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ZZzzzZZZ [www.adiirc.com]] 03:06:35 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 04:37:39 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 04:37:42 *** mode/#openttd [+o Alberth] by ChanServ 04:52:44 *** roidal [~roland@193-154-138-102.adsl.highway.telekom.at] has joined #openttd 04:56:01 *** Eddi|zuHause [~johekr@p5DC67F25.dip0.t-ipconnect.de] has quit [] 04:56:16 *** Eddi|zuHause [~johekr@p5DC6791E.dip0.t-ipconnect.de] has joined #openttd 05:16:22 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 05:18:39 <andythenorth> bird of Pikka 05:18:44 <andythenorth> you haz started a kicker 05:20:15 <Alberth> moin 05:20:37 <Alberth> I hope he already knows :) 05:21:32 <andythenorth> pictures and everything 05:27:24 <andythenorth> Alberth: sometimes you are getting up very early it seems 05:27:29 <andythenorth> even earlier than me :o 05:29:05 * andythenorth backs the thing 05:29:06 <Alberth> yeah, trying another day-rythm, get up around 6 am 05:29:43 <Alberth> which is easy I am awake at that time already :) 05:33:31 <andythenorth> my children are experimenting with 4.50 am 05:33:34 <andythenorth> maybe itâs a life hack 05:37:38 <Alberth> I did manage a bit after 5, but not before it, so far :) 05:39:40 *** Biolunar [Biolunar@x4d025048.dyn.telefonica.de] has joined #openttd 05:45:09 <andythenorth> oh dear 05:45:14 <andythenorth> factorio seems quite addictive 05:45:18 <andythenorth> even though itâs quite ugly 05:56:42 <Pikka> morning all :) 06:02:36 *** sla_ro|master [slamaster@95.76.27.245] has joined #openttd 06:03:53 <Pikka> thanks andythenorth :) 06:12:16 <andythenorth> np 06:15:04 * andythenorth got bored of factorio 06:15:08 <andythenorth> such low attention span :P 06:16:42 <Alberth> :) 06:17:33 <andythenorth> UI is clunky 06:17:36 <andythenorth> and itâs not pretty 06:20:32 <andythenorth> Alberth: btw, you missed an opportunity to propose feature removals :) 06:41:25 <Alberth> :o I hope you filled in for me :) 06:45:14 *** gelignite [~gelignite@mue-88-130-117-186.dsl.tropolys.de] has joined #openttd 06:47:12 <andythenorth> see the logs :) 07:00:34 *** Progman [~progman@p57A1860B.dip0.t-ipconnect.de] has joined #openttd 07:09:06 <Terkhen> good morning 07:09:58 <Rubidium> bonjour 07:10:05 <sla_ro|master> Hi 07:10:08 <sla_ro|master> morning :P 07:45:36 * andythenorth wonders about hiding drive-in roadstops in the UI 07:46:09 <andythenorth> probably something related to ShowRVStationPicker 07:48:10 <andythenorth> hmm 07:49:12 <andythenorth> ha ha 07:49:16 <andythenorth> Iâve disabled the widgets :) 07:49:22 <andythenorth> that was easy 07:49:27 <andythenorth> did it in a silly way though 07:49:54 <andythenorth> Iâve replaced â_cur_roadtype == ROADTYPE_TRAMâ in some if statements with âtrueâ :P 07:50:49 *** Wolf01 [~wolf01@95.232.232.17] has joined #openttd 07:51:20 <Wolf01> hi o/ 07:51:26 <andythenorth> lo Wolf01 07:52:36 <planetmaker> moin 07:53:01 * andythenorth proposes to move âenable drive-in roadstopsâ to a cfg file setting 07:53:06 <andythenorth> and then remove it in future :P 07:57:34 <Wolf01> you mean "drive trough"? 07:57:40 <Wolf01> *+h 07:58:55 <andythenorth> nope :) 07:58:57 <andythenorth> drive-in 08:02:50 *** Hiddenfunstuff [~Geth@a392.ip16.netikka.fi] has joined #openttd 08:07:12 <Wolf01> having 6 sealed lego sets and no space to put them after they are built is a struggle :( 08:09:49 *** Smedles [~quassel@58.160.136.199] has quit [Remote host closed the connection] 08:11:02 <Wolf01> where is that setting now? I only have the drive-through one, and just the ownership limitations for it 08:11:25 *** Smedles [~quassel@58.160.136.199] has joined #openttd 08:12:45 *** Smedles [~quassel@58.160.136.199] has quit [Remote host closed the connection] 08:13:28 <Alberth> using trams? 