Log for #openttd on 2nd December 2013:
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00:29:21  <Killer11> Good evening
00:29:32  <Killer11> I have succeeded in my NML quest
00:29:48  <Killer11> I've got my articulated engines up and running and it is simply delightful
00:30:36  <Killer11> NML is just so easy to learn, so much more readable than nfo hex, Maybe this summer i'
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00:30:57  <Killer11> ll go on and experiment with 32 bit graphics
00:32:02  <Killer11> for now the headache is actually sorting out the actual specific differences between the 2M62's that Lithuanian Railways are running
00:32:38  <Killer11> between UM, M and K other than those things have caterpillar/some new russian engines in them i have 0 clue of their actual stats
00:34:22  <Killer11> i did learn that a thing called M62 KEOS actually exists tho aparently it's fitted with a bunch of things needed to make it fit a passenger train locomotive role
00:35:29  <Eddi|zuHause> Killer11: have you seen the xUSSR set yet?
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00:36:02  <Killer11> seen it a number of times actually
00:37:09  <Eddi|zuHause> so what's that missing that would be lithuania-specific?
00:37:27  <Killer11> all of the m62 mods that happened in the past 6 years or so
00:37:33  <Killer11> also the siemens euroruners
00:37:38  <Killer11> chech doubledeckers
00:37:42  <Killer11> and more
00:38:18  <Killer11> And with the whole Railbaltica thing i'll have a justification to make this set double gauge
00:38:19  <Eddi|zuHause> Killer11: sometimes engine stats are just too similar
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00:39:28  <Eddi|zuHause> i got most of my engine stats from wikipedia
00:39:46  <Eddi|zuHause> but seemingly that is more complete for germany than other countries
00:39:49  <Killer11> That's why i left a question at a local forum where even some people that drive those thingsa frequent
00:40:53  <Killer11> in a day or two i should get my answer on that whole thing, at the very least the operating costs should be different and i wouldn't be surprised if CAT engines are a bit beefier
00:41:12  <Killer11> they are afterall much more modern
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00:44:30  <Eddi|zuHause> "more modern" nowadays mostly means "more environmentally friendly" instead of "more powerful"
00:45:07  <Eddi|zuHause> which usually comes along with less fuel usage, but at the cost of more expensive electronics
00:45:28  <Killer11> true
00:46:46  <Killer11> the xussr set idea of longer vehicles seems interesting but also extremely complicated to me
00:47:10  <Killer11> how far into development is that feature of the set?
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00:50:06  <Eddi|zuHause> i don't know if they used that, but i wrote a concept here:
00:50:13  <Eddi|zuHause> CETS is based on that
00:50:58  <Eddi|zuHause>
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00:56:38  <Killer11> I played arround with it and I just don't think OpenTTD is ready for this scale, it has the same problem that LongVehicles has
00:56:55  <Killer11> all looks fine until vehicles go trough tunnels/bridges/etc
00:57:12  <Killer11> then glitches appear because of the engien limitations and it just looks distracting
00:58:14  <Killer11> also if you redraw trains at that scale they become gigantic in comparison to everything else, i guess it's just a matter of taste and I preffer the TTD distorted scale
00:58:26  <Killer11> the game was just built for it
01:04:03  <Killer11> I wonder if that set will ever include TEM-TMH or TEM-LTH from what i can tell those version of the TEM shunter were an exclusive Lithuanian order but damn do they look pretty
01:06:25  <Killer11> respectively
01:11:41  <Eddi|zuHause> Killer11: my concept definetely solves the tunnel/bridge problem
01:12:17  <Killer11> they don't seem to use it in the set tho, or at least haven't implemented it yet
01:12:22  <Eddi|zuHause> Killer11: try out CETS
01:12:36  <Eddi|zuHause> it's fully playable, even though the graphics are mostly "missing"
01:13:04  <Killer11> thanks, will do
01:13:19  <Eddi|zuHause> use the prussian vehicles from ~1880-1920 for best effects :)
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08:35:12  <planetmaker> moin
08:35:20  <V453000> hy
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09:56:19  <djgummikuh> Heya!
