Config
Log for #openttd on 2nd May 2014:
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01:46:00  <supermop> hi danmack
01:48:51  <supermop> oops he's gone
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02:29:59  <MaximumTimbo> When does the next game begin? I have the nightly build, but have the most recent....
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06:23:23  <Rubidium> MaximumTimbo: which next game? OpenTTD itself does not host game servers, so you got to be a bit more specific
06:24:06  <planetmaker> moin moin
06:26:17  <Rubidium> peter1139: though 2048 is only 1/64th of the theoretical largest possible value to reach
06:27:06  <Rubidium> I'm not sure how the score is calculated, but for that you should be able to determine the maximum value too
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06:32:15  <MaximumTimbo> I was talking about the coop server...
06:32:30  <planetmaker> join #openttdcoop
06:32:49  <MaximumTimbo> I thought I was.. I'm sorry
06:34:01  <V453000> just type /join #openttdcoop :)
06:34:22  <planetmaker> hard to tell when next begins... the map looks rather fresh
06:34:56  <supermop> i've never played on the coop server
06:37:18  <V453000> should perhaps  try (:
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06:53:09  <dihedral> good morning
06:56:22  <V453000> hyhyhy
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07:04:47  <peter1139> supermop, it's frustrating; you have to put up with their ugly design decisions ;p
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07:17:36  <V453000> which is actually entirely untrue as the only restriction is to make things work
07:17:43  <V453000> which in fact is very free
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07:24:37  <supermop> there should be a regularly held cooperative passenger server
07:25:09  <supermop> with plaers assigned different lines or franchises
07:28:27  <V453000> we do that sometimes too
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08:08:00  <V453000> I hereby declare I am going to havethe most awesome factory yet seen
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08:21:13  <__ln___> https://www.kickstarter.com/projects/1939723822/fish-on-wheels
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09:17:18  <Flygon> __ln___ : The Futurama writers must be having a field day
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10:49:53  <Wolf01> hi hi
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11:26:33  <andythenorth> auto-replace appears to check that all refit orders are valid for the target vehicle :D
11:26:37  <andythenorth> \o/
11:26:59  <V453000> yarr
11:28:32  <Phreeze> yay
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12:28:35  <Samu> i found a not*really*a*bug
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12:30:28  <Samu> http://i.imgur.com/dp4Cdr1.png
12:30:34  <Samu> that green tile
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12:35:25  <dihedral> SirkoZ? :-)
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12:59:30  <George> How to get the power of the consist on NML?
13:00:20  <George> here I can't http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles find any property for that
13:01:07  <George> (power of consist is the power of all engines that are powered on the current rail
13:02:18  <peter1139> same as with nfo
13:02:43  <George> var E4 ?
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13:04:09  <George> And consist weight is var E8 ?
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13:09:07  <George> and in case SELF instead of PARENT they would store power/weight of the current vehicle?
13:09:46  <peter1139> Actually I have no idea about anything NML related :p
13:12:31  <V453000> parent checks for the first engine in consist
13:12:35  <V453000> self for itself
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13:18:47  <Samu> air_drag_coefficient - nice
13:19:39  <Samu> from that link
13:20:13  <V453000> rather useless
13:21:08  <Samu> learning a few things
13:21:24  <Samu> 9.81 m/s is the speed of gravity
13:21:42  <Samu> oops, acceleration
13:22:05  <Samu> a tile going up/down is +50/-50
13:22:17  <Samu> meters
13:22:44  <Samu> how to relate all this with that air drag coefficient?
13:24:14  <Phreeze> why do you all speak of NFO ?
13:24:21  <Phreeze> it's complicated an shit
13:24:31  <Phreeze> if you have a structured language like nml
13:24:54  <Samu> me? I just stumbled upon a link
13:25:17  <Phreeze> no george and peter and those
13:26:09  <George> I've asked about NML
13:26:19  <George> But there was no answer
13:26:22  <Phreeze> var E4 is not nml ;)
13:26:25  <Samu> there is no air_drag_coefficient for aircraft? omg imba
13:26:45  <Phreeze> aircrafts fly in vacuum
13:26:51  <George> Phreeze: you can access vars in NML
13:26:53  <peter1139> 9.81 m/s? You sure about that?
13:27:17  <George> like this var[0xE4, 0, 0xFFFFFFFF]
13:27:19  <Phreeze> that's the speed of sonic
13:27:30  <peter1139> Hedgehog?