08:14:21 *** Smedles [~quassel@58.160.136.199] has joined #openttd 08:14:35 <Wolf01> maybe 08:16:10 *** Progman [~progman@p57A1860B.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 08:17:52 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 08:19:25 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 08:19:28 *** mode/#openttd [+o Alberth] by ChanServ 08:25:00 <andythenorth> Wolf01: the setting doesnât exist yet :) 08:25:15 * andythenorth proposes adding it, and hiding it away in .cfg :P 08:25:20 <andythenorth> then turning off drive-in stops 08:25:32 <andythenorth> itâs an example of a boring choice 08:25:51 <andythenorth> drive-in stops have absolutely no benefit 08:25:56 <Wolf01> indeed 08:26:12 <andythenorth> they donât permit articulated vehicles, and allegedly they perform worse than drive-through 08:26:21 <Wolf01> I still use them at the very beginning 08:26:26 <andythenorth> the only reason for them is âbecause TTD' 08:27:02 <andythenorth> they also enforce odd design choices on newgrfs 08:27:30 <andythenorth> a non-articulated vehicle model can never be superseded by an articulated model 08:27:37 <andythenorth> bit weird 08:29:26 *** sla_ro|master [slamaster@95.76.27.245] has quit [] 08:50:10 <andythenorth> o_O ? https://dev.openttdcoop.org/attachments/download/7399/disable-drive-in-stops.png 08:52:02 <Alberth> wrong icon in the cursor :) 08:52:56 <andythenorth> ha 08:53:00 <andythenorth> patches are never simple :P 08:53:08 <andythenorth> Iâd have to redraw that? 08:53:27 <andythenorth> weâd never remove these stops 08:53:37 <andythenorth> because two players might complain about it in forums 08:53:41 <andythenorth> as many as three even 08:53:49 <andythenorth> :) 08:53:53 <andythenorth> but /me can dream 08:57:04 <Alberth> tbh, I quite like them, they very easy to use 08:59:11 <andythenorth> compared to drive-through? o_O 08:59:50 <Alberth> with driver-through you need to make a circle 09:00:02 <andythenorth> because otherwise it looks ugly? 09:00:27 <Alberth> it does tome 09:00:41 <andythenorth> +1 09:00:51 <andythenorth> the drive-in stops look much better 09:00:59 <andythenorth> and make neater stations 09:01:02 <Alberth> drive-in also has no problem with loaded vehicles getting blocked 09:01:14 <andythenorth> depends how many you have adjacent 09:01:52 <andythenorth> Alberth: you only use base set or ogfx RVs? 09:02:15 <Alberth> mostly baseset I think 09:02:24 <andythenorth> hmm 09:02:34 <andythenorth> Pikka: your âarticulatedâ vehicles arenât actually articulated? 09:02:49 <Alberth> can't usually be bothered to load a RV set 09:03:02 * andythenorth wonders if articulated vehicles are the problem 09:03:06 <andythenorth> maybe delete those 09:03:21 <Alberth> although your road hog is nice, with the trams 09:03:59 <andythenorth> maybe all trucks should be 1 unit, like original game 09:04:17 <andythenorth> that also solves overtaking 09:04:27 <Alberth> longer vehicles make more diversity, which is nice 09:05:13 <Alberth> but eg loaded vehicle blocked behind a loading vehicle should just try to overtake 09:05:21 <andythenorth> eventually theyâll wormhole 09:05:33 <andythenorth> I think 09:05:48 <Alberth> they do afaik, but you want to avoid that 09:06:09 <andythenorth> something is awry with current RVs 09:06:16 <andythenorth> itâs not âjust the design, live with itâ 09:06:22 <andythenorth> itâs fractured somehow 09:06:55 <andythenorth> designing an RV set is ridiculously hard 09:07:11 <Rubidium> andythenorth: regarding your question of yesterday; the removal "graphics" also includes reconsidering better scaling of vehicles and the likes 09:07:39 <andythenorth> lengths and so on? 09:07:40 <Rubidium> i.e. get rid of the lengthening/shortening in corners, bridges being lower than vehicles, ... 