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joined #openttd 09:32:41 *** mode/#openttd [+o Alberth] by ChanServ 09:37:02 *** srhnsn [~srhnsn@p2003006A6C5C3D00EC29C6386F4AFA94.dip0.t-ipconnect.de] has joined #openttd 09:42:27 *** founder_ is now known as founder 09:54:25 *** Clockworker_ [~Clockwork@177.203.87.163] has joined #openttd 10:01:59 *** Clockworker [~Clockwork@177.203.87.163] has quit [Ping timeout: 480 seconds] 10:04:42 *** Wolf01 [~wolf01@host38-235-dynamic.24-79-r.retail.telecomitalia.it] has joined #openttd 10:04:48 <Wolf01> moin 10:05:19 *** founder [~founder@182.242.120.129] has quit [Remote host closed the connection] 10:15:54 <V453000> hy 10:19:02 <Eddi|zuHause> hott 10:33:50 <Alberth> hi hi 10:43:05 <Terkhen> Hello 11:04:33 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 11:12:02 *** gelignite [~gelignite@f049176228.adsl.alicedsl.de] has joined #openttd 11:27:11 *** mntasauri [~motesorri@192.73.232.107] has quit [Quit: mntasauri] 11:46:47 *** frosch123 [~frosch@x4d00ba53.dyn.telefonica.de] has joined #openttd 12:01:31 <argoneus> good morning train friends 12:07:46 <frosch123> oh, my... i was looking for a forum post i thought i made last year 12:07:56 <frosch123> turned out it was an irc conversation in 2012 12:16:03 <Alberth> how time flies when having fun? 12:24:26 <argoneus> but does time have wings 12:30:54 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Read error: Connection reset by peer] 12:31:23 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 12:43:35 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 12:52:45 <Eddi|zuHause> maybe time floats? 13:06:39 *** roidal_ [~roland@62-46-138-133.adsl.highway.telekom.at] has joined #openttd 13:06:39 *** roidal [~roland@62-46-138-133.adsl.highway.telekom.at] has quit [Read error: Connection reset by peer] 13:08:46 <argoneus> why not an int 13:28:48 <Alberth> it wouldn't float 13:31:40 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has joined #openttd 13:32:41 *** liq3 [liq3@CPE-120-148-51-74.gdfw1.lon.bigpond.net.au] has quit [] 13:34:08 <argoneus> it would div though 13:37:37 <andythenorth> o/ 13:38:32 <frosch123> andythenorth: i have been exploring the food chain 13:38:54 <frosch123> i think flour mill and food processing plant would benefit, if they gave a bonus to all input cargos delivered 13:39:06 <Mazur> I'm too integer to join in the cheap puns. 13:39:20 <frosch123> to give a reason to transport fruit to different places 13:40:07 <frosch123> currently there are only role-play reasons to produce alcohol at all 13:40:08 <Mazur> Annie Whey, PC's up, installed and running. 13:40:30 <frosch123> based on the game mechanics alone, you could just as well only produce food 13:40:48 <andythenorth> frosch123: they donât combine currently? 13:40:53 * andythenorth could change that 13:41:05 <frosch123> the text only says man supplies 13:41:09 <andythenorth> ah 13:41:10 <frosch123> i did not check the code :p 13:41:10 <andythenorth> hmm 13:41:24 <andythenorth> certainly food processor needs something 13:41:30 <andythenorth> it doesnât even have man. supplies 13:42:02 <andythenorth> I only play with GS, so I am not a good judge of gameplay without a GS :) 13:42:13 <andythenorth> I find FIRS âbigâ economies totally overwhelming without GS 13:43:13 <frosch123> i am only playing iahc :p i never played full firs beyond a few minutes 13:43:35 <andythenorth> 30 cargos is too much 13:45:08 <frosch123> currently i have the flowchart constantly open on the second screen :p 13:45:42 <andythenorth> much better with Busy Bee :P 13:45:50 <andythenorth> just look at the cargo, find nearest source on the map 13:46:11 <andythenorth> we need more GS choices :) 13:46:24 <frosch123> i just started in the top-left of the flow chart :p 13:48:17 <andythenorth> maybe a GS could do same :P 14:33:16 <Wolf01> I found my new love... Windward 14:34:13 <Wolf01> I was developing a game like that (in 2D) about 10 years