Log for #openttd on 7th December 2011:
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01:09:50  <lightningchicken> hi
01:14:38  <lightningchicken> hi
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03:15:02  <Lachie> afternoon.
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03:27:21  <Eddi|zuHause> yeah, that may as well describe the state i am in :p
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06:03:15  <planetmaker> moin
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06:32:26  <Lachie>  morning.
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06:42:06  <Lachie> not even sure of the technical correctness of writing a GRF in this fashion, but I care not.
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07:09:03  <appe> morning, people
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07:35:12  <planetmaker> Lachie, the only important thing is, is that the resulting NewGRF is technically correct
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08:58:26  <Lachie> planetmaker: quite sure it will be. I'm just giving myself a whole lot of extra work by creating the code for *everything*, regardless of whether or not it's been drawn yet. Can be commented out and left for later.
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10:04:23  <__ln__> anyway, the Berlin Wall is in bad condition, largely missing... maybe they could apply EU funding to build a shiny new wall that is stronger and higher.
10:05:42  <appe> auuu
10:05:43  <appe> tooo
10:05:45  <appe> baahn
10:06:38  <lugo> grauer streifen grÃŒner rand
10:08:30  <lugo> weisse streifen grÃŒner rand actually %)
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10:17:16  <Uppy> evening all. Can someone tell me how i deliver goods?
10:17:49  <Yexo> any type of cargo of specially the "goods" cargo?
10:18:04  <Uppy> i have a oil factory that makes goods
10:18:10  <Uppy> but i dont know where i send them
10:18:12  <Uppy> after that
10:18:16  <Yexo> to a big enough town
10:18:29  <Uppy> how big does it need to be
10:18:47  <Yexo> no specific amount, it needs a few "big" buildings that'll accept goods
10:18:55  <planetmaker> depends on the houses. Check out with the station build tool
10:19:01  <planetmaker> it tells you where it accepts goods
10:19:02  <Yexo> open the station building tool, hover over the center of a city and see if it accepts goods
10:19:31  <Uppy> damn
10:19:35  <Uppy> will having a mail route
10:19:39  <Uppy> improve a town
10:20:17  <Yexo> having up to 5 serviced stations in a town will help it grow
10:20:31  <Yexo> doesn't matter what type of cargo, as long as there is a vehicle at those stations at least every 50 days
10:21:05  <Uppy> ive got one town
10:21:11  <Uppy> with a port that recives
10:21:12  <Uppy> oil
10:21:19  <Uppy> does that work towards improving the town
10:22:09  <Yexo> if the port is close enough to the city center, yes
10:22:23  <Yexo> see
10:23:57  <Uppy> 5 different places! Yipes
10:30:21  <Uppy> Hmm think ive got it working
10:30:22  <Uppy> thanks
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10:33:35  <Sleepingcap> Ello, do players use this chat to find people to play Open TTD with? Like via hamachi or such?
10:35:15  <planetmaker> seldom. Best way is to just join servers and see whether you like those
10:35:34  <planetmaker> But of course you can ask :-)
10:36:30  <planetmaker> But of course it happens, especially if people get excited about a new feature or NewGRF Which they want to test jointly :-)
10:39:12  <planetmaker> and esp. over in the German community people use the forum to agree on a common time to play jointly
10:48:45  <Sleepingcap> join servers? Where would I see any kind of a server list
10:49:29  <planetmaker> take a guess
10:49:49  <Elukka> multiplayer menu, make sure you have internet and not lan selected
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11:06:51  <peter1138> odd
11:07:01  <peter1138> when QC is about marten & padma, it's early
11:07:10  <peter1138> when it's about AIs taking over the world...
11:07:10  <planetmaker> wasn't early really
11:07:17  <peter1138> well
11:07:22  <peter1138> not early, but not late :)
11:07:26  <planetmaker> :-)
11:07:44  <planetmaker> it used to show up at midnight local time East Coast or so
11:07:50  <peter1138> it's a bit crazy that he doesn't have a few days worth drawn ahead of time
11:08:18  <planetmaker> one would think so. But nearly no web comic I know does so
11:08:37  <peter1138> userfriendly did, but that stopped ages ago
11:08:51  <peter1138> it's been reruns for years, heh
11:11:05  <planetmaker> I guess I didn't read it all
11:11:56  <peter1138> hmm?
