Log for #openttd on 18th July 2012:
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06:52:41  <Terkhen> good morning
06:52:46  <telanus> Morning
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07:08:55  <Terkhen> hi telanus
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08:44:20  <Alberth> nothing to see here, just a bunch of users that cannot be bothered to fix their connections
08:45:03  <NGC3982> bah
08:45:06  <NGC3982> maglev is almost cheating.
08:47:34  <dihedral> NGC3982, why is that?
08:48:02  <NGC3982> it's so easy it's almost boring
08:48:05  <NGC3982> for some reason.
08:48:40  <NGC3982> although, my argument is not a serious one
08:48:45  <NGC3982> im just bored out of my mind.
08:53:52  <dihedral> then you are not challenging yourself properly
08:53:53  <dihedral> :-P
08:56:12  <planetmaker> NGC3982: use a very mountainous map. 40% water. terraform on water 1 million per tile. map size 256^2. starting date 1940. cargo weight factor 5
08:56:32  <planetmaker> bridge length < 10 tiles.
08:56:57  <planetmaker> recommended newgrfs: fish
08:58:09  <Alberth> moin
08:58:14  *** GBerten2936 is now known as lugo
08:58:42  <NGC3982> planetmaker: difficulty level: planetmaker.
08:58:44  <NGC3982> ;)
08:58:46  <NGC3982> ill try it.
08:58:53  <planetmaker> hehe :-)
08:59:06  <TWerkhoven> breakdowns: on ?
08:59:18  <planetmaker> I'd play without. To me they don't add to the game
08:59:30  <planetmaker> they just annoy me
08:59:41  <Alberth> you need more tracks to compensate for them
09:00:12  <planetmaker> yes and no. You can hardly build such that breakdowns won't block crucial points
09:00:44  <planetmaker> you can't make everything redundant as even then trains break on the lane switches
09:01:00  <planetmaker> so you can just leave that be to add further redundant tracks
09:01:18  <Alberth> you'll hit the upper limit of what you can put on a track much faster
09:01:23  <planetmaker> yup
09:01:31  <planetmaker> that's true
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09:01:59  <planetmaker> I like networks at 95% capacity without breakdowns though :-)
09:02:28  <Alberth> mine are more 20%-40% used :)
09:03:57  <Alberth> I need to work on stations, in my current game, 5 platforms are not enough for unloading cargo
09:04:24  <Alberth> which for you is tiny, probably :)
09:06:03  <planetmaker> oh, that depends. On a 256^2 map that can be quite decent
09:06:46  <planetmaker> of course I did build bigger stations. But that's most often a matter of scaling a concept which fits itself onto 4, 6 or 8 tracks
09:07:39  <planetmaker> without breakdowns, you need 6 to 8 station tracks for a mainline running at full capacity
09:08:32  <planetmaker> assuming that the exit of the station is as good (fast) as the entry ;-)
09:09:00  <Alberth> 512x256, I'll make a few pictures
09:10:45  <peter1138> The problem with widescreen monitors is they encourage long lines of code...
09:12:14  <Alberth> yeah, we should have a max line length :p
09:12:38  * Alberth gives peter1138 a piece of paper and some tape
09:16:17  <Alberth>
09:19:35  <planetmaker> the main problem I see there, Alberth, is the exit of the central coal station
09:19:45  <planetmaker> it can easily be blocked by a single train going diagonal
09:21:05  <NGC3982> limiting conjuctions usually speeds things up, as long as you keep track of the amount of queue time per tile.
09:21:08  <NGC3982> somewhat.
09:21:10  <Alberth> that does not happen much, it is for exiting at the tunnel. Most of those trains take the rightmost platform and pose no proplem
09:22:00  <Alberth> NGC3982: coal is limited, you can go 1 platform left, straight, or 1 platform right
09:22:48  <planetmaker> also: you place signals immediately after the junction. Might not be optimal there
09:22:50  <Alberth> but the tracks are almost empty, they spend their time either loading or unloading
09:23:04  <planetmaker> the block signals I mean
09:23:24  <planetmaker> allow one train length so that no train can wait, blocking the exit
09:23:46  <Alberth> yeah, that can be improved indeed
09:24:19  <Alberth> but it sort of comes in heaps, all trains load, rush to this station, unload, go back etc
09:28:47  <planetmaker> yep. And congestion when it comes in heaps. ;-)
09:28:59  <planetmaker> I like networks with one continuous heap :-P
09:29:33  <planetmaker> it shows nicely the the efficiency of different building types
09:29:40  <planetmaker> and layouts
09:30:11  <planetmaker> and, tbh, most fun is to rebuild the stuff while upkeeping operation :-)
09:30:28  <Alberth> oh, I always do that :)
09:30:29  <planetmaker> lenght? yes!
