andythenorth> no 20:12:30 <andythenorth> I wouldn't know how tbh :) 20:12:35 <andythenorth> nfo stations are a world of their own 20:12:35 <Alberth> then it's a bug :p 20:12:42 <andythenorth> it's amazing that there are so many station sets 20:12:58 <andythenorth> station display is a mess :P 20:13:24 <Alberth> ok :) 20:26:26 <andythenorth> IH alpha-3 released 20:26:35 <andythenorth> now I can do something less useful 20:28:48 *** cib [~cib@p20030067CE0E5A01267703FFFEE75B84.dip0.t-ipconnect.de] has joined #openttd 20:49:38 <andythenorth> hmm 20:50:15 <andythenorth> frosch123: would reloading newgrfs cause SV to change the target cargo? 20:51:20 <frosch123> if you change cargo ids :p 20:51:36 <andythenorth> not knowingly 20:51:42 <andythenorth> didn't change FIRS, just IH 20:51:48 <andythenorth> but eh, all bets are off 20:52:02 <frosch123> well, unlikely, else firs would be completely broken :p 20:52:02 <andythenorth> loaded some bug fixes :P 20:52:13 <andythenorth> something caused SV to switch cargo 20:52:14 <andythenorth> nvm 20:52:30 *** alluke [~oftc-webi@cs78237230.pp.htv.fi] has quit [Remote host closed the connection] 20:54:41 <frosch123> oh, i forgot to build a stone mason 20:55:02 <andythenorth> ? 20:55:15 <frosch123> i ran out of marble columns 20:55:18 <andythenorth> oh some other game :P 20:59:36 <Wolf01> gnomoria? 20:59:49 <frosch123> widelands 21:00:05 <frosch123> btw. our gaelic translator is also involved with widelands 21:02:44 <Wolf01> looks nice 21:04:24 <Gallomimia> what's the roadmap of release of the new beta version look like? any kind of schedule for you guys or just as it happens? 21:05:13 <frosch123> it has always been "just as it happens" 21:05:30 <Gallomimia> also, i'm putting one way signals on my tracks right now. is it recommended i start a long segment with a signal, or just before junctions? 21:05:51 <Gallomimia> alright good to know 21:06:02 <frosch123> if you use path signals, always leave enough room for a whole train behind each junction without any signals 21:06:26 <frosch123> so if the train has to stop, it does not block the junction 21:06:45 <Gallomimia> yeah i've seen how that causes problems for sure 21:07:16 <Gallomimia> the game i'm playing right now is too much train and not enough truck and transfer 21:07:57 <Gallomimia> i don't feel like trying the latter till i dive into the beta with that.... cargodist 21:08:03 <andythenorth> hmm 21:08:12 * andythenorth really has to learn cdist 21:08:38 <Gallomimia> i think i'll do that once i get this computer changed over to run off a raid instead of the single drive 21:08:55 <Gallomimia> and then i think i'll download the source and read it.... C++ right? 21:09:00 <frosch123> andythenorth: you have to learn to service your stations properly :p 21:09:19 <andythenorth> and do complicated routing 21:10:17 <andythenorth> I've tried it in three games 21:10:36 <andythenorth> I'm not really smart enough to use it though 21:10:46 <Gallomimia> that's bold of you to admit 21:11:46 <frosch123> Gallomimia: it's kind of required for a boss 21:12:05 <frosch123> a boss who thinks he is smarter than his employees is likely no good boss 21:12:21 <andythenorth> 'like a boss' 21:12:57 <andythenorth> or 'like a bus' http://www.youtube.com/watch?v=IkTw7J-hGmg 21:14:02 <__ln__> Eddi|zuHause: your prophecy is still holding 21:21:57 <Gallomimia> HAH. if you say so.... clearly you haven't met any of the bosses i know 21:22:36 <Gallomimia> don't get me wrong, i agree that it's required. but clearly it's not since so many are getting away without it 21:24:02 <frosch123> it kind of depends on the management level 21:24:56 <frosch123> for those responsible for > 150 employees it does not matter anymore 21:25:35 <frosch123> i was referring to management levels who actually manage employees 21:25:58 <Gallomimia> the guy you work closely with. yeah 21:25:58 <frosch123> not those who try to fool managers of other companies 21:26:34 <Gallomimia> the popular qualification going around these days is to have been hit in the head with a brick at least three