11:13:22  <planetmaker> the userfriendly
11:13:29  <planetmaker> I barely read that
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11:14:41  <peter1138> i used to, back in 2000
11:18:57  <peter1138> basically before it went all commercial, heh
11:37:26  <dihedral> hello
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12:55:22  <andythenorth> so..NoGo shouldn't (imho) be able to adjust newgrf vehicle climate availability or intro dates (messy nightmare)
12:55:37  <andythenorth> but NoGo might want a hook to a 'buy new vehicle' event
12:55:52  <andythenorth> and the ability to allow, or deny - with a message
12:56:30  <andythenorth> further, maybe a patch for depots that would gray out vehicles that NoGo won't let you buy (sprite recolor)
12:59:37  <peter1138> hm
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14:15:05  <Belugas> hello
14:17:01  <Belugas> snow flakes this morning.  would not stay.  luckily :)
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14:51:15  <RetiredNavyVet> anyone know if CargoDist for 1.1.4 is available and where?
14:51:54  <planetmaker> That makes no sense
14:52:10  <planetmaker> an 1.1.4 with cargodist wouldn't be an 1.1.4.
14:52:26  <planetmaker> Thus only the usual builds are available from the usual places
14:52:40  <RetiredNavyVet> thought CargoDist was a mod for OpenTTD?
14:52:44  <planetmaker> it is.
14:52:57  <planetmaker> But it makes no sense to apply a game-changing mod to a stable version
14:53:19  <planetmaker> It's then incompatible. Thus no point to apply it to a stable version
14:53:26  <planetmaker> And... patches are always _source code_ patches
14:53:40  <planetmaker> in our community
14:53:57  <planetmaker> thus I advise you to visit the cargodist thread and look for a link to binaries
14:53:59  <RetiredNavyVet> hmm, thanks...still learning the game; saw it mention in a video...
14:54:47  <planetmaker> well, yes, cargodist works. But patches just as well can be built to a development version of OpenTTD
14:55:19  <planetmaker> <-- has some cargodist version
14:55:29  <RetiredNavyVet> thanks
14:55:55  <planetmaker> it's a full OpenTTD, thus just unzip it into a separate dir
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14:56:07  <planetmaker> No need to overwrite your 1.1.4 which you might have elsewhere
14:56:17  <planetmaker> you can use both versions along eachother
14:56:36  <RetiredNavyVet> nice; looking at some of the AI's now...not sure if I need one or not
14:56:48  <planetmaker> depends what you want ;-)
14:57:12  <RetiredNavyVet> well, no cheating or other advantages thats for sure
14:59:11  <planetmaker> None of the AI can do that
15:00:11  <RetiredNavyVet> I want to keep the game vanilla but would no object to good enhancements that don't significantly change the gameplay
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15:01:25  <planetmaker> <shameless plug>You can try OpenGFX+ Industries and OpenGFX+ Trains and OpenGFX+ Road vehicles. Maybe FISH and av8 NewGRFs
15:01:31  <planetmaker> </shameless plug>
15:01:35  <Yexo> basically all of OpenGFX+
15:01:40  <planetmaker> :-)
15:01:56  <RetiredNavyVet> those are grahic sets?
15:02:02  <planetmaker> yeah, don't forget the airports... though you might be able to use them only with nightlies
15:02:04  <planetmaker> yes
15:02:21  <Yexo> note that "graphic sets" change more than only graphics
15:02:23  <planetmaker> grf means graphics ressource file. They can change way more than graphics
15:02:39  <Yexo> but in the case of OpenGFX+ those other changes are minor and just general gameplay improvements
15:02:50  <planetmaker> The mentioned ones e.g. allow you to choose the indutries to play with and give your vehicles refit capabilities
15:03:35  <RetiredNavyVet> gald I found OpenTTD!
15:03:41  <planetmaker> The OpenGFX+ goal is to "iron out" those edges which base sets can hardly overcome without changing the game significantly
15:05:00  <RetiredNavyVet> wow, tons of them...have some reading to do :)
15:05:51  <planetmaker> yes. Many vehicle sets give you 'realistic' vehicles
15:06:18  <Elukka> that cargodist version is really old
15:06:22  <Elukka> i think there's a more recent one in the thread
15:06:52  <RetiredNavyVet> found a 1.1.3 version of it
15:07:06  <Elukka> yup, here's a newer one
15:07:07  <Elukka>
15:08:08  <Elukka>
15:08:16  <RetiredNavyVet> ty
15:08:17  <Elukka> okay there's probably an even newer one there
15:10:51  <peter1138>
15:10:54  <peter1138> ^ night mode!