09:56:36  <djgummikuh> I just updated my server to 1.3.3 and noticed that it identifies itself as 1.3.2
09:56:56  <djgummikuh> did I do somethign wrong? I copied the files from my 1.3.2 server's baseset folder over to 1.3.3 was that not correct?
09:58:25  <blathijs> djgummikuh: The latter shouldn't affect the version
09:58:25  <planetmaker> copying the baseset or newgrf folders is not wrong
09:58:35  <blathijs> djgummikuh: How did you update the server? Did you restart it?
09:58:40  <planetmaker> but if it says it's 1.3.2 it likely is and you started the wrong binary
09:58:42  <djgummikuh> i stopped it
09:58:52  <djgummikuh> moved my openttd folder to openttd.132 and then the new one to openttd
09:58:54  <djgummikuh> then I started it again
09:59:06  <djgummikuh> ah and I copied the baseset folder as described
09:59:11  <planetmaker> maybe windows is more intelligent than you assume?
09:59:15  <djgummikuh> linux
09:59:25  <planetmaker> better then
09:59:33  <djgummikuh> I DO however use the user's home/.openttd folder for configuration (since the user is for this game only anyways)
09:59:35  <planetmaker> and how did you start it?
09:59:38  <djgummikuh> openttd -D
09:59:58  <planetmaker> right, if you use ~/.openttd/baseset for basesets... why do you need to move those?
10:00:05  <djgummikuh> uuhm... hold on
10:00:18  <djgummikuh> nah that folder is empty
10:00:29  <planetmaker> put your base set there
10:00:33  <djgummikuh> good point
10:00:38  <djgummikuh> did not even see that this folder existed there :)
10:00:40  <planetmaker> anyway, that's beside the point
10:01:59  <djgummikuh> ok
10:02:01  <planetmaker> what's the first line of output reported by ~/openttd/openttd -h
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10:02:11  <djgummikuh> I deleted everything and did it again and now it identifies as 1.3.3
10:02:15  <planetmaker> or whereever your new binary resides
10:02:23  <djgummikuh> sesms I must've screwed something up last time around..
10:02:34  <djgummikuh> that baseset suggestion was a good one though, makes updating easier in the future
10:04:03  <djgummikuh> great, working now.
10:04:13  <planetmaker> djgummikuh, the ~/.openttd folder and its sub-folders are used automatically, if the openttd.cfg is found in ~/.openttd
10:04:17  <planetmaker> and not next to the binary
10:04:29  <planetmaker> especially interesting for download content
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10:34:50  <djgummikuh> planetmaker: yeah. Though I did not think it would be of much value for a pure dedicated server
10:34:54  <djgummikuh> seems I was wrong :9
10:35:34  <djgummikuh> mmh.. I'm still looking for someone who urgently wants to write me a squirrel script to allow me to add or deduct money from a company via the admin port :)
10:35:38  <djgummikuh> feel bored? ;)
10:37:37  <Xaroth|Work> wait, you want to write it, or you want to find somebody to write it
10:37:44  <djgummikuh> the latter ;)
10:39:23  <djgummikuh> I'm to lazy to learn squirrel for that :)
10:41:34  <Xaroth|Work> heh
10:43:43  <planetmaker> you use the admin port already?
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10:49:17  <djgummikuh> planetmaker: yes
10:49:26  <djgummikuh> if you want, join me on
10:49:41  <djgummikuh> though so far all i can do is send chat messages to and fro our MC server
10:50:01  <djgummikuh> next step would be user authentication against our word-press database to prevent name-theft of registered
10:50:09  <djgummikuh> *users
10:51:28  <djgummikuh> after-the-next step would be to integrate the webchat of our 2 moons to allow openttd players to also chat with 2 moons players.
10:51:49  <djgummikuh> and as soon as 1.4 comes out I'm planning on some (yet to be developed) money transfer between those games (and all that might come till then ;) )
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10:52:40  <djgummikuh> maybe winning in openttd gains you some kind of community currency that you can spend on premium features (also yet to be developed, we're still at an early stage ;) )
10:53:18  <V453000> all I can say is wtf :-D
10:53:23  <djgummikuh> why? :)
10:54:24  <Xaroth|Work>   you're not going to get much of a community if the site is german only tbqfh
10:54:46  <V453000> that too :d
10:54:48  <djgummikuh> tbqfh
10:54:57  <Xaroth|Work> to be quite fooking honest
10:55:02  <djgummikuh> ah i c
10:55:17  <Xaroth|Work> don't get me wrong, the idea is great
10:55:30  <djgummikuh> we're working on that, though we already have (or better: had) international players.