09:08:08 <andythenorth> :) 09:08:12 <Rubidium> and maybe even increase the "default" length 09:08:18 <andythenorth> to...? 09:08:21 <andythenorth> 16/8? 09:08:24 <andythenorth> 12/8? 09:08:27 <andythenorth> 10/8? 09:08:28 <andythenorth> :P 09:08:56 <Rubidium> plus probably some method to give a more 3D bounding box of the vehicle to prevent loads of glitches 09:09:31 <Rubidium> the latter would, in essence, make it possible to not care much about vehicle length at all. Just provide an appropriate bounding box 09:10:02 <andythenorth> no more crazy Iron Horse 3-part train wagons 09:20:39 *** wicope [~wicope@0001fd8a.user.oftc.net] has joined #openttd 09:24:54 <Pikka> yoyo 09:25:03 <andythenorth> walk the dog 09:25:04 <Pikka> my trucks aren't articulated, yes 09:25:13 <andythenorth> maybe that is the way forward 09:25:21 <Pikka> optional road trains with additional trailers will be 09:25:56 * andythenorth is finding that an RV set is quite rage-quity 09:26:07 <andythenorth> not surprising there is only one good one complete 09:27:19 <Rubidium> oh, andy... dropping all graphics and NewGRF also allows us to make all climates available on the same map 09:28:56 <Rubidium> yay for going from toyland to desert via arctic ;) 09:29:16 <Pikka> keeping it simple is definitely helping me, andy 09:31:53 <andythenorth> Pikka: no trams? o_O 09:32:10 <Pikka> yes trams. 09:32:44 <Pikka> at the moment only passenger trams planned though 09:32:45 <andythenorth> trams are appalling 09:33:05 <Pikka> people seem to like them, so I'll add them and not fret over them too much :) 09:33:34 <andythenorth> do all your truck models go the same speed? 09:33:54 *** frosch123 [~frosch@x5f746c06.dyn.telefonica.de] has joined #openttd 09:34:24 <Pikka> not quite, but I only have one of each truck type per generation, I don't have seperate fast/big/powerful/cheap/etc classes. 09:35:00 <andythenorth> me also 09:35:09 <andythenorth> but eh, yours arenât articulated 09:35:14 <andythenorth> so you can set whatever speed you like 09:35:27 * andythenorth realises 09:35:45 <andythenorth> with articulated, there is no point setting speeds differently on different models 09:36:24 <andythenorth> slowest vehicle sets the speed of all other vehicles 09:39:23 <Pikka> slight differences within generations, c.5mph. 09:40:16 <Pikka> trams and buses are the faster/slower outliers, coaches are about the same speed as trucks. 09:45:16 * andythenorth has about 10mph, some things are more express than others 09:45:27 <andythenorth> hmm also log trucks and dump trucks are much slower 09:45:41 <andythenorth> and that blocks everything else 09:46:01 <Pikka> overtaking definitely helps 09:46:38 <Pikka> also, as with the trains, most of my vehicles are underpowered and don't spend all of their time cruising at top speed, especially if it's hilly... which means power makes a bit of difference too. 09:48:07 <andythenorth> same for Road Hog 09:48:14 <andythenorth> only by accident :P 09:48:35 <andythenorth> capacity is double RL, but I didnât double HP :P 09:51:56 <Pikka> my capacities are tiny 09:54:17 <Pikka> except passengers 09:56:54 <Pikka> seems to work reasonably well 10:01:30 <andythenorth> tiny = ? 