15:11:54  <peter1138> pretty useless for play though :)
15:15:00  <Elukka> ha
15:16:17  <RetiredNavyVet> looks like Minecraft, Skyrim, and Skyward Sword won't beet getting much play time X)
15:16:22  <RetiredNavyVet> ...from me
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15:32:01  <RetiredNavyVet> hmmm, what year does the game "end"?
15:32:35  <glx> there's no real end, but you get engame screen in 2050
15:32:49  <glx> (or something near that)
15:33:04  <RetiredNavyVet> ty; man, keep running out of moeny early :( fun though!
15:34:01  <glx> coal lines are money maker
15:34:04  <RetiredNavyVet> does installed content automatically update?
15:34:12  <RetiredNavyVet> ...e.g. FISH
15:34:29  <glx> no you need to update them
15:34:54  <RetiredNavyVet> tried starting with airplanes...nope; will try coal mines next :)
15:35:17  <RetiredNavyVet> efficient use of rail lines is gonna take a bit to figure out, not to mention signals X)
15:35:41  <glx> you can start with one track per train
15:35:51  <glx> then learn signals :)
15:38:05  <Elukka> when you do start playing around with signals, ignore all other types besides path signals
15:38:22  <RetiredNavyVet> thanks
15:38:34  <Elukka> they're easier and better than normal ones, really the different types only have niche uses you might care about much later
15:38:49  <RetiredNavyVet> have been watching some YT vids...I have much to learn
15:38:49  <glx> indeed, and there's only one rule to remember with path signal: place them only where a train can safely wait
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15:39:22  <RetiredNavyVet> so I don't need signals all the way down a track as I see in some videos?
15:40:22  <glx> that's for really complex networks :)
15:41:45  <glx> you can always put block signals on long lines to allow more trains on them
15:42:12  <RetiredNavyVet> ahhhh, thats probably what I'm seeing...makes sense
15:43:59  <RetiredNavyVet> woot, big UI...i can read the screens!
15:44:39  <glx> characters are too small ?
15:45:15  <RetiredNavyVet> with the default options some of the text is hard to read for me
15:45:41  <glx>
15:46:31  <RetiredNavyVet> oooh, ty!
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15:55:58  <RetiredNavyVet> added OpenGFX+ Trains but don't see them in the available trains list; the mod is active
15:56:17  <RetiredNavyVet> ...or do others become available as time goes by?
15:57:38  <planetmaker> RetiredNavyVet, the trains don't look different. The wagons might. They will allow to refit to different cargos
15:57:51  <planetmaker> you didn't want changes, did you? :-)
15:58:17  <RetiredNavyVet> ty; some new art is good :)
15:58:21  <planetmaker> e.g. passenger wagons will match the engine they're attached to for the multiple units
15:58:29  <RetiredNavyVet> ahhh, I see
15:58:40  <planetmaker> you'll have better cargo sprites
15:58:43  <CIA-6> OpenTTD: rubidium * r23442 /trunk/known-bugs.txt: -Fix [FS#4511]: document that some video card drivers have trouble going to 8bpp mode
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16:22:37  <RetiredNavyVet> hmm, is it better to start by getting close cities linked by buses, or jump into trains between resources?
16:23:44  <RetiredNavyVet> I'm playing on a 256*256 map at medium difficulty to learn the rules :)
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16:48:30  <Sacro> the only rule is there are no rules
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17:30:42  <frosch123> hmm, my internet provider offers me more for less money... do i trust him?
17:31:01  <SpComb> with a 36 month contract?
17:31:24  <planetmaker> frosch123: the real question is: do you need it?
17:31:31  <planetmaker> does it matter?
17:31:37  <frosch123> 24 months, but i would not care about that
17:32:11  * planetmaker got like all telephone stuff he needs, including mobile for 20€ / month
17:32:28  <frosch123> yeah, that's about the offer i got now :p
17:33:14  <planetmaker> :-)
17:33:20  <__ln__> what kind of speeds are available for that price?
17:33:30  <planetmaker> 2MBit is what I got
17:33:34  <planetmaker> suffices for me
17:34:03  <frosch123> internet flat 7200 kBit/s; phone + mobile with a limit on the time per month (which i will never reach)
17:34:14  <SpComb> limit?