ago... never did more than the galeon movement 14:35:12 <argoneus> Wolf01: >no first person view 14:35:13 <argoneus> dropped 14:35:30 <argoneus> wow 14:35:31 <Wolf01> it's moddable 14:35:33 <argoneus> all those negative reviews 14:35:36 <argoneus> seems like the devs fucked up big time 14:38:51 <debdog> uh, it's like pirates. was looking for such a thing for years 14:40:26 *** oskari89 [~oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 14:48:40 *** Hiddenfunstuff [~Geth@y32.ip1.anvianet.fi] has joined #openttd 15:05:22 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 15:05:25 *** mode/#openttd [+v glx] by ChanServ 15:40:03 <Eddi|zuHause> i got windward for cheap, but i'm not sure it's my type of game 15:40:55 <Eddi|zuHause> i wouldn't write anything negative about the game, though... seems fine 15:41:49 <Wolf01> I'm looking on how to mod it to show the resources on the screen instead of the inventory only... not that I don't have enough wood for repairs at any time, but just to be sure to keep everything under control 15:43:10 <Eddi|zuHause> i was driving around running errands and trading, but i don't quite see what the long term aim is 15:44:07 <Eddi|zuHause> pirates kinda get nasty outside your own starting territory 15:44:10 <Wolf01> conquest the whole map 15:44:29 <Wolf01> I just finished to purge pirates from the second area 15:45:58 <frosch123> andythenorth: i think it's weird that the edibles tank car can transport food, but not alcohol 15:46:23 <frosch123> hmm, oh wait... it can 15:46:45 <frosch123> i assume the edibles tank car only becomes available later 15:46:55 <frosch123> so when i started the alcohol route it wasn't available 15:47:04 <V453000> xd 15:47:11 <V453000> universal wagon ftw 15:47:34 <frosch123> universal wagon always looked stupid to me 15:47:35 <frosch123> never used it 15:47:58 <V453000> well functionally since you can be sure that you can load any cargo at any point of the game ... :) 15:47:59 <Eddi|zuHause> the game needs an option to make multiple vehicles available simultaneously 15:48:32 <frosch123> i think we have a spec for that 15:49:26 <V453000> really? 15:49:49 <Eddi|zuHause> we discussed a few ways to do it, but i'm not sure we ever settled on one thing 15:49:59 <frosch123> it's along of: modify the randomisation so that it does not alter the introduction order 15:50:06 <andythenorth> edibles tank car could be made available earlier 15:50:16 <andythenorth> early in game, you just use open cars for all things 15:50:21 <V453000> I am pretty sure I already requested such spec multiple times 15:50:29 <frosch123> basically, sort all wagons by newgrf intro date, then add randomness preserving order, and assigning the same randomness to same intro dates 15:51:14 <Eddi|zuHause> so you just need a "scramble" function that takes an intro date, and deterministically adds a random value to it 15:51:41 <frosch123> V453000: usually the realism fools ruined all motivation to even start coding 15:51:50 <Eddi|zuHause> so the same number put into it will always be the same number coming out, but which number is coming out is random 15:52:05 <V453000> not surprising :D 15:52:24 <Eddi|zuHause> frosch123: i also was looking for a way to combine multiple vehicles into one prototype offer 15:52:51 <frosch123> Eddi|zuHause: yes, a monotone transformation, that deviates from the identify only in some limited interval 15:53:20 <Eddi|zuHause> frosch123: it doesn't even need to be monotone 15:53:35 <Eddi|zuHause> just same value stays together as a group 15:53:40 <frosch123> if it shall preserve order, it needs to be 15:54:33 <frosch123> but yes, using the same info for preview could work 15:55:27 <frosch123> yes, my stockyard station is called "horse market" \o/ 15:56:13 <Eddi|zuHause> industry station names need a range of random names, not just one single one 15:57:04 <Eddi|zuHause> the "witty" FIRS names get boring after the fifth time 15:57:29 <frosch123> huh? did