10:55:46  <djgummikuh> There was some kind of mutiny about a month back that crippled us badly... Still recoveringn from taht.
10:56:04  <Xaroth|Work> not surprising, seeing you mainly do minecraft
10:56:12  <djgummikuh> Still we already have a ~300 players userbase for MC alone which currently slowly expands into 2moons.
10:56:18  <djgummikuh> well yeah that's where it started
10:56:51  <djgummikuh> the idea of expanding to other games only came after 90% of the team decided to screw us from behind and delete our servers and start a new project...
10:57:19  <Xaroth|Work> that too, doesn't surprise me with the mc background
10:57:43  <Xaroth|Work> for some reason most people who play mc have -very- low standards when it comes to behavior and human interaction :|
10:57:49  <djgummikuh> well... actually the team is not so much to blame.. one of the former owners is weird in his head to say the least...
10:57:54  <Xaroth|Work> right up the level of CoD kiddies :|
10:57:57  <djgummikuh> Xaroth|Work: hey I play MC too :)
10:58:04  <Xaroth|Work> djgummikuh: i said most, not all
10:58:06  <Xaroth|Work> I play MC too
10:58:13  <djgummikuh> well :) care to join lpo? ^^
10:58:18  <Xaroth|Work> heh, no thanks
10:58:25  <Xaroth|Work> not enough mods for my liking
10:58:33  <djgummikuh> too bad.
10:58:41  <djgummikuh> mods as in modification or mods as in moderators?
10:58:52  <Xaroth|Work> former
10:58:54  <djgummikuh> we're working on both
10:59:19  <djgummikuh> we happen to still have a FTB Ultimate running, that should be enough mods for everyone but we're shutting it down due to excessive hardware use of that server.
10:59:36  <Xaroth|Work> heh, yeh, ftb ultimate tends to use a bit
10:59:40  <Xaroth|Work> it's fun though
10:59:49  <djgummikuh> yeah too bad redpower got kicked in unleashed
10:59:58  <djgummikuh> we also had 2 unleashed server but they were deleted when the morons fled
11:00:01  <Xaroth|Work> rp2 was a downward spiral anyhow
11:00:28  <Xaroth|Work> there are dozens of mods around now that provide similar if not better variants
11:00:41  <djgummikuh> well I liked her computers :)
11:00:49  <djgummikuh> anyways you also can mod vanilla mc
11:00:56  <djgummikuh> just not too much with graphics and such
11:01:18  <djgummikuh> and I don't know if you ever wrote a mod for MC but writing for Forge is a PITA to say the least
11:01:25  <Xaroth|Work> meh, not too bad
11:01:52  <djgummikuh> writing for bukkit is much much more elegant and less clumsy (no obfuscation and stuff like that required)
11:04:14  <planetmaker> out of interest: djgummikuh, what do you use to connect to admin port?
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11:05:08  <djgummikuh> joan iirc.