09:30:35  <planetmaker> fun? Sure! :-)
09:30:58  <Alberth> except when upgrading to a new rail type
09:31:15  <planetmaker> that's not feasible indeed. But... I hardly do that
09:31:27  <planetmaker> at least when it's an incompatible railtype
09:31:46  <planetmaker> like rail->mono->maglev rarely happens on my maps
09:32:03  <planetmaker> rail->erail works just by drag+drop the whole map :-P
09:32:21  <Alberth> I once did that by building new tracks and platforms etc everywhere in the new railtype, adding new trains, and then breaking down the old service
09:33:06  <Alberth> which is also a lot of fun, as there is no room for the new tracks :p
09:33:28  <planetmaker> :-)
09:34:24  <Alberth> so either you have to make room, or you have to find a new place for them, or you have to reroute the old tracks to some temporary place
09:35:20  <Alberth> and usually you do combinations of the above :)     "Sorry guys, you have just one track for this part now"
09:37:52  <planetmaker> yeah, something like that
09:37:57  <planetmaker> big station don't fit everywhere
09:39:32  <Alberth> maybe we should make the 'upgrade' button a cheat :p
09:41:39  <Pinkbeast> It's vexing enough when you are reminded, unpleasantly, that even with double-diagonal, there's only one track type per tile.
09:42:28  <planetmaker> Alberth: for incompatible maybe ;-)
09:42:44  <planetmaker> but then it will be cheated around by means of a "universal" railtype
09:42:49  <Alberth> Pinkbeast: yeah, you need a lot more space, unfortunately
09:43:11  <Pinkbeast> Particularly in the UKRS world where the whole network is not, ever, moving to maglev
09:46:43  <Alberth> Upgrading to a new railtype once is useful for the game imho, but doing it twice feels a bit forced due to lack of challenges imho
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09:49:15  <planetmaker> it depends imho how it's used. By simply improving the existing rail, it's good
09:49:30  <planetmaker> like slow rail->medium rail->modern rail->highspeed rail
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09:50:58  <Alberth> It would be useful if railtypes are not so incompatible perhaps.   rail->elrail is mostly fun as you can gradually upgrade
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09:51:47  <Varazir> Hello , can I setup my own server and where can I read how to do it ?
09:52:04  <Alberth> at the wiki, mostly
09:52:20  <Varazir> Hmm
09:52:25  <Alberth> or search at the forums, there are many people posting about it
09:52:26  <Varazir> I'm there
09:52:30  <Varazir> ok
09:52:52  <Pinkbeast> NuTracks has done a lot here although it's a pity about the 16-type limit.
09:53:31  <planetmaker> there's basically no magic to it, Varazir. All you need to ensure is that the server is reachable via the necessary ports - as configured in the cfg
09:53:32  <planetmaker> @ports
09:53:33  <DorpsGek> planetmaker: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
09:53:48  <Varazir> ya that's easy to setup
09:54:07  <Varazir> but where do I download the server ?
09:54:16  <planetmaker> then start openttd as multiplayer for the internet. Voila. No special binary
09:54:28  <Alberth> Pinkbeast: I should checkout NuTracks thus. Thanks
09:54:49  <planetmaker> every client can act as server
09:54:54  <Alberth> Varazir: the server program is just another openttd instance
09:56:23  <Varazir> ahhh ok
09:57:05  <Varazir> I have a ESXi server I thought just install openttd on a linux system
09:58:32  <planetmaker> you *can* compile openttd without gui. But it's not needed
09:59:07  <Varazir> so I need to run it on a linux system that runs X ?
09:59:11  <Alberth> there are many servers already (more than we have clients). What we really need is a sever that is actively managed
09:59:20  <Varazir> ok
09:59:53  <planetmaker> Varazir: if you want to use the pre-compiled binaries, you need X installed
10:00:00  <Varazir> ok
10:00:08  <planetmaker> if you want a gui-less dedicated server, you need to compile yourself
10:00:24  <planetmaker> use an svn checkout for that exclusively
10:01:02  <Varazir> ok well I have a vm that's running ubuntu with X
10:01:33  <planetmaker> you'll need sdl runtime lib
10:01:46  <peter1138> X doesn't have to be running...