you play with them? :p 15:57:39 <Eddi|zuHause> no :p 15:58:36 <andythenorth> I just accept them as what they are 15:58:45 <andythenorth> a list would be better than a single value mind you 15:58:59 <frosch123> yes, but is a boring thing to add 15:59:05 <andythenorth> yes 15:59:50 <andythenorth> my â¬0.02 on vehicle introduction, I made it a non-problem by designing set differently 16:00:00 <andythenorth> I would rather see tech levels, and an API for GS :P 16:00:34 <andythenorth> something with gameplay value 16:00:47 <Eddi|zuHause> that doesn't sound like something anybody would implement 16:01:26 <andythenorth> thatâs what we said about GS, for years 16:01:40 <andythenorth> meanwhile, new roads sounds just like something someone would implement 16:08:42 <frosch123> andythenorth: oh, and you need to convince danmack to draw graphics for fruit/maize 16:09:12 <frosch123> also, why can hopper cars not transport maize? 16:10:34 <andythenorth> because I am awkward 16:10:36 <andythenorth> no other reason 16:10:47 <andythenorth> itâs not a realism thing 16:13:32 <frosch123> comparing iron horse with nuts is weird :) 16:13:48 <frosch123> iron horse has more interesting wagons, nuts has more interesting cargo graphics 16:23:49 <frosch123> hmm, we need to fix drawing of articulated vehicles at the cursor :p 16:34:49 *** roidal [~roland@193-154-136-211.adsl.highway.telekom.at] has joined #openttd 16:35:32 *** KouDy_ [~koudy@188.75.190.58] has joined #openttd 16:35:53 <andythenorth> V should load my wagons :P 16:35:56 <andythenorth> I didnât get to that yet 16:36:00 <andythenorth> too many sets 16:41:42 *** roidal_ [~roland@62-46-138-133.adsl.highway.telekom.at] has quit [Ping timeout: 480 seconds] 16:43:04 *** KouDy [~koudy@188.75.190.58] has quit [Ping timeout: 480 seconds] 16:45:01 *** tokai [~tokai@00012860.user.oftc.net] has joined #openttd 16:45:04 *** mode/#openttd [+v tokai] by ChanServ 16:48:24 <V453000> haha :D 16:48:35 <V453000> yeah I am hoping to make nicer wagons with my next train set 16:51:38 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 16:53:25 <V453000> no generations, focus no few but nice things 16:53:45 <V453000> *no/on 16:59:32 <frosch123> hmm, "reefer car", yet another american name :p 17:03:47 <Wolf01> going out... third time this week 17:03:57 *** Benny [~benny@31.220.45.153] has left #openttd [] 17:06:27 <Wolf01> bye 17:06:30 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 17:08:23 <frosch123> bah, iron horse fooled me :p 17:08:35 <frosch123> i forgot to enable wagon removal 17:09:35 <andythenorth> all the names are american 17:09:36 <Eddi|zuHause> frosch123: if there only were a way to translate a set. 17:09:36 <andythenorth> :) 17:09:40 <andythenorth> if only 17:10:35 <frosch123> Eddi|zuHause: i selected traditional english 17:11:04 <andythenorth> itâs wide open for someone to ask me to do en-uk and en-us :P 17:11:13 <andythenorth> I donât like the twee english uk terms :P 17:18:24 <frosch123> do i now electrify my tracks? the first electric engine is so op 17:25:36 <V453000> road crossings for maglev done :> 17:25:57 <V453000> rendering time 17:25:59 <V453000> see you in a year XD 17:27:36 <Eddi|zuHause> i generally end up with around 50% electrified 17:34:59 *** FR^2 [~frquadrat@2001:41d0:1:f924::1] has left #openttd [Leaving] 17:45:22 *** sla_ro|master2 [slamaster@89.136.141.100] has joined #openttd 17:49:42 *** sla_ro|master [slamaster@89.136.141.100] has quit [Ping timeout: 480 seconds] 17:50:00 *** sim-al2 [~sim-al2@108-221-158-76.lightspeed.mmphtn.sbcglobal.net] has joined #openttd 18:22:58 *** orudge [~orudge@000128f1.user.oftc.net] has quit [Read error: Connection reset by peer] 18:27:25 *** roidal_ [~roland@193-154-136-211.adsl.highway.telekom.at] has joined #openttd 18:27:56 *** roidal [~roland@193-154-136-211.adsl.highway.telekom.at] has quit [Read error: No route to host] 18:39:20 <andythenorth> frosch123: until 1990s or so, electric is a