11:05:22  <djgummikuh> I extracted the classes and threw them into my project so I can't tell for 100%
11:05:36  <Xaroth|Work> is it java or python
11:05:39  <djgummikuh> basically I customized the SimpleConsole demo application that shipped with joan and adapted it
11:05:42  <Xaroth|Work> if java: joan, else libottdadmin2
11:05:42  <djgummikuh> it's java
11:05:55  <djgummikuh> that's what so neat about it - i can run it directly in the Minecraft server which also is java :)
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11:06:34  <Xaroth|Work> crashing a minecraft server from within openttd, can't wait to see that one happen
11:07:03  * djgummikuh adds Xaroth|Work to his blacklist
11:08:28  <Xaroth|Work> lol
11:08:33  <Xaroth|Work> like crashing a mc server is -that- hard :|
11:09:02  <djgummikuh> mmh well I would guess so given the limited possibilities you have via my plugin :)
11:09:20  <djgummikuh> though spamming might be a problem... but since the plugin is mine I can easily adapt when need is apparent
11:09:22  <Xaroth|Work> it would be much more challenging to crash openttd from within minecraft that way
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12:18:23  <planetmaker> we totally need more servers: Servers registered as on 2013-12-02 11:20:53 UTC. There are 82 clients, 241 IPv4 servers and 52 IPv6 servers. ;-)
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12:24:38  <djgummikuh> yeah :-( You need to recruit new playes
12:24:49  <djgummikuh> I'm trying to deliver my share ;)
12:25:57  <djgummikuh> by the way openttd really should have some kind of unique identifier (like these opensource q3 engine based games like xonotic, tremulous, unvanquished and so on provide) for easier user management.
12:27:08  <djgummikuh> I believe xonotic even has a public/private key pair which is used to identify a client with the server.
12:28:22  <Xaroth|Work> there's a plan for that, actually
12:29:04  <Xaroth|Work> but plans vs reality, well.. they often aren't as linear as one would think
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12:46:37  <__ln__> anyone been to the Berlin airshow?
12:46:55  <planetmaker> few years ago, yes
12:48:15  <__ln__> was there enough to see?
12:51:01  <planetmaker> well, sufficient for a day for sure. But then, for me it's a quick and easy trip, less than 2 hours one-way
12:51:03  <V453000> is Berlin not enough to see on itself? :P
12:51:55  <__ln__> was there some aerobatics team performing with fighters?
12:52:21  <planetmaker> at least in one of the years I've been there, yes. I think also in the other
12:52:43  <planetmaker> they were then showing the eurofighter compete with Mig and Phantom
12:53:23  <planetmaker> they also had some artistic formation flights
12:53:42  <__ln__> sounds good
12:53:58  <planetmaker> and flight show for new airbus and boing models
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12:56:36  <__ln__> big passenger planes are one thing that are rarely demonstrated in finnish airshows, and not by their manufacturer anyway. not very surprising.
12:57:45  <planetmaker> flight show for the airbus looked kinda lame after the eurofighter show :P
12:59:34  <__ln__> for decades there used to be this one flightshow in finland that took place in the evening and night. the fighter portion usually began around 22:00 and ended at 00:00.
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13:08:49  <__ln__> anyone been to the Farnborough airshow?
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15:02:51  <Killer11> Hello everyone
15:03:12  <Killer11> I have received info on those upgraded 2M62's
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15:04:19  <Killer11> 2M62K is just an engine swap for a Kolomna diesel that gives the same amount of power
15:05:43  <Killer11> 2M62M however is aparently a brand new loco inside, the only thign left of the original is the frame and the electric drive, everythign else is new and their CAT engines develop 1700KW each instead of 1450KW of the original, that adds up to 500KW of extra power
15:05:56  <Killer11> definitely warrants an extra loco in the set
15:08:13  <Xaroth|Work> Taede: got your PR, will probably implement it slightly different
15:09:22  <Taede> same end-result though?
15:10:02  <Xaroth|Work> probably
15:11:14  <Taede> :)
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15:21:35  <Belugas> hello
15:22:08  <Killer11> this vid is awesome.
15:22:19  <Xaroth|Work> o/ Belugas
15:22:26  <Taede> ello
15:22:57  <Killer11> also hi
15:23:01  <Killer11> :3
15:24:43  <V453000> no hi
15:24:45  <V453000> :E
15:25:07  <V453000> oh god real trains
15:25:31  <Belugas> hello xaroth and the others :)
15:25:46  <planetmaker> hullo :)
15:26:47  <Xaroth|Work> o>
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15:27:56  <Killer11> That guy makes soem really good train vids, and manages to catch some unique situations, one of his vids is 3 2m62m's cought at the same spot, one returnign to railyard and two departing with 5 thousand ton trains, all in amazing HD
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17:40:09  <lparch4> hi all :]
17:40:14  *** lparch4 is now known as Algabe
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17:44:50  <Algabe> ..... good bye all :]
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18:13:05  <__ln__> i repeat: has anyone been to the Farnborough airshow?