13:27:36  <Phreeze> yes that one
13:27:46  <Samu> it's on the wiki article george linked
13:28:09  <Samu> Fraction of the vehicle weight that is available as tractive effort. Tractive effort (in kN) is calculated as (TE coefficient) * 10 * weight (in tons), with 10 being an approximation of the acceleration of gravity (9.81 m/s). Default value is 0.3.
13:28:22  <Samu> tractive_effort_coefficient
13:29:31  <__ln___> peter1139: 9.81 m/s = 2.7 ft/microfortnight
13:29:44  <__ln___> umm, or 27. whatever.
13:29:53  <Phreeze> jsut use 0.3 ^^
13:30:13  <Phreeze> unless you build rails out of titan or so
13:32:18  <peter1139> furlongs
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13:34:27  <Samu> http://en.wikipedia.org/wiki/Standard_gravity
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13:35:44  <__ln___> Samu: btw, over here the acceleration is 9.81 m/s^2, not m/s.
13:38:57  <Samu> how aircraft fly in the sky: https://in.answers.yahoo.com/question/index?qid=20070816045729AA0w1XZ
13:39:39  <V453000> you people certainly have nothing to do
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13:40:23  <Samu> realistic acceleration for aircraft ploz
13:40:39  <Samu> j/k
13:40:46  <Xaroth|Work> next you'll be asking for savegames in xml format....
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13:47:48  <SylvieLorxu> Tssk, XML
13:47:50  <SylvieLorxu> JSON!
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14:14:00  <peter1139> __ln___, that was rather my point, too :-)
14:14:18  <peter1139> Xaroth|Work, I hear JSON is all the rage now.
14:14:21  <peter1139> SylvieLorxu, oh cock
14:14:36  <SylvieLorxu> peter1139: You could still recommend YAML
14:15:17  <SylvieLorxu> Or the OpenTTD save file format, now THAT is obscure
14:15:18  <SylvieLorxu> :P
14:16:23  <Xaroth|Work> SylvieLorxu: << you;  the joke =====================>>
14:16:43  <Xaroth|Work> peter1139: do you have a patch for it perchance?
14:16:47  <SylvieLorxu> Xaroth|Work: That's the first time something does not fly over my head
14:17:17  <SylvieLorxu> And I should maybe have read the whole conversation
14:17:19  <SylvieLorxu> But meh, lazy
14:17:38  <Samu> hmm, question. I have a road vehicle going through some town with random bridges, but the vehicle is deciding to go through the wood bridge and not the faster one.
14:17:54  <Samu> the faster one, not only is faster, but it's also the shortest way
14:18:05  <Samu> is this the work of the path ai?
14:18:14  <Samu> very strange it would do this
14:18:34  <Xaroth|Work> it's rebelling
14:18:44  <Xaroth|Work> quick, kill it with fire before they want to start a union
14:19:05  <Samu> let me provide a save game
14:21:06  <Samu> http://1drv.ms/1pWzIy2
14:21:12  <Samu> it's the sav file
14:21:46  <Samu> look at rentfield and the blue trucks
14:21:54  <Samu> especially those going north
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14:37:35  <Samu> got a funny suggestion for airport builds toolbar
14:37:53  <Samu> make it like trains, to separate the different airport types
14:38:43  <Samu> railway, electrified railway, monorail, maglev -> small airports, large airports, hub airports, helicopter pads
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14:40:55  <Samu> the current airport tools are too clumped imo
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15:18:31  <Phreeze> yep
15:21:25  <Phreeze> non_refittable_cargo_classes: bitmask(OLSD,SGCN);
15:21:29  <Phreeze> still dont get it how to define that
15:21:46  <Phreeze> this doesn't work as OLSD and SGCN are "new" cargoes, higher than 31
15:21:52  <Phreeze> a list doesnt work either...
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15:27:45  <andythenorth> I predict that before the game finally dies, someone will cave in and add a ‘load x% order’
15:28:09  <andythenorth> possibly by removing ‘full load’ and defaulting to ‘load 100%’ with the option to adjust
15:28:25  * andythenorth wonders when the last game of openttd will be played
15:28:31  <andythenorth> it could be a frighteningly long time
15:28:35  <andythenorth> assuming no civilisational event
15:29:02  <Phreeze> ?