10:01:50  <peter1138> Just installed.
10:02:04  <lugo> i'm not sure, do you also need X for running a dedicated (-D) instance of a pre-compiled binary?
10:02:13  <Varazir> ok I'm running some other stuff on that
10:02:14  <planetmaker> as peter says
10:02:25  <planetmaker> lugo: yes. installed
10:02:39  <planetmaker> not running
10:02:50  <peter1138> It could be fixed by making the video driver a shared object.
10:02:58  <peter1138> Falls under TMWFLB
10:04:02  <peter1138> Not even sure if that would work seeing as several drivers rely on the same library.
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10:38:34  <FLHerne> So I could use the GUI without X running? Or is that just for dedicated server?
10:39:07  <planetmaker> no X: no GUI running
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10:40:15  <FLHerne> planetmaker: Aw. Makes sense, I suppose :-(
10:40:50  <FLHerne> Otherwise I could save a fair bit of CPU time :P
10:43:06  <Alberth> you cannot use it anyway, as the clients need to run in sync with you :p
10:43:50  <FLHerne> True. I'd need to get more laptops out :P
10:44:36  <NGC3982> what happends at year 3000?
10:44:40  <NGC3982> time is no longer counted?
10:45:10  <planetmaker> stonehenge collapses
10:45:44  <NGC3982> \o/
10:45:54  <NGC3982> that's a shame.
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11:07:35  <Eddi|zuHause> the martian calender predicts the end of the world by 3012
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11:09:39  <peter1138> So, I decided to take my work back under ground, to stop it from falling into the wrong hands.
11:10:24  <peter1138> <raves>
11:32:20  <peter1138> The Voodoo who do what you don't dare to people
11:43:15  <NGC3982> my god
11:43:23  <NGC3982> i got the chills when i read that
11:43:43  <NGC3982> it have been so many years since i listened to some ass-kicking prodigy.
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12:52:16  <peter1138> :-)
12:56:42  <Belugas> hello
12:59:58  <Eddi|zuHause> i got chills patchpack, does that count? :p
13:01:43  <planetmaker> if you implement an ALU in it, it might
13:01:55  <planetmaker> otherwise it just exists ;-)
13:15:13  <Alberth> chilling with chills patchpack.... sounds good
13:24:29  * Belugas thinks about chilling with a beer (or/and more than one) and a guit by the pool
13:27:28  <Alberth> depends on the weather :)
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13:55:31  <Belugas> today, the weather is spot on, yesterday, it felt like humid europ :)
13:56:55  * peter1138 thinks about boobs
14:02:09  <telanus> it's way too cold to lounge at the pool
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15:04:07  <NGC3982> magic people voodoo people!
15:04:11  * NGC3982 dances wildly
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15:10:55  * FLHerne flees from the insane lunatic :P
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15:21:34  <andythenorth> Ammler: how much ram does redmine eat?  And is it easy to install?
15:28:35  <Ammler> 1G and yes :-)
15:28:57  <Ammler> maybe better calc with 2
15:30:18  <Ammler> there are lots of alternatives, you know...
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15:34:26  <andythenorth> Ammler: I know, I like our redmine though
15:34:29  <andythenorth> trying to get off trac
15:34:38  <andythenorth> *too many* alternatives is part of the problem
15:34:42  <andythenorth> something needs to just win
15:35:50  <Rubidium> just use google code ;)
15:36:32  <peter1138> Hmm, so... memory prices...
15:36:50  <andythenorth> crucial :P
15:36:56  <Rubidium> my memory is priceless
15:37:03  <peter1138> ASA5510-MEM-1GB
15:37:22  <peter1138> in the UK, sold on ebay for between £150 and £210
15:37:35  <peter1138> in the uS, sold on ebay from £10
15:38:03  <Rubidium> maybe the US ones fell off a truck?