10:02:19 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has quit [Ping timeout: 480 seconds] 10:09:59 <Pikka> 15-25 for box trucks 10:10:12 <Pikka> 10-20 for flat/hopper/tanker/etc 10:11:01 <Pikka> plenty for low-production industries or short transfers, but not challenging trains for main-game status ;) 10:15:14 <Eddi|zuHause> andythenorth: the drive-in stations work better for pickup/transfer stations if you use "full load" 10:15:39 <Eddi|zuHause> provided you use non-articulated trucks 10:17:03 <andythenorth> time for a Road Hog redesign 10:18:08 <andythenorth> and another redraw :( 10:23:18 <andythenorth> no road trains eh 10:24:33 <andythenorth> ugh 10:24:42 <andythenorth> if it looks like an articulated truck, but doesnât bend 10:24:43 <andythenorth> https://dev.openttdcoop.org/attachments/download/7371/hog-bits-la-la-la.png 10:24:47 <andythenorth> is that stupid? 10:27:05 <peter1138> hello 10:27:17 <Eddi|zuHause> i don't understand what you mean 10:28:00 <andythenorth> do I have to draw new sprites, when I remove all the articulated trucks? 10:28:37 <andythenorth> the sprites look like RL articulated trucks, but will be a single unit in game 10:28:47 <andythenorth> is that dumb? 10:28:51 <Eddi|zuHause> that is stupid, yes. 10:28:57 <andythenorth> ok 10:29:03 <andythenorth> thanks 10:30:08 * andythenorth has designed Road Hog completely 100% wrong 10:30:13 <andythenorth> itâs embarassing :P 10:30:22 <andythenorth> the trams are single-unit, the trucks are articulated 10:31:56 <andythenorth> should be the other way round 10:32:48 <andythenorth> time to abandon it I think :D 10:32:58 <andythenorth> thatâs two RV sets Iâve given up on 10:33:06 <andythenorth> Pikka: how many RV sets have you failed at? o_O 10:34:38 <Pikka> well this one's called HOVS 75, which is approximately how many iterations the design has been through :) 10:35:15 <peter1138> And everything will just use LV4 instead. 10:37:01 <andythenorth> the one with the nudey pictures in it? 10:37:10 <andythenorth> RVs suck ass 10:46:26 <frosch123> for 0 you can get a complete custom trainset 10:46:56 <Pikka> nope... for 0 you can get a new base set, house, industry, and vehicle newgrfs. 10:47:06 <Pikka> the custom train set is a little bonus :) 10:47:24 <frosch123> well, i guess it is supposed to say custom train, not custom train set 10:47:45 <Pikka> "train set" as in locomotive and matching carriages 10:48:37 <frosch123> anyway, don't put sponsors on the newspaper screen :) otherwise we get conflicts when trashing that picture :p 10:49:42 <Pikka> mmhm :) 10:56:22 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 10:57:00 <andythenorth> how much does a decent RV set cost? o_O 10:57:21 <frosch123> 0 per vehicle 10:57:22 <andythenorth> I have spent weeks on Road Hog, and I could freelance my time for £300 / day :P 10:57:30 <andythenorth> and give it to someone else 10:57:35 <andythenorth> to make newgrfs :P 10:57:39 <frosch123> limited to 32 vehicles 10:57:57 <andythenorth> thatâs less than a month of work for me 10:58:06 * andythenorth canât actually do freelance work, no time 10:59:10 <Pikka> andy: I suppose an xxxtreeme level backer reward could be negotiable. :P 10:59:40 <andythenorth> I could just wait for you to finish it 11:00:23 *** wicope [~wicope@0001fd8a.user.oftc.net] has quit [Remote host closed the connection] 11:01:13 <Pikka> if pineapple rvs fits your requirements, sure. :) 11:01:33 <andythenorth> ârequirementsâ is a moot point with RVs 11:01:48 <andythenorth> at this point, âFIRS supportâ and âworksâ would be enough 11:01:57 <andythenorth> maybe OGFX+ RVs will do 11:21:54 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has left #openttd [] 11:23:15 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 11:27:34 *** sla_ro|master [slamaster@95.76.27.245] has joined #openttd 11:45:50 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has quit [Quit: Leaving] 11:50:52 <Terkhen> it doesn't do anything fancy, but unless someone did crazy stuff with cargos it should still work :P 12:06:18 *** Wolf01 is now known as Guest564 12:06:18 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has joined #openttd 12:07:53 *** Guest564 [~wolf01@0001288e.user.oftc.net] has quit [Ping timeout: 480 seconds] 12:08:55 *** roidal_ [~roland@194-152-174-240.adsl.highway.telekom.at] has joined #openttd 12:15:48 *** roidal [~roland@193-154-138-102.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds] 12:22:40 *** Biolunar [Biolunar@x4d025048.dyn.telefonica.de] has quit [Quit: Yo.] 12:36:21 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has joined #openttd 12:48:44 <Pikka> goodnight all :) round me up some more kickstarter backers while I sleep! 12:48:46 *** Pikka [~Octomom@124-170-112-26.dyn.iinet.net.au] has quit [Quit: Leaving] 13:18:49 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has quit [Ping timeout: 480 seconds] 13:23:49 <andythenorth> /me is confused 13:24:01 <andythenorth> which is the best type of roadstop? 13:24:14 <glevans2> one with free food 13:24:41 *** zeknurn [~sup@hd9483b0c.seveveb.dyn.perspektivbredband.net] has joined #openttd 13:24:41 <andythenorth> finally, a simple answer 13:25:07 <glevans2> hey, I am a simple person 13:25:24 <glevans2> one with free beer is better though 13:29:01 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 13:29:04 *** mode/#openttd [+v glx] by ChanServ 13:33:29 <andythenorth> is it just a meaningless question? 13:33:34 <andythenorth> are both roadstop types crippled? 13:40:12 <Alberth> for some value of 'crippled', yes 13:40:51 <Alberth> not sure if that's a problem though. If there is one without flaws, what's the use of the other ones? 13:44:32 *** gelignite [~gelignite@mue-88-130-117-186.dsl.tropolys.de] has quit [Quit: http://bit.ly/1kso8Ta] 13:44:34 <andythenorth> well 13:44:43 <andythenorth> it makes set design hard :) 13:45:12 <andythenorth> I used articulated trucks in Road Hog on the basis that drive-through stops are preferable 13:45:28 <andythenorth> but that seems like a mistake, because drive-in stops are also preferable 13:46:53 <frosch123> are they? 13:47:01 <Alberth> any particular reason you want to have both? 13:47:31 <frosch123> rv are for short distance high capacity 13:47:37 <andythenorth> well, if trucks can only be single unit that changes the set design somewhat 13:47:42 <frosch123> so, something that allows quick enter, load, leave, looks like the main point 13:47:43 <andythenorth> no trailer trucks 13:47:48 <frosch123> so, drive-in are kind of useless 13:48:19 <frosch123> you should do it like pikka :) 13:48:30 <frosch123> make a good set, don't care about game limitations wrt. overtaking 13:48:42 <andythenorth> I could just wait for pikka 13:48:44 <frosch123> just like pikka does not care about length of vehicles on diagonals 13:49:34 <andythenorth> frosch123: do trucks like this look stupid if not articulated? https://dev.openttdcoop.org/attachments/download/7371/hog-bits-la-la-la.png 13:50:12 <andythenorth> theyâre 8/8 max afaict 13:50:19 <frosch123> yes, esp those with a long front part 13:50:40 <andythenorth> the ones longer than 