17:34:21  <frosch123> 100 minutes mobile/phone
17:34:33  <frosch123> i think i never manager to make more than 30 minutes in a month :p
17:34:50  <planetmaker> sounds like a deal I'd accept then, if you can live with 24 months
17:34:56  <planetmaker> which provider?
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17:35:07  * SpComb did 21 minutes of talk time over the three summer months
17:35:17  <SpComb> but my contract doesn't include any free hours
17:35:20  <frosch123> well, in the first 24 month it is even only 10€/month, and i get a new cellphone
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17:35:25  <SpComb> it's just 0.069€/min
17:35:26  <frosch123> planetmaker: 1&1 like before
17:35:40  * __ln__ pays 36,90€/month for 24Mbit ADSL  (admittedly the actual speed is ~14Mb/s due to long wires)
17:35:44  <planetmaker> right. That's why it's very similar to what I have :-P
17:36:57  <planetmaker> I guess they're really only interested in you staying with them for 24 more months
17:39:41  <planetmaker> and important might be: it's the same provider. Thus nothing can go wrong for the transition. Or so one should think...
17:48:24  <frosch123> ah, i only get the cellphone if i pay 20 € from the beginning
17:49:41  <__ln__> do DSL subscriptions have daily/monthly gigabyte limits?
17:49:53  <frosch123> oh, and the internet has a limit of 500MB/month :o
17:51:05  <frosch123> i will clearly hit that limit
17:52:00  <__ln__> that's the mobile limit?
17:52:23  <frosch123> no, normal internet, not mobile
17:52:43  <__ln__> wtf, 500MB?? do they mean GB?
17:53:02  <__ln__> or 500MB/day?
17:53:15  <frosch123> the advertisement said unlimited, the details say 500MB/month
17:53:32  <frosch123> then 64  kBit/s, i.e. no internet at all :p
17:54:14  <frosch123> hmm, some other document says, it's the mobile internet limit
17:55:38  <frosch123> yawn... these documents are quite inconsistent :p
17:58:04  <frosch123> oh, i guess my assumptions were totally wrong from the beginning. it seems to be only a mobile thingie, no normal internet at all. so it is an add-on, no replacement :o
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17:59:19  <frosch123> yeah, with that everything makes sense; though it is no longer interesting for me :p
18:02:08  <planetmaker> he :-)
18:02:33  * planetmaker -> away for evening. See you tomorrow or (much) later
18:12:40  <Terkhen> hello
18:14:16  <andythenorth> hola
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18:18:39  <Arie-> I have an appointment in 10 minutes so no time to look for svn changes or on flyspray
18:19:01  <Arie-> but in r23440
18:19:09  <Arie-> while in the scenario editor
18:19:45  <Arie-> i had a part of sea water, and than a ramp north east and than a canal northeast
18:20:18  <Arie-> while building a lock openttd crashes
18:20:42  <Arie-> *building a lock on the ramp
18:20:43  <Arie-> bye
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18:21:20  <andythenorth> locks :P
18:21:42  <andythenorth> unrelated:
18:21:48  <andythenorth> bbl
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18:21:56  <frosch123> yeah, building locks in se crashes :p
18:22:41  <frosch123> ah, it tries to count the lock for infrastructure numbers
18:22:51  <frosch123> but in se it is not owned by a company
18:38:38  <CIA-6> OpenTTD: frosch * r23443 /trunk/src/water_cmd.cpp: -Fix (r23413): Building of locks in SE failed.
18:41:59  <CIA-6> OpenTTD: translators * r23444 /trunk/src/lang/unfinished/urdu.txt:
18:41:59  <CIA-6> OpenTTD: -Update from WebTranslator v3.0:
18:41:59  <CIA-6> OpenTTD: urdu - 92 changes by haider
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19:03:13  <andythenorth> ho
19:03:17  <andythenorth> seems my site is back up
19:03:18  <andythenorth>
19:03:28  <andythenorth> how interestink
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19:39:43  <nicfer> hi
19:40:42  <Alberth> ni
19:40:55  <nicfer> how can I checkout an old openttd svn revision?
19:41:18  <Alberth> checkout can take a -r REV option
19:41:45  <nicfer> svn checkout svn:// -r 11111
19:41:49  <nicfer> like that?