15:38:12  <peter1138> probably not official cisco parts, but then there's no guarantee the UK stuff is either
15:39:41  <peter1138> crucial don't list this model
15:39:55  <peter1138> and i have tried some standard 1GB memory modules
15:40:00  <peter1138> they fit but don't work
15:40:09  <peter1138> annoyingly, the hardware is pretty much just a PC anyway :S
15:42:07  <peter1138> ASA5500-CF-512MB=Cisco flash memory card - 512 MB - CompactFlashNEW
15:42:07  <peter1138> £222.70
15:42:12  <peter1138> ah ha ha ha ha ha ha ha ha ha
15:42:35  <Ammler> andythenorth: well, altenrative like github or bitbucket
15:43:07  <Ammler> dedicate the whole sysadmin stuff away ;-)
15:44:53  <andythenorth> considering it
15:45:16  <Ammler> if you want to host souces, you should also check rhodecode
15:45:24  <Ammler> then you need a tracker, thugh
15:45:42  <andythenorth> it's the tracker that's really sought
15:45:47  <andythenorth> we have existing repos hosted
15:45:51  <andythenorth> and can't get off them easily
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15:54:20  <Ammler> converting existing sources to hg (or git) would be worth anyway
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15:58:44  <andythenorth> not when your staff don't want to leave svn ;)
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16:00:16  <Ammler> you think, they would quit, if forced to use a DVCS?
16:00:41  <andythenorth> forced does't go well
16:01:09  <Ammler> anyway, for svn, redmine is good
16:02:14  <andythenorth> I like RM
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16:04:58  <Ammler> how do you auth for the svn?
16:05:06  <andythenorth> not sure
16:05:10  <andythenorth> trac I think
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16:27:17  <LordAro> afternoons
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16:57:49  <andythenorth> lead@inbox has asked for help checking his English translations here:
16:57:55  <andythenorth> I'm a bit short of time to help him
16:58:08  <andythenorth> but it would be nice if we could between us
16:58:21  <andythenorth> (He's Russian)
17:09:31  <FLHerne> Interesting :-) So a vac-formed aircraft built around a kite-frame like structure?
17:10:08  <andythenorth> seems so
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17:16:34  <andythenorth> he's lead@inbox on the tt-forums if anyone can help him with English corrections
17:16:49  <andythenorth> (he rendered quite a lot of FISH for me, which is how I know him)
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17:23:22  <FLHerne> andythenorth: "I'm considering converting most of HEQS to be rail vehicles instead of road" Really? :o
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17:24:17  <andythenorth> really considering it
17:25:02  <andythenorth> if we can get a 'proceed on clear sight ahead' modification to the train pathfinder, it should work really well
17:25:11  <andythenorth> and modifying the pathfinder has been done loads
17:25:19  <andythenorth> and is far more likely I think than roadtypes
17:25:36  <andythenorth> having to signal roads would be boring :P
17:25:37  <FLHerne> Breaks Nutracks compatibility, more random railtypes, lack of common sense :-(
17:25:54  <FLHerne> Just get someone (r) to do roadtypes :P
17:26:01  <andythenorth> how does it breaks Nutracks? :o
17:26:06  <andythenorth> -s
17:27:05  <FLHerne> Defines too many railtypes already, depending on completeness of trainset
17:27:18  <andythenorth> ach, it's too big then :)
17:28:09  <FLHerne> But five different speed limits and three electrification types... :P
17:28:16  <andythenorth> I'm not going to reject a good idea because of what one other grf does :)
17:28:27  <andythenorth> railtypes makes a lot more sense for most of HEQS
17:28:33  <FLHerne> andythenorth: It isn't a good idea :P
17:29:06  <andythenorth> it will provide more variety in road transport
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17:29:42  <Wolf01> evenink
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17:30:02  <Wolf01> hi Chris_Booth
17:30:13  <Chris_Booth> hi Wolf01
17:30:19  <FLHerne> andythenorth: Presumably the trams stay as trams...?
17:30:24  <andythenorth> yes
17:30:28  <andythenorth> trams make no sense as trains
17:30:44  <andythenorth> I am thinking of converting the mining trucks and other large vehicles
17:30:57  <andythenorth> they shouldn't travel on normal roads anyway
17:31:21  <FLHerne> And crawlers?
17:31:28  <andythenorth> yup, rail
17:31:38  <andythenorth> the larger ones
17:31:50  <FLHerne> :-(
17:31:56  <andythenorth> maybe not the small ones
17:32:38  <FLHerne> Not so bothered about the trucks (never use them anyway :P), but I'd have to drop the crawlers :-(
17:33:48  <Eddi|zuHause> andythenorth: with "drive on sight", how do you solve opposing-vehicle-directions issue?