8/8 would have to be changed 13:51:16 <frosch123> did you decide for rv capacity yet? 13:51:19 <andythenorth> yes 13:51:23 <andythenorth> 30-40t for RVs 13:51:29 <andythenorth> 60-120t for trams 13:51:42 <andythenorth> 60t-120t for âoff-highwayâ RVs 13:51:50 <andythenorth> 20t for express vans 13:52:02 <andythenorth> play-tested multiple games, works 13:52:25 <andythenorth> (for trucks; trams are being changed now) 13:52:51 <andythenorth> is there any way to empirically prove which roadstop is best? 13:53:15 <frosch123> check how much cargo you can transfer from nidustry to rail station 13:53:20 <frosch123> with as little space as possible 13:53:25 <frosch123> (road station space) 13:53:55 <andythenorth> are the optimum road layouts known? 13:54:00 <andythenorth> to prevent blocking? 13:54:08 * andythenorth has no idea about this stuff 13:54:12 <frosch123> a T shape 13:54:20 <andythenorth> for both types? 13:54:27 <frosch123> road approaches drive-through orthogonal do driving direction 13:54:27 * andythenorth looks in the wiki 13:54:42 <frosch123> and then can take equal-cost turns left or right to enter road stop from both sides 13:54:56 <andythenorth> if I play long enough, Iâll learn this stuff 13:54:59 <andythenorth> itâs only been 10 years 13:56:41 * andythenorth wonders if ânot having to redraw the sprites, yet againâ is the best heuristic for the set design 13:56:50 * andythenorth hates this set 13:57:11 <andythenorth> RVs are the absolute prime example of non-interesting choices 14:01:32 <frosch123> https://devs.openttd.org/~frosch/SymmetricRoadstop.png <- with that layout rv evenly distribute on both drive through lines 14:01:42 <frosch123> which gives maximum throughput 14:02:13 <frosch123> important is that the distance to both entry sides is the same 14:02:29 <frosch123> and that the roadstop does not immediately start after the junction, so rv are less likely to block the junction 14:02:56 <frosch123> it does not work for too many rows of roadstops though 14:03:08 <frosch123> else the ones in the front are always nearer than those at the rear 14:03:15 <frosch123> even with roadstop-in-use penalty 14:03:36 <andythenorth> is there an equivalent for drive-in stops? 14:03:40 <andythenorth> although tbh 14:03:57 <andythenorth> redrawing the sprites is unappealing 14:04:05 <frosch123> i don't think road layout makes any difference for drive-in 14:04:11 <frosch123> there is no choice about drive-in 14:04:17 <frosch123> rv can enter from one side only 14:04:22 <andythenorth> pikka is hedging by offering trucks with and without trailers :P 14:04:23 <frosch123> you cannot make them longer or similar 14:04:38 <andythenorth> k ta 14:12:59 * andythenorth unborks trams 14:13:02 <andythenorth> they look better now 14:22:02 * andythenorth considered chibi trams, but too much redrawing 14:29:29 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 14:37:33 *** HerzogDeXtEr1 [~flex@i59F6B9DA.versanet.de] has joined #openttd 14:38:09 <andythenorth> note to self 14:38:17 <andythenorth> making ~symmetrical sprites is fun 14:43:33 *** HerzogDeXtEr [~flex@i59F6B56B.versanet.de] has quit [Ping timeout: 480 seconds] 14:54:32 *** jottyfan [~jottyfan@p54B47E71.dip0.t-ipconnect.de] has joined #openttd 15:12:14 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has quit [Quit: Leaving] 15:32:28 *** jottyfan [~jottyfan@p54B47E71.dip0.t-ipconnect.de] has quit [Quit: Konversation terminated!] 15:35:14 *** wicope [~wicope@0001fd8a.user.oftc.net] has joined #openttd 15:56:58 <andythenorth> teaching the 5 year old about the redraw regions :P 15:58:54 <V453000> XD 16:04:56 <andythenorth> is ârepaintedâ enough difference between old and new tram models? 