19:41:59  <nicfer> being 11111 the wanted rev
19:42:23  <Alberth> usually options are before the arguments, so    svn checkout -r 11111 svn://
19:42:52  <Alberth> or if you already have a working copy, you can run svn update -r xyz
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19:43:55  <nicfer> I'm trying to compile this patch for windows
19:44:34  <Alberth> 2009 :)
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19:56:10  <Belugas> lol... a patch in grf format!!!  that was a good one :D  Digging may give interesting results
19:58:09  <nicfer> I was trying to make a binary out of that last diff but I got a weird error
19:58:17  <nicfer> while compiling
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19:59:42  <Alberth> c++ compilers also change over time :)
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20:06:35  <nicfer> changing topic, I'm trying to make a newgrf that moves monorail trains to maglev (or better viceversa, since I hate maglev graphics), tweaks some trains speed, capacity and smaller things, and maybe adds some new MUs
20:08:07  <nicfer> the question is, how can I make that without having to define sprites in nml? (I'm going to reuse sprites for them for now)
20:17:12  <nicfer> or is there an specific channel for graphics?
20:18:32  <frosch123> try defining monorail/maglev compatible to each other
20:18:48  <Alberth> in the world, I am quite sure some channels are used for discussing graphics as sole topics :)
20:18:58  <Alberth> but newgrfs can also be discussed here :)
20:23:51  <Belugas> definitively going along with frosch123 on the properties
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20:24:48  <nicfer> well, I don't know if there's already a newgrf that does such things
20:25:25  <Alberth> euhm, weren't you "..I'm trying to make a newgrf.." ?
20:25:58  <frosch123> i would expect there is some grf which changes the default maglev engines into monorail engines
20:26:10  <frosch123> railtype newgrfs are newer though, so there is not much around
20:29:37  <Belugas> you have some documentation with you on nml, nicfer?
20:30:20  <Belugas> or you WANT TO make a grf and are in fact in the very early stages, i.e.: wishing to?
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20:32:25  <nicfer> I was trying to make one since most of the grfs that do similar things have too much variety on trains and most of them are too redundant
20:32:38  <nicfer> and also wanted to learn some nml
20:33:01  <Belugas>  <-- might help a lot
20:34:33  <nicfer> can I make a newgrf without graphics in nml? (only changing properties)
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20:35:00  <Hirundo> nicfer: Yes, that's possible
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20:39:05  <nicfer> speaking better, can I define instead of a new train modify an existing one?
20:39:39  <Hirundo> Yes, you can do that by providing the ID of the existing train
20:39:57  <Hirundo> item(FEAT_TRAINS, your_name, <id>)
20:40:33  <Hirundo> IDs are located here:
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20:58:18  <Wolf01> evening
20:58:33  <Alberth> evenink Wolf01
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20:59:32  <Belugas> sir Wolf01 :)
21:02:03  <andythenorth> efening
21:06:09  <CIA-6> OpenTTD: rubidium * r23445 /trunk/known-bugs.txt: -Fix [FS#4715]: document behaviour with aircraft/ships poking outside of the depot before getting hidden
21:07:04  <andythenorth> ^ they're just cautious :P
21:07:24  <Wolf01> they should duck
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21:17:18  * andythenorth plays the game
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21:30:45  <andythenorth> with YAIM, ships are definitely ftw
21:31:44  <frosch123> also with canals? or only with sea/rivers?
21:32:25  <andythenorth> mostly sea / rivers
21:32:31  <andythenorth> I can't afford to build locks :P
21:32:54  <andythenorth> even with my new 'improved' canal costs, they're still terrifyingly expensive :P
21:33:13  <frosch123> don't locks have a separate cost multiplier?
21:35:38  <andythenorth> yup
21:35:41  <andythenorth> I fixed them good :P
21:36:04  <andythenorth> but it's early in my game, and I'm playing 'mountainous'
21:36:41  <andythenorth> and I have to use a lot of extra canal tiles because I can't overbuild rapids :P
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21:42:17  <Arie-> sorry for my kind of rude bugreport earlier this evening regarding locks
21:42:26  <Arie-> but I see a commit three hours ago
21:42:31  <Arie-> so I guess it's been fixed
21:45:50  <frosch123> night
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21:51:30  <nicfer> so, I've starting my first grf by improving the 'Dash' DMU
21:52:04  <nicfer> now it has a max speed of 144 km/h and is available in 1971
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21:55:34  <nicfer> now, how are modified wagons?