17:33:50  <CIA-4> OpenTTD: translators * r24412 /trunk/src/lang/ (dutch.txt english_US.txt finnish.txt korean.txt russian.txt):
17:33:50  <CIA-4> OpenTTD: -Update from WebTranslator v3.0:
17:33:50  <CIA-4> OpenTTD: dutch - 6 changes by habell
17:33:50  <CIA-4> OpenTTD: english_US - 6 changes by Rubidium
17:33:50  <CIA-4> OpenTTD: finnish - 6 changes by jpx_
17:33:50  <CIA-4> OpenTTD: korean - 45 changes by telk5093
17:33:50  <CIA-4> OpenTTD: russian - 6 changes by Lone_Wolf
17:34:02  <andythenorth> Eddi|zuHause: one way tracks?
17:34:04  * FLHerne votes 'no' (despite not being a vote)
17:34:33  <Eddi|zuHause> andythenorth: bad.
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17:35:02  <Eddi|zuHause> andythenorth: e.g. terminus stations have two-way sections
17:35:06  <andythenorth> shall I just code it, and we'll figure out the pathfinders / signals later?
17:35:12  <FLHerne> No
17:36:03  <Eddi|zuHause> andythenorth: i'm pretty sure i have a -1 on the railtypes idea...
17:36:20  <FLHerne> Just do it as RVs, and figure out roadtypes later :P
17:36:35  <Zahl> hi
17:36:54  <FLHerne> hi
17:37:14  <andythenorth> FLHerne: they are RVs, and roadtypes is a -1
17:37:33  <Zahl> does anyone know what exactly makes towns shrink? i tried increasing TOWN_GROWTH_TICKS to make them grow slower, but now they shrink when you deliver goods or passengers
17:38:01  <FLHerne> andythenorth: Leave it as RVs then, and code some nice ships or something :P
17:38:06  <Eddi|zuHause> Zahl: every house has a "lifetime", at the end of that lifetime it dies
17:38:22  <Eddi|zuHause> Zahl: so you have to increase the lifetime (some daylength patches did that)
17:38:32  <Zahl> ah i see, thanks :)
17:39:56  * andythenorth doesn't see the issue
17:40:03  <andythenorth> roadtypes aren't available
17:40:03  <andythenorth> railtypes are
17:40:10  <andythenorth> conclusion: use railtypes
17:40:12  <andythenorth> problem solved
17:40:38  <FLHerne> No, problem nastily tangled :-(
17:40:41  <andythenorth> use what we have instead of dreaming of something that we'll never have
17:41:27  <FLHerne> If you did that for every desired feature, surely the entire game would be one huge bodge? :P
17:41:37  <andythenorth> [shrug]
17:41:58  <andythenorth> entropy and code travel together
17:42:55  <Eddi|zuHause> andythenorth: hacks like that tend to haunt you forever...
17:43:21  <andythenorth> yes, but ultimately you die, and they go away
17:43:41  <andythenorth> it's done no harm to PHP, wordpress, drupal...
17:44:12  <andythenorth> nor, apparently, Dwarf Fortress
17:44:18  <andythenorth> nor, for that matter, newgrf station spec
17:45:41  <Eddi|zuHause> newgrf station spec is horrible, and a blocker for many important features. the least of which nml support...
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17:56:53  <andythenorth> yeah...that :)
17:57:01  <andythenorth> "HEQS as trains" is not a spec though
17:57:13  <andythenorth> it doesn't do much in the way of breaking other things in future
17:57:19  <andythenorth> it's just a quirk
17:58:28  <Alberth> they just break the "useless" part of useless tracks :p
17:58:34  <andythenorth> heh :)
17:59:18  <andythenorth> the cable cars grf is completely inappropriate for trains, but nobody said that the sky was falling when he released it
17:59:54  <Alberth> it's a nice novelty
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18:00:55  <Alberth> I don't know what to think of HEQS trains, mostly because I don't use rv very often
18:02:02  <andythenorth> mostly I think "I can make the trucks bigger" :P
18:02:15  <andythenorth> which is probably untrue
18:02:17  <andythenorth> due to clipping
18:02:22  <andythenorth> can I ban tunnels?
18:03:48  <Alberth> you also need some station tiles that don't look like station tiles
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18:04:07  <frosch123> andythenorth: main problem are those tracksets which want to use all 16 track types just for using them
18:04:33  <frosch123> we should tracktypes to 8 per grf :p
18:04:38  <frosch123> *limit
18:04:39  <andythenorth> Alberth: stations are an interesting point
18:04:50  * andythenorth considers specialist stations for unloading trucks
18:06:01  <andythenorth> also bridges might need thought
18:06:04  <andythenorth> and signals
18:06:46  <andythenorth> but I can now do trolley-assist mine trucks
18:07:59  <Alberth> a tram :)
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18:30:00  <NGC3982> im unabled to find references to pax delivers to oil rigs, should increase oil production
18:30:03  <NGC3982> so i guess it doesnt?