18:16:18  <peter1138> Bah, steering input not centered in ETS2 on Linux :(
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18:37:42  <Xaroth|Work> __ln__: nope, wouldn't mind going there once though
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19:35:27  <DorpsGek> Commit by translators :: r26141 /trunk/src/lang (portuguese.txt turkish.txt) (2013-12-02 18:45:19 UTC)
19:35:28  <DorpsGek> -Update from WebTranslator v3.0:
19:35:29  <DorpsGek> portuguese - 1 changes by vesgo
19:35:30  <DorpsGek> turkish - 39 changes by wakeup
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20:14:33  <Wolf01> moin
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20:20:58  <Alberth> o/
20:21:27  <andythenorth> o/
20:21:47  <andythenorth> so the game I'm playing is kind of fun
20:22:08  <andythenorth> I have some congested routes and crap to sort out, which is interesting
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20:26:07  <andythenorth> trying to figure out how to make FIRS supplies work with cargodist
20:26:13  <andythenorth> anyone tried that?
20:26:44  <V453000> disable cargodist
20:27:46  <andythenorth> ok that's option 1
20:27:51  <andythenorth> any others? o-O
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21:20:09  <Alberth> I haven't had enough courage to try firs at all, together with cdist :)
21:20:23  <andythenorth> Alberth: :P
21:20:38  <Alberth> With so many cargoes, it will become a nightmare very quickly, I think :)
21:20:58  <Alberth> even without supplies :p
21:21:00  <andythenorth> it's ok on a basic economy (I'm playing temperate basic)
21:21:06  <andythenorth> the supplies are just broken
21:21:20  <andythenorth> cdist has no way of knowing the 'demand' that FIRS has
21:21:40  <Alberth> yeah, subsidies are also broken by cdist
21:21:42  <andythenorth> it's a bit sad, because supplies finally got worked out, and now they're broken again :)
21:22:18  <andythenorth> it's almost as though we could use a way for industries to express demand :(
21:22:38  <andythenorth> for example, by posting demand onto tiles or such
21:23:44  <planetmaker> andythenorth, it's not broken. It just does work badly with cargodist
21:23:55  <andythenorth> planetmaker: same thing :D
21:24:09  <planetmaker> Maybe 'cargodist' should become a global flag which could be checked by NewGRFs
21:24:14  <planetmaker> or is it already?
21:24:18  <andythenorth> I guess the interesting question - is it solvable, or does FIRS need to be rethought again?
21:24:43  <frosch123> what's the problem?
21:24:56  <planetmaker> you can't exactly do cargo requirements with the same algorithm for both cargodist and without
21:24:56  <frosch123> nearby industries get too much supplies, far away ones none?
21:25:18  <andythenorth> not quite - I found the setting to adjust that and tested it
21:25:51  <andythenorth> cdist has no concept that a FIRS industry wants between n and m units of supplies delivered per month
21:25:57  <andythenorth> n = low amount, m = high amount
21:26:29  <andythenorth> and as a player, I have no way to circumvent cdist other than turn it off :)
21:26:42  <andythenorth> a sticking plaster would be a newgrf cargo flag for cdist to ignore a cargo
21:26:43  <frosch123> how should n and m affect routing?
21:28:00  <andythenorth> I'm not sure
21:28:08  <andythenorth> bit wary of specifying solutions for something I don't understand
21:28:15  <frosch123> well, what are you heading for?
21:28:18  <andythenorth> the problem is partly expressed by this screenshot
21:28:22  <frosch123> you did not state any problem
21:29:15  <andythenorth>
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21:29:38  <andythenorth> stating the problem takes a while to get out of my head :P
21:29:48  <andythenorth> problems that are clear in my head are not so much to other people :P
21:30:14  <frosch123> so, cargo is not evenly distributed? or not evenly loaded?
21:30:21  <andythenorth> ok - ignore implementations.  Problem from a gameplay perspective:
21:30:22  <frosch123> in any case, you have too few vehicles
21:30:59  <andythenorth> - I want to deliver correct amount of supplies to as many destination industries as possible
21:31:16  <andythenorth> - I can't figure out how to do it with cdist
21:31:50  <frosch123> build more vehicles maybe?