16:05:10 <andythenorth> with 10mph speed difference and 50% HP boost? 16:05:18 <andythenorth> otherwise visually identical :P 16:09:42 <Alberth> if you don't have graphic variations of the same model, that should be sufficient, imho 16:10:42 <andythenorth> thanks 16:10:45 <andythenorth> helps :) 16:11:00 * andythenorth trying to decide tram capacity 16:11:10 <andythenorth> has to be cleanly divisible by 2 and 3 16:11:14 <andythenorth> currently 90t 16:11:26 <andythenorth> doesnât really give trams any advantage over trucks though 16:11:37 <andythenorth> two 40t trucks fit in the same number of tiles and are much faster 16:11:53 * andythenorth wonders if 120t is too high 16:12:29 <Alberth> 102? 16:13:00 *** Geth [~Geth@a392.ip16.netikka.fi] has joined #openttd 16:14:29 <Alberth> 90 96 102 108 114 120 to be precise 16:16:03 <andythenorth> where are the nice neat 5s or 10s :D 16:18:53 *** Hiddenfunstuff [~Geth@a392.ip16.netikka.fi] has quit [Ping timeout: 480 seconds] 16:21:01 <andythenorth> 100t will do 16:21:07 <andythenorth> bit boringly round though 16:23:51 <frosch123> switch to imperial tons 16:25:13 <andythenorth> HEQS is quite ârealisticâ on capacities 16:25:36 <andythenorth> but uses the imperial, long, or metric ton value from RL, according to how much capacity I wanted in game :P 16:26:05 <andythenorth> 110t looks ok 16:26:15 <andythenorth> bit visually implausible 16:26:17 <andythenorth> but eh 16:33:10 *** tokai [~tokai@00012860.user.oftc.net] has quit [Quit: c('~' )o] 16:39:27 *** liq3 [liq3@CPE-120-147-178-81.gdfw1.lon.bigpond.net.au] has quit [] 16:42:24 *** tokai [~tokai@00012860.user.oftc.net] has joined #openttd 16:42:27 *** mode/#openttd [+v tokai] by ChanServ 16:47:39 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Ping timeout: 480 seconds] 16:59:52 <andythenorth> there is a standard gauge tram tracks grf 17:00:02 <andythenorth> I am not recommending it 17:01:00 <Alberth> ok :) 17:04:08 *** tokai|noir [~tokai@00012860.user.oftc.net] has joined #openttd 17:04:11 *** mode/#openttd [+v tokai|noir] by ChanServ 17:11:17 *** tokai [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 17:12:22 *** Bluelight [~chatzilla@80.202.82.130] has joined #openttd 17:19:15 *** Bluelight [~chatzilla@80.202.82.130] has quit [Quit: ChatZilla 0.9.91.1 [Firefox 39.0/20150630154324]] 17:30:28 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 17:49:39 *** Garfield222 [~Garfield2@46.114.1.47] has joined #openttd 17:50:03 <Garfield222> hi, could you tell me how to make scenarion, with same group of buildings, like it this image http://tinypic.com/view.php?pic=2hz7cl0&s=8 17:51:22 <Garfield222> I mean , when I create a town, I can only expand it. I grows and create different kinds of buildings. No I dea how to grow city and keep same buildings. 17:51:55 <Wolf01> patience, you need to demolish buildings you don't want and expand again 17:52:29 <Garfield222> :-O ............. noooooooooooo 17:53:34 *** wicope [~wicope@0001fd8a.user.oftc.net] has quit [Remote host closed the connection] 17:54:16 <Wolf01> or use newobjects if you find a building set... but they don't count as real houses 17:55:27 <Garfield222> are the no cheats for this purpose ? 17:56:50 <Garfield222> with delete/expand method it will take ages :-) 18:17:24 <Alberth> improve town building in the scenario editor? 18:20:17 <Garfield222> what is "improve town building" ? 