18:30:10  <NGC3982> deliverd*
18:30:40  <planetmaker> I think it doesn't
18:30:45  <Eddi|zuHause> i don't think it does
18:31:53  <andythenorth> transported cargo increases production
18:31:58  <andythenorth> I am 99% guessing
18:32:56  <Eddi|zuHause> but only that same cargo
18:33:23  <Eddi|zuHause> the two cargo outputs develop independently
18:33:30  * Rubidium wonders whether George has coded his GRFs to behave that way
18:33:32  <NGC3982> and pulling pax of oil rigs, should have the same (non-existant) effekt then, i guess.
18:34:19  <Rubidium> but for the standard game there's no influence of passenger transport on cargo production
18:37:24  <Eddi|zuHause> wasn't there "soylent green steel"? :p
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18:42:47  <NGC3982> Rubidium: i see.
18:42:49  <NGC3982> haha
18:42:57  <NGC3982> soviet climate
18:43:01  <NGC3982> soylent industry chain.
18:43:03  <NGC3982> <3.
18:49:59  <Eddi|zuHause> what does that have to do with each other?
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18:51:31  <Eddi|zuHause> <-- haha. "walking on the tracks is forbidden on sundays and working days"... so if it wouldn't say this explicitly, it would only apply to working days otherwise? :)
18:51:54  <Eddi|zuHause> what about holidays?
18:53:11  <frosch123> yeah, just wanted to say that
18:53:19  <frosch123> it's allowed on holidays which are no sundays
18:53:50  <Eddi|zuHause> this is in switzerland, btw.
18:54:21  <frosch123> maybe they do not consider saturdays workdays over there?
18:58:20  <Rubidium> most track work is done on saturdays and sundays, so those are obviously working days
18:58:40  <Rubidium> on the other days the train drivers are working, so simply every day is a working day
18:58:59  <Rubidium> and if the day doesn't work out, isn't that the day you wander on tracks trying to catch a train?
18:59:10  <Alberth> no trains in the weekend?
19:01:59  <Rubidium> then there's also the question when a day starts/ends ;)
19:02:55  <Rubidium> e.g. ProRail at least has days that run from 07:00 until 06:59
19:12:08  <CIA-4> OpenTTD: frosch * r24413 /trunk/src/tunnelbridge_cmd.cpp: -Add [FS#5221-ish]: Allow overbuilding bridges with the same type when adding a roadtype.
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19:12:52  <CIA-4> OpenTTD: frosch * r24414 /trunk/src/road_cmd.cpp: -Fix [FS#5221]: Disallow removing roadtypes from bridges when not dragging in bridge direction.
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19:18:49  * NGC3982 didnt notice the new accepted changes in longivety factor for the drak equation.
19:18:55  <NGC3982> drake*
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20:07:50  <Wolf01> 'night
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20:33:38  <FLHerne> @fs 5221
20:33:38  <DorpsGek> FLHerne:
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20:37:45  <LordAro> apparently i was wrong :L
20:39:11  <frosch123> i have no idea how he made a relation from there to roadtypes :)
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20:46:36  <FLHerne> Why not allow building the extra type from anywhere on the tile, rather than restricting the ability to remove it?
20:47:00  <FLHerne> Surely there can only be one bridgehead on that tile anyway?
20:47:49  <frosch123> the difference is when dragging road
20:53:20  <LordAro> frosch123: looking back at the ticket, i have no idea how i made that relation either :L
20:57:35  <FLHerne> frosch123: What happens differently when you drag road? :P
20:58:23  <frosch123> when dragging road it build from where you started dragging until it fails
20:58:39  <frosch123> it should stop at bridges, and not continue under them
20:59:04  <frosch123> esp. when dragging from under the bridge
21:00:13  <FLHerne> Oh, I see. So it succeeds on the first half (and builds over the bridge) but then fails intentionally on the second half of the tile?
21:01:14  <frosch123> somewhat like that, but only if you actually drag till the first half
21:01:43  <frosch123> ofc you can try to further improve it :)
21:01:54  <FLHerne> Mmm.
21:10:29  <Terkhen> good night
21:17:27  <FLHerne> Terkhen: night
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22:13:54  <planetmaker> good night
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