21:32:08  <andythenorth> seems counter-intuitive
21:32:11  <frosch123> maybe it is loading only the cargo for tanner road
21:32:19  <andythenorth> no
21:32:28  <frosch123> while tinklebury is waiting to be picked up
21:32:30  <andythenorth> that's one of the counter-intuitive issues
21:32:36  <andythenorth> tanner road barely gets any distribution
21:32:43  <andythenorth> the link is very low capacity
21:32:48  <andythenorth> one train, 3 wagons
21:32:52  <andythenorth> spends months getting loaded
21:33:07  <andythenorth> I could add more trains, but that's counter-intuitive
21:33:28  <andythenorth> it's only a 25 tile hop
21:33:42  <frosch123> so you want destinations independent of link capacities?
21:33:48  <andythenorth> possibly
21:34:07  <andythenorth> I don't want to jump to a solution, I'm not sure I have explained the problem correctly :)
21:34:21  <frosch123> well, you are exceeding my knowledge of cdist then :p
21:34:27  <andythenorth> an alternative is to remove supplies from FIRS
21:34:34  <frosch123> i though capacities would only affect which route the cargo would taker
21:34:35  <andythenorth> so that's 2 options
21:34:37  <frosch123> not which destination
21:35:37  <frosch123> removing supplies is no alternative :p
21:36:21  <frosch123> you can always enable cdist only for pax&mail
21:36:37  <frosch123> i actually wonder whether i should play a mail game for the first time in 20 years
21:36:48  <andythenorth> :P
21:37:07  <andythenorth> my observation so far is that cdist works for freight where the networks are simple
21:37:21  <andythenorth> i.e. for each linkgraph, there are multiple sources and one destination
21:37:22  <frosch123> that's like playing without cdist :pö
21:37:36  <andythenorth> I am thinking of it as 'automated transfers'
21:37:42  <andythenorth> it saves me setting orders
21:38:00  <andythenorth> so far I can't make any sense of it where the linkgraph has more destinations
21:38:06  <andythenorth> seems to work ok for PAX, kind of
21:38:09  <frosch123> make a manual cdist patch then :p
21:38:16  <frosch123> do not give load/unload orders
21:38:29  <frosch123> but set the distribution amounts manually at the station :)
21:38:43  <frosch123> 10% north, 90% west
21:39:07  <andythenorth> oh, like dispatcher orders?
21:39:16  <andythenorth> umm, that's actually interesting :P
21:39:30  <andythenorth> I have some distribution networks, e.g. delivering goods etc
21:39:42  <andythenorth> I have spent some time building and destroying capacity on them, but can't understand the results
21:40:28  <andythenorth> probably EAndythenorth
21:40:32  <andythenorth> usually is
21:45:32  <andythenorth> I guess there's some stuff that only pro players will really understand
21:46:34  <Alberth> and some other stuff that nobody understand :p
21:46:47  <frosch123> i am not aware of anyone living from playing ottd
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21:47:31  <andythenorth> maybe the 'game' is working out the emergent behaviour of the system?
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22:00:41  <andythenorth> so is it a nasty kludge to put an 'ignored by cdist' flag on a cargo?
22:01:36  <fonsinchen> In cargodist demand does _not_ depend on capacities, only on connectedness
22:02:01  <fonsinchen> And yes, cargodist does not know about industries demanding between n and m amount of cargo
22:02:17  <fonsinchen> It will generally have its own ideas on how much cargo to send where.
22:02:34  *** adf88 [] has quit [Ping timeout: 480 seconds]
22:02:50  <fonsinchen> However, as stated before, the handler system is very modular. Someone could write a replacement for the demand handler.
22:03:23  <fonsinchen> Or an additional one to be used as alternative to symmetric or asymmetric
22:03:44  <fonsinchen> In that way a YACD-like thing could be written on top of cargodist, too.
22:04:21  <fonsinchen> andythenorth, you should switch to "planned" mode in the station GUI to see what's really going on.