gameplay-neutral choice imho 18:39:43 <andythenorth> for this roster anyway 18:41:02 <frosch123> the stats in iron horse show the same weirdness as most non-nuts sets 18:41:11 <frosch123> there are fast engines and engines with high te 18:41:20 <frosch123> but for some reason the high te have very little power 18:41:37 <frosch123> which makes the fast engines perform better than the high te in almost all cases 18:43:39 <andythenorth> which ones? 18:44:47 <andythenorth> frosch123: wagon speed limits disabled? o_O 18:44:49 * andythenorth is curious 18:45:17 *** HerzogDeXtEr [~farci@i59F6C8BA.versanet.de] has joined #openttd 18:47:05 <frosch123> the very first 4-4-0 and 0-6-0 18:47:14 <frosch123> i don't think there is any usecase for the 0-6-0 18:47:34 <andythenorth> plausible 18:47:41 <andythenorth> given the wagon speed limits are 65mph at that time 18:48:10 <frosch123> while the 4-4-2 is introduced like 5 years after the 0-10-0 it is way better 18:48:24 <frosch123> ok, i played without wagon speed limits 18:48:31 <andythenorth> the 0-10-0 has only one purpose, going over mountains with freight 18:48:34 <andythenorth> otherwise itâs junk 18:48:44 <andythenorth> it nearly got removed, but eh 18:49:00 <andythenorth> Iâve tried making the perfectly minimal set with no rough edges, and itâs boring 18:49:37 <frosch123> i think, if an engine is slower, it should at least have more power :p 18:50:12 <andythenorth> I could increase it 18:50:32 <andythenorth> itâs already unrealistic for HP, steam engines arenât really measured in HP 18:50:36 *** HerzogDeXtEr1 [~farci@i59F6D4D1.versanet.de] has quit [Ping timeout: 480 seconds] 18:51:15 <andythenorth> hmm 18:51:50 <andythenorth> so the idea is for any given time, 1 freight engine, 1 pax / fast freight engine, 1 local engine, and 1 oddball 18:52:09 <andythenorth> in later game the freight engines have higher TE *and* higher power 18:52:18 <andythenorth> but in early game, the pax engines are higher powered than freight 18:52:23 <andythenorth> this is what youâre noticing as odd? 18:54:03 <frosch123> yes, i am only at 1925 18:57:43 <Eddi|zuHause> well, one would imagine that an engine of the same size will have the same power at the same time, no matter which transmission ratio is used 18:58:28 <andythenorth> probably 18:58:46 <andythenorth> I am not so worried about that, more interested in there being obvious choices 18:59:01 <andythenorth> but I never considered the case without wagon speed limits :P 18:59:19 *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has joined #openttd 19:03:44 <Eddi|zuHause> well, no wagonspeedlimits will always render half the engines useless 19:03:57 <Eddi|zuHause> there's no way around that 19:06:13 <andythenorth> that is a useful point 19:06:34 <andythenorth> âfreight engineâ only makes sense if you have wagon speed limits 19:06:48 <andythenorth> or does it? o_O 19:07:25 <frosch123> huh? no 19:07:31 <frosch123> it is the other way around 19:07:42 <frosch123> wagon speed limits enabled makes the engines useless 19:07:58 <frosch123> the point of freight engines is that they acutally reach their speed limit with cargo 19:08:11 <frosch123> if you enable wagon speed limits then also non-freight engines reach that limited speed 19:09:07 <andythenorth> but why would you pick a slower engine? 19:09:13 <frosch123> freight engines should reach a slower speed in less time 19:09:17 <andythenorth> youâd always pick the fastest engine, given unlimited wagons 19:09:20 <andythenorth> you / me /s 19:09:28 <Eddi|zuHause> i think in CETS the balance point was supposed to be the running cost. the faster engine will cost more by something like maxspeed^2 19:09:32 <andythenorth> ah :) 19:09:39 <andythenorth> well running cost is ~irrelevant 19:09:43 <frosch123> andythenorth: no, i pick the engine that reaches the fastest actual speed, which is lower than the max speed 19:10:12 <frosch123> in my games trains usually take 20 tiles to reach max