21:56:12  *** Eddi|zuHause3 is now known as Eddi|zuHause
21:56:14  <Eddi|zuHause> depends
21:58:06  <nicfer> I want to make passenger ones powered for MUs
22:02:32  <Eddi|zuHause> there's a callback for that
22:04:11  <andythenorth> hmm
22:04:14  <andythenorth> my trams aren't loading
22:04:49  <andythenorth> wonder why
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22:07:18  <andythenorth> hmm
22:07:23  <andythenorth> loading speed wasn't set :P
22:08:23  <andythenorth> I didn't know it had to be set, I thought it defaulted to 5
22:08:47  <andythenorth> prop 07 RVs - " The default is 5 for trains and road vehicles"
22:09:28  <andythenorth> perhaps trams aren't treated as road vehicles in this context
22:10:38  <Yexo> andythenorth: there is only a default for "known" ids
22:10:46  <Yexo> as soon as you go over the default ids there are no defaults at all
22:10:49  <andythenorth> ah
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22:20:32  <andythenorth> shame dock sprites can't show cargo waiting
22:26:02  <Terkhen> good night
22:26:38  <nicfer> I can't find the callback to set powered wagons for MUs
22:39:14  *** andythenorth [] has quit [Quit: andythenorth]
22:40:07  <nicfer> better said, I need to make passenger carriages work as powered for MUs
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23:39:52  <Sacro> 	Pass	Uckfield	5E71	WTT	SN		Selhurst T&r.s.m.d	Pass	0003
23:39:52  <Sacro> 0006	0006	London Bridge	2Y77	WTT	SN	5	Caterham	0006	0006œ
23:39:52  <Sacro> Pass	London Victoria	2L74	WTT	SN	5	Oxted	Pass	0012
23:39:52  <Sacro> 0017	0016œ	London Victoria	2P51	WTT	SN	5	Tattenham Corner	0017	0017
23:39:52  <Sacro> Pass	East Grinstead	5L70	WTT	SN		London Victoria	Pass	0019
23:39:54  <Sacro> Pass	Tattenham Corner	5G49	WTT	SN		Selhurst T&r.s.m.d	Pass	0021
23:39:57  <Sacro> Pass	Tonbridge	5S47	WTT	SN		Streatham Hill Shed	Pass	0023
23:39:59  <Sacro> Pass	London Victoria	1H66	WTT	SN		Worthing	Pass	0026
23:40:02  <Sacro> Pass	Caterham	5G05	WTT	SN		Selhurst T&r.s.m.d	Pass	0027
23:40:04  <Sacro> Pass	London Bridge	2T79	WTT	FC	4	Three Bridges	Pass	0029œ
23:40:12  <__ln__> Sacro: you're doing it wrong
23:40:34  <Sacro> whoops :D
23:40:44  <Sacro> also, I hear yogscast has taken the site down
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23:42:07  <TrueBrain> Sacro: just lies, no worries :)
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23:55:09  <TrueBrain> owh, lol, it seems Yogscast really is claiming they brought down our website; I guess I should stop fiddling with it before they come up with more farytails :D
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23:56:44  <TrueBrain> @calc 250000 / 60 / 60
23:56:45  <DorpsGek> TrueBrain: 69.4444444444
23:56:50  <TrueBrain> @calc 25000 / 60 / 60
23:56:50  <DorpsGek> TrueBrain: 6.94444444444
23:56:52  <TrueBrain> duh
23:56:53  <TrueBrain> lolz
23:57:11  <TrueBrain> some fun stats: a normal EU night for us is 7 hits per second on our httpd; last hour it was 70 hits/s :P
23:57:32  <TrueBrain> it has been 250+ hits/s today :) Seems to not be even close to the max we can serve .. /me is happy :)
23:57:58  <planetmaker> :-)
23:57:59  <TrueBrain> recalibrated the balancer today, to serve binaries to the US people more locally; seems to work fine too now :)
23:58:20  <planetmaker> zernebok getting more traffic, eh?
23:58:33  <TrueBrain> yup
23:58:57  <TrueBrain> see his post, but his bandwidth was tenfolded of normal yesterday :)
23:59:11  <TrueBrain> I am really happy with that :D

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