22:04:34  <andythenorth> o_O
22:04:45  <andythenorth> oh my :)
22:04:53  <fonsinchen> There may be cargo stuck in other places further upstream
22:04:54  <andythenorth> so many new drop down menus
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22:06:51  * andythenorth had better go read the wiki
22:09:51  <andythenorth> so I need bigger / faster trains
22:09:53  <andythenorth> basically
22:10:12  <andythenorth> so the solution to under-delivery is over-delivery
22:13:29  <fonsinchen> You should carefully check where the cargo gets stuck and increase capacity where it is needed
22:14:35  <andythenorth> hmm
22:15:35  <andythenorth> I should probably just test by putting a bigger train on
22:15:40  <andythenorth> it's a single hop, 20 tiles
22:15:47  <andythenorth> there's no 'stuck' that I can see
22:15:51  <fonsinchen> You probably know the link graph overlay for the smallmap and main viewport, do you?
22:16:07  <fonsinchen> The yellow and red lines are generally the ones you should be looking at.
22:16:30  <andythenorth> where is toggle for main viewport?
22:16:38  <fonsinchen> In the map menu
22:17:23  <fonsinchen> Also, you might just have enough capacity everywhere and cargodist is just not sending the "correct" amount of cargo to your industries
22:17:47  <fonsinchen> If the industries are constantly changing their acceptance status the distribution will be unstable and change often, too
22:17:54  <andythenorth> neat grf
22:18:01  <fonsinchen> You can't really rely on the numbers, then.
22:18:04  <andythenorth> neat overlay sorry :P
22:18:10  <andythenorth> ok, so the link is barely used
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22:18:18  <andythenorth> so I should put more capacity on it?
22:18:20  <andythenorth> bigger train?
22:18:36  <fonsinchen> no, if it's barely used, you don't have to increase capacity, of course ...
22:18:44  <andythenorth> oh :(
22:19:10  * fonsinchen prays for brain ...
22:21:21  <andythenorth> ok I may have misunderstood cdist fundamentally :)
22:22:33  <andythenorth> I think there's a fundamental problem that I am trying to trick cdist
22:22:53  <frosch123> it pays back by tricking you?
22:23:06  <andythenorth> double-trick :P
22:23:34  <andythenorth> the point of cdist is that it decides where cargo goes, I just provide the transport routes?
22:27:48  <fonsinchen> Yes
22:28:08  <fonsinchen> What else would it do, after all ...
22:28:10  <andythenorth> ok I'm doing it wrong :)
22:28:31  <andythenorth> I have misunderstood cdist :)
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22:37:12  <frosch123> night
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22:39:26  <Eddi|zuHause> to understand cargodist, you have to forget everything you learned about yacd :p
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22:46:28  <andythenorth> I thought I'd done that :P
22:46:57  <andythenorth> nvm
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23:04:06  <NGC3982> fastnar exif kvar i bilder nÀr dom komprimeras och skickas som mms?
23:04:38  <NGC3982> Oops. Wrong channel.
23:08:18  <V453000> mms.
23:08:34  <__ln__> en bra fråga i alla fall.
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23:09:30  <Killer11> Hello
23:09:49  <Killer11> is it possible to do locomotive running sounds trough NML ?
22:22:47  <planetmaker> yes, there's a sound callback
22:23:20  <planetmaker>
22:23:33  <planetmaker>
22:24:17  <planetmaker> sorry, sound_effect
22:26:49  <Killer11> How do I use it tho, I can't really figure out where to put what and how the whole syntax would look like
22:27:20  <Killer11> Like if I have a specific engine sound for a specific locomotive for which i want to use it
22:27:25  <Killer11> where do I begin
22:29:11  <Killer11> do i call these functions from the graphics section of the item definition? as stuff that is dealign more with usage logic than graphics seems to land in that place too
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23:06:34  <Killer11> how does the "switch?" for locomotive running sound look?
23:06:38  <Killer11> in nml
23:12:53  <Wolf01> 'night
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23:13:15  <Killer11> "switch(FEAT_TRAINS, SELF, SOUND_M62, sound("sound.wav"), SOUND_EVENT_RUNNING)" am i even close ?
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23:24:54  <Killer11> neverminf, found the correct syntax on the forums]
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