speed, or sometimes even only on downhill 19:10:27 <Eddi|zuHause> well, running cost by actual speed might be possible, but rather pointless for the amount of work 19:10:27 <andythenorth> add another engine? o_O 19:10:34 <frosch123> freight engines reach their max speed faster, non-freight engines don't reach their speed limit at all or only downhill 19:11:35 * andythenorth should test some on hills 19:11:39 <frosch123> andythenorth: the point is, when i use the 4-4-2 for freight, it does not reach its max speed, but it is still faster than the freight engines 19:12:04 <andythenorth> what freight weight multiplier is set? 19:12:11 <frosch123> i was said to use 1 19:12:13 * andythenorth just trying to understand all the possible variables 19:12:14 <frosch123> *told 19:12:47 <andythenorth> frosch123: prepared to use the game date cheat to look at the later roster? o_O 19:12:57 <andythenorth> you might have convinced me that the early roster is borked 19:13:50 <frosch123> i don't think that works :p i only notice such things during gameplay 19:13:56 <frosch123> not when fastforwarding :) 19:14:31 <andythenorth> there are two engines around 1935 which _should_ be more obviously balanced pax / freight 19:17:05 <andythenorth> yeah, without wagon speed limits, youâd always choose the first 2 pax engines over first 2 freight, every time 19:17:55 <frosch123> 2-8-2 and 4-8-0 look good 19:18:37 <frosch123> "raven" still appears strong compared to everything else, but maybe that is ok since it requires electrified rails only for itself 19:19:27 <andythenorth> yup 19:19:34 <andythenorth> itâs a no-op for gameplay :P 19:19:44 <andythenorth> you get a better engine, but have to electrify everything 19:20:18 <andythenorth> hmm 19:21:16 <andythenorth> I ran a test, going straight up a mountain, the 0-6-0 is at 16mph with 233t consist, the 4-4-0 is on itâs knees at 1mph with 236t consist 19:21:35 <andythenorth> but for the first 8 tiles of slope they were level 19:22:39 <frosch123> well, i never have more than 2 slopes along one train :p 19:23:27 <frosch123> try testing them on flat land 19:24:00 <frosch123> imho the freight engine should be ahead of the pax engine until it is capped at max speed 19:24:53 <andythenorth> so the point you illustrate is that thereâs no reason not to have high HP on the freight engine 19:25:07 <andythenorth> nobody will choose it for pax, so there still remains âone obvious choiceâ 19:25:14 <andythenorth> for any route / consist 19:25:24 <andythenorth> so I should change that 19:26:49 <frosch123> compareing the 0-6-0 with the 4-4-0 19:26:56 <frosch123> the 0-6-0 has a head-start 19:27:10 <frosch123> but is overtaken at 70 km/h 19:27:16 <frosch123> while topspeed is 88 19:28:17 <frosch123> andythenorth: yes, the tradeoff is te vs topspeed, but power should be similar 19:28:55 <andythenorth> agreed 19:28:58 <andythenorth> no reason not to 19:29:21 <andythenorth> I think original power was set for realism + encouraging double-heading 19:29:23 <andythenorth> nvm that 19:29:29 <andythenorth> Iâll change in a bit 19:31:11 <V453000> wtf anybody caring about train stats and performance? :D 19:32:32 <frosch123> haha, top headline on reddit: heqs for mail? 19:32:47 <V453000> xd 19:38:13 <andythenorth> wtd? :o 19:38:15 <frosch123> ah well, i did not miss anything 19:38:18 <andythenorth> or even wtf 19:39:04 <frosch123> another thread is about too many pbs signals lagging the game, which makes trains slow down in front of them, because the pbs does not go to green fast enough 19:39:42 <frosch123> but all participants in the discussion are happy :) 19:39:48 <andythenorth> frosch123: the freight engine doesnât need to be *much* higher power, right? 