18:20:32 <Garfield222> scenario is without any newgrf 18:28:40 *** smoke_fumus [~smoke_fum@188.35.176.90] has joined #openttd 18:32:52 <andythenorth> sorted the trams https://dev.openttdcoop.org/attachments/download/7400/trams-reprised.png 18:33:36 <andythenorth> 110t 18:33:42 <andythenorth> 16/8 long 18:34:13 *** Garfield222 [~Garfield2@46.114.1.47] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- In tests, 0x09 out of 0x0A l33t h4x0rz prefer it :)] 18:35:23 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has quit [Ping timeout: 480 seconds] 18:35:44 <andythenorth> (this is impossible to constrain due to newgrf mix, but...) 18:36:30 <andythenorth> is it annoying or not when a bunch of new vehicle models (across all transport types) are made available within a small number of years 18:36:33 <andythenorth> ? 18:37:52 <andythenorth> with my sets, 1900-1910, 1930-1940, 1950-1960 seem to have a lot of model introductions 18:45:26 <Alberth> I typically click yes, and then don't care 18:45:44 <Alberth> tbh I'd like to have an "off" option 18:46:52 <andythenorth> for exclusive previews? 18:47:00 <andythenorth> or for all new vehicle models? 19:02:35 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 19:07:04 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 19:08:56 *** Defaultti [defaultti@lakka.kapsi.fi] has quit [Quit: Quitting.] 19:16:37 *** Defaultti [defaultti@lakka.kapsi.fi] has joined #openttd 19:27:53 <Alberth> exclusive preview cannot be disabled, new model news is off-ish 19:28:17 <Alberth> ie when I need a new engine, or need a renew, I'll have a look :) 19:34:16 <andythenorth> so you donât feel compelled to go replacing vehicles when a new one is released 19:38:39 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Ping timeout: 480 seconds] 19:41:49 <Alberth> no, also not because reliability of new vehicle is too low 19:47:15 * andythenorth had forgotten about breakdowns :) 19:47:43 <andythenorth> perhaps I should set reliability values to something 19:47:44 <andythenorth> dunno 19:47:49 <andythenorth> nobody complains :P 19:49:40 <Alberth> otherwise you get whatever vehicle you copied from, I guess :) 19:51:35 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 19:51:40 * andythenorth also 19:51:41 *** andythenorth [~Andy@cpc10-aztw26-2-0-cust867.18-1.cable.virginm.net] has quit [Quit: andythenorth] 20:05:47 *** sbn [~sbn@d54C245CC.access.telenet.be] has joined #openttd 20:07:54 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 20:25:35 *** sla_ro|master [slamaster@95.76.27.245] has quit [] 20:50:28 *** Progman [~progman@p57A1860B.dip0.t-ipconnect.de] has joined #openttd 21:09:28 *** DDR [~David@S0106001f16aa47bc.vc.shawcable.net] has joined #openttd 22:02:15 *** roidal_ [~roland@194-152-174-240.adsl.highway.telekom.at] has quit [Quit: WeeChat 1.2] 22:09:27 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has quit [Quit: Leaving] 22:16:54 *** sbn [~sbn@d54C245CC.access.telenet.be] has quit [] 22:19:31 *** Progman [~progman@p57A1860B.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 22:39:03 *** Geth [~Geth@a392.ip16.netikka.fi] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- *I* use it, so it must be good!] 22:40:37 *** frosch123 [~frosch@x5f746c06.dyn.telefonica.de] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 23:32:03 *** Pikka [~Octomom@124-170-112-26.dyn.iinet.net.au] has joined #openttd 23:35:31 <Wolf01> 'night 23:35:39 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 23:41:17 *** JezK [~jez@2407:7800:400:107f:3db5:daca:8457:e66a] has joined #openttd 23:49:19 *** smoke_fumus [~smoke_fum@188.35.176.90] has quit [Ping timeout: 480 seconds]