times :( 21:27:23 <frosch123> well, that is not the worst thing if your main job is to hit other managers with a brick 21:27:36 <Gallomimia> heh 21:30:14 * andythenorth loves sea-level canals 21:31:13 * frosch123 is worried that andy uses them to run river ships on sea 21:33:03 <andythenorth> :P 21:33:12 <andythenorth> I use them to build sea-level airports and train stations 21:37:10 <andythenorth> stupid noise limit 21:38:54 <Supercheese> Use OGFX+ airports, disable noise limit 21:39:16 <Supercheese> and/or date limits 21:45:53 <Gallomimia> uh... stations have signals built in for leaving trains right? what can i assume about those? 21:46:10 <frosch123> they do not really 21:46:23 <frosch123> it's more like reversing trains have a built-in path signal 21:46:44 <frosch123> so in terminal stations you can skip building path signals on the station side 21:46:50 <frosch123> but in ro-ro you cannot 21:47:14 <Supercheese> terminus stations have their share of problems, though 21:47:27 *** Aristide [~quassel@ALyon-156-1-159-218.w90-14.abo.wanadoo.fr] has joined #openttd 21:49:01 *** jonty-co1p is now known as jonty-comp 21:52:29 <Gallomimia> i think that means i'll have a problem. very congested area. too many junctions and stations all close together 21:52:40 <Gallomimia> oh well. this game is a learning experience 21:53:25 <Gallomimia> i think i'll signal it as best i can and see what happens 21:53:44 <Gallomimia> maybe a bypass tunnel is in order. first i wanna load it up with trains and see how bad it gets 21:53:45 <Supercheese> I find path signals placed in "safe stopping" places cover a multitude of sins 21:54:35 <Gallomimia> alas there's no safe stopping places here. there's 2 t junctions close together, a bag station, and a ro-ro. almost nowhere for a train to stop in that mess. 21:55:05 <Gallomimia> i think one way to fix it would be to move one of the T junctions over to make an X junction 22:01:50 <andythenorth> good night 22:02:51 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 22:09:30 <frosch123> night 22:09:34 *** frosch123 [~frosch@frnk-4d009260.pool.mediaWays.net] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 22:10:41 *** HerzogDeXtEr1 [~flex@i59F6A6FE.versanet.de] has joined #openttd 22:16:33 *** HerzogDeXtEr [~flex@i59F6D88A.versanet.de] has quit [Ping timeout: 480 seconds] 22:33:29 *** Alberth [~hat@2001:980:272e:1:be5f:f4ff:feac:e11] has left #openttd [] 22:37:29 *** rubenwardy [~rubenward@host86-147-244-73.range86-147.btcentralplus.com] has quit [Read error: Connection reset by peer] 22:38:17 *** killertester [~igor@i185-11-150-193.kmv.ru] has left #openttd [] 22:38:51 <Gallomimia> i wish you could set trains to uncouple cars and switch loadout 22:40:35 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 22:43:09 <Eddi|zuHause> it's open source, do it! :p 22:44:09 <Eddi|zuHause> (this is probably the hardest thing you could do with the game) 22:45:21 *** yorick [~yorick@ip51cd0513.speed.planet.nl] has joined #openttd 22:46:17 <Eddi|zuHause> <frosch123> i ran out of marble columns <-- i usually do that even with a stonemason :) 22:47:20 <Eddi|zuHause> by some weird random-ism i almost always get imperium when starting random 22:49:09 *** Pereba [~UserNick@177.98.144.47] has joined #openttd 23:03:38 <__ln__> http://www.leipzig-fernsehen.de/Aktuell/Leipzig/Artikel/907959/ICE-rammt-Prellbock-am-Leipziger-Hauptbahnhof-/ 23:03:50 <Gallomimia> Eddi|zuHause: you're right! i was actually thinking it might be easier to make the game support multicore cpu's than do that! 23:04:17 <__ln__> oh, it wasn't exactly news 23:06:11 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 23:26:16 *** Devroush [~dennis@91.181.143.100] has quit [] 23:34:17 *** sla_ro|master [slamaster@95.76.164.39] has quit [] 23:41:50 *** Progman [~progman@p57A1B6E6.dip0.t-ipconnect.de] has joined #openttd 23:55:37 *** Haube [~michi@77-21-133-191-dynip.superkabel.de] has quit [Read error: Connection reset by peer] 23:57:28 *** retro|cz [~retro@ip-89-176-82-80.net.upcbroadband.cz] has quit [Ping timeout: 480 seconds]