19:39:50 <frosch123> good 1st level support 19:39:51 * andythenorth tests 19:41:15 <frosch123> it does not need to have more power than the pax 19:41:30 <andythenorth> but not less 19:41:39 <frosch123> but also not 21% less 19:41:44 <frosch123> i guess 5% less is still fine 19:43:48 <andythenorth> Iâm making it a little more 19:43:50 <andythenorth> no reason not to 19:45:21 <V453000> yeah reddit is an intellectual black hole 19:45:29 <V453000> brainz melt 19:46:07 <frosch123> V453000: better than the forums :p 19:46:37 <V453000> kind of equal, but reddit is at least active so it does not last for as long 19:49:35 <andythenorth> frosch123: with sufficiently long straights, and no wagon speed limit, the pax engine is always better 19:49:48 <andythenorth> unless I substantially increase HP on the freight, which creates progression problems :) 19:50:55 <frosch123> andythenorth: i mean only up to the point where the freight one reaches max speed 19:51:31 <frosch123> beyond that speed limit, yes, the pax one will eventually be faster 19:51:42 <andythenorth> Iâve adjusted it so freight engine reaches end of 20 tile track first 19:51:44 <andythenorth> itâs about 1 tile ahead 19:52:03 <andythenorth> and for these (quite low) weights, the pax engine struggles to reach max speed even on flat 19:59:49 <andythenorth> with heavier trailing loads, the freight engines are definitely better choice for the track in this test 20:14:17 <andythenorth> frosch123: http://bundles.openttdcoop.org/iron-horse/push/LATEST/ 20:25:54 <V453000> I really need to make new signals for brix 20:34:05 <andythenorth> FIRS BRIX 20:34:43 <andythenorth> this was boring, was copy of fertiliser plant http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/industries.html#chemical_plant 20:34:51 * andythenorth turning it into https://dev.openttdcoop.org/attachments/download/7623/chemical_plant_1.png 20:35:05 <andythenorth> got another tile of âwtfâ pipework planned 20:35:29 <andythenorth> V453000: criticism plz ^ 20:35:37 <Alberth> maybe a horizontal tank? 20:35:48 <Alberth> all your tanks are vertical or round :p 20:35:52 <andythenorth> yup agreed 20:35:57 <andythenorth> big chimney is horrible, needs work 20:36:39 <Alberth> house on top is a bit weird to me too 20:36:45 <Alberth> bit big for so high 20:37:00 <andythenorth> yeah, possibly 20:37:03 <andythenorth> itâs cut-paste 20:37:07 <andythenorth> I was looking at http://www.technology.matthey.com/images/articles/58/3/Twigg-58-3-Jul14-f3.jpg 20:37:14 <andythenorth> not worried about realism though 20:37:30 <Alberth> ah 20:37:48 <V453000> moar totally random pipes 20:37:52 <Alberth> less windows? 20:37:53 <V453000> I think that is what makes chemical plant 20:38:09 <V453000> other than that is looks nice, but the big chimney on the right seems like in different style 20:38:16 <Alberth> more pipe is always good :) 20:38:29 <andythenorth> also http://www.themeister.co.uk/hindley_images/brunnermond_winnington.jpg 20:38:46 <V453000> the big chimney looks like it has a very photorealistic texture, but it looks flat - it would need more highlights to make it look more round 20:39:12 <V453000> it looks nice 20:39:40 <V453000> I would add some small entity like a bit of pipe coming from the ground and back, with some tiny mechanism/box controlling it or what not 20:39:42 <V453000> just a doodad 20:40:12 <Alberth> the red of the high house makes the wood and pipes below, disappear a bit, imho 20:40:18 <Alberth> maybe just an unfortunate CC 20:40:26 <andythenorth> yeah 20:40:34 <andythenorth> the blue one is more contrasting :) 20:40:57 <andythenorth> needs a lot more pipe 20:45:19 <andythenorth> I want some of these gantries with just loads of pipe everywhere http://i4.gazettelive.co.uk/incoming/article6370033.ece/ALTERNATES/s1227b/JS29812230.jpg 20:45:56 <andythenorth> ^ also, in the far background, massive 4-pipe pyramid, looks like a rocket engine 20:46:12 <andythenorth> (RHS of the photo) 20:46:49 <V453000> readable? https://dl.dropboxusercontent.com/u/20419525/chemical_plant_1edit.png 20:47:11 <V453000> I think the dirt texture at the big chimney is making the inconsistent texture 20:47:13 <andythenorth> yeah 20:47:22 <andythenorth> itâs a mish-mash of at least 4 other industries 20:47:31 <andythenorth> and probably 4 or 5 different people drawing 20:47:33 <V453000> the random bright pixels are AWESOME, taht is IMO what makes the pixel graphics look so great 20:47:35 <andythenorth> Iâll unify it 20:47:36 <V453000> :D 20:47:53 <V453000> yeah the 3 towers/chimneys are each totally different 20:47:58 <andythenorth> yup 20:48:08 <andythenorth> I drew one, one is mph, one is ogfx 20:48:12 <andythenorth> the tanks are ISR 20:48:22 * andythenorth will tidy 20:48:51 <andythenorth> big chimney needs redrawn 20:49:54 *** orudge [~orudge@owenrudge.net] has joined #openttd 20:50:01 <V453000> nah 20:50:12 <V453000> just get rid of some of the brownish colours and make highlights to make it more round 20:50:16 <V453000> and it will be great 20:50:28 <andythenorth> top vents arenât spaced right 20:50:53 <V453000> that's fine I would say 20:50:59 <V453000> some detail on their tops would help though 20:52:08 *** mode/#openttd [+o orudge] by ChanServ 20:52:23 <andythenorth> I donât like the CC stripes there either 20:52:35 <andythenorth> should have some massive cc band, or crazy hatching or something 20:53:24 <V453000> idk, they could be improved but they aren't the breaking factor to me 20:56:15 *** Progman [~progman@p57A1832D.dip0.t-ipconnect.de] has joined #openttd 21:01:02 <andythenorth> V453000: I want the big chimney something like the one in bg of this photo http://ichef.bbci.co.uk/news/660/media/images/80090000/jpg/_80090592_ian-nairn.jpg 21:01:16 <andythenorth> on the left, looks squat and impressive 21:03:17 <V453000> hm 21:03:44 <V453000> weird building :P 21:04:35 <Supercheese> Industrial buildings are nearly always weird 21:04:52 <andythenorth> I tried to find wtf inspiration 21:05:00 <andythenorth> otherwise all industries are just metal or brick boxes 21:05:00 <Supercheese> the engineers don't have to care about any pesky aesthetics 21:05:20 <Supercheese> pure function (well, optimally) 21:05:50 <Supercheese> I suppose the occasional industrial architect might get a kick out of adding nonfunctional pretty bits 21:07:04 <V453000> :) 21:08:43 *** ConductingCat [~Conductor@pool-108-56-9-123.washdc.east.verizon.net] has joined #openttd 21:10:29 *** frosch123 [~frosch@x4d00ba53.dyn.telefonica.de] has quit [Quit: be yourself, except: if you have the opportunity to be a unicorn, then be a unicorn] 21:13:37 *** Conductor_Cat [~Conductor@pool-108-56-9-123.washdc.east.verizon.net] has joined #openttd 21:15:29 <V453000> https://dl.dropboxusercontent.com/u/20419525/BRIX/BRIX_maglev-wip6.png 21:15:31 <V453000> bridges need fixing 21:15:35 <V453000> but the tracks themselves are great 21:17:49 <V453000> also, road crossings :P they will get some semaphore though 21:20:11 <V453000> gnight 21:20:13 <V453000> forums haz post 21:20:14 <V453000> :> 21:20:28 *** ConductingCat [~Conductor@pool-108-56-9-123.washdc.east.verizon.net] has quit [Ping timeout: 480 seconds] 21:21:18 <andythenorth> V453000: is getting awesome 21:21:24 <andythenorth> colour pallette is great 21:21:46 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 21:21:46 <Supercheese> Man, I don't even want to think how many man-hours have been spent using the sprite-aligner tool to get all that looking good 21:22:06 * Supercheese hates aligning sprites 21:22:28 <Supercheese> but look good it does 21:23:42 <andythenorth> https://dev.openttdcoop.org/attachments/download/7624/chemical_plant_2.png 21:24:08 <andythenorth> big chimney shape is wrong 21:24:21 <andythenorth> but industrial look of it is better 21:31:59 <Supercheese> and smoke alignment of course 21:49:37 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has quit [Quit: andythenorth] 21:51:34 *** roidal_ [~roland@193-154-136-211.adsl.highway.telekom.at] has quit [Quit: WeeChat 1.4] 21:54:28 *** Clockworker__ [~Clockwork@177.203.87.163] has joined 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