15:29:09  <Phreeze> [17:21:25] <Phreeze> non_refittable_cargo_classes: bitmask(OLSD,SGCN);
15:29:10  <Phreeze> [17:21:30] <Phreeze> still dont get it how to define that
15:29:10  <Phreeze> [17:21:47] <Phreeze> this doesn't work as OLSD and SGCN are "new" cargoes, higher than 31
15:29:10  <Phreeze> [17:21:53] <Phreeze> a list doesnt work either...
15:29:17  <Phreeze> whats the solution?
15:29:33  <andythenorth> why are you defining non-refittable cargo classes?
15:29:41  <andythenorth> and why are you giving it cargo labels?
15:29:47  <andythenorth> (1) don’t use that property, it’s a mistake
15:29:56  <andythenorth> and the people who argue it’s not a mistake are mistaken
15:30:07  <andythenorth> (2) don’t give labels to properties expecting classes
15:30:32  <Phreeze> i dont know why there are  [17:21:25] <Phreeze> non_refittable_cargo_classes: bitmask(OLSD,SGCN);
15:30:32  <Phreeze> [17:21:30] <Phreeze> still dont get it how to define that
15:30:32  <Phreeze> [17:21:47] <Phreeze> this doesn't work as OLSD and SGCN are "new" cargoes, higher than 31
15:30:32  <Phreeze> [17:21:53] <Phreeze> a list doesnt work either...
15:30:36  <Phreeze> ups wrong copy paste
15:30:44  <Phreeze> cargo_allow_refit cargo_disallow_refit
15:30:49  <Phreeze> should i use those 2 instead ?
15:30:52  <Phreeze> why do the other exist ?
15:31:51  <Phreeze> can use a cargoclass with cargo_allow_refit ?? or do i always have to add a huge list ?
15:32:46  <andythenorth> you should specify refittable classes to suit your vehicle
15:32:49  <Phreeze> anyway... will mod this later, walking the dogs now
15:32:56  <andythenorth> don’t use that to try and support specific cargos, it goes wrong
15:33:05  <andythenorth> never use non-refittable classes, it goes wrong
15:33:19  <andythenorth> then use allow / disallow refit for specific labels you know about + care about
15:39:10  * V453000 wonders whether creating a forum thread for YETI has any use
15:39:21  * V453000 knows the answer
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15:52:07  <andythenorth> definitely
15:52:13  <andythenorth> you will gather a lot of Valued Opinions
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15:56:03  <Samu> kelling 3100 vs CS 4000, there is a huge performance discrepancy when doing realistic vs original acceleration
15:56:07  <Samu> interesting find
15:56:20  <Samu> i should make a video
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15:57:39  <Samu> putting them side by side for comparison
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16:03:43  <Samu> with default realistic settings, 3% steep, 1x weight, the kelling 3100 is slightly faster than CS 4000, almost a tie
16:04:02  <Samu> in the original, kelling 3100 is much worse
16:04:02  <Phreeze> hm andythenorth , other guys here say that a CC_class is cool to support feature cargoes
16:04:30  <andythenorth> yes
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16:05:29  <Phreeze> obviously, you are against :D
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16:05:41  <Phreeze> the refits are BAD features
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16:06:23  <Samu> me?
16:06:32  <Phreeze> no andy :D
16:06:34  <Phreeze> read the whole chat
16:06:46  <Phreeze> was me talking, then andy, then i replied..to WHOOOOM ? :D
16:06:54  <Samu> I like refits
16:07:04  <Samu> some are a bit strange
16:07:09  <andythenorth> this is going oddly
16:07:21  <Samu> lifestock on passanger DMUs :(
16:07:24  <Phreeze> hehe, just kidding
16:07:37  <andythenorth> phreeze the interaction between classes and labels is not easy to get right, many have done it wrong
16:07:40  <Phreeze> yeah...DMUs etc should only carry mail at most
16:07:45  <andythenorth> I explained above what you should do though
16:07:57  <Phreeze> i'll just go like they go in ogfx trains
16:08:00  <Samu> i wanted no refits at all for the original trains
16:08:14  <Phreeze> but WHY is there a "disallow" and an "allow" ?
16:08:18  <Samu> they carry what they carry, no refits
16:08:24  <Phreeze> for me, a disallow is an inverted allow
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16:08:46  <Samu> if it carries passengers, then it's passengers the only cargo
16:08:47  <Phreeze> if a cargo is not allowed, obviously it is disallowed
16:09:13  <andythenorth> classes first, then labels
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16:10:58  <juzza1> Phreeze: it's not that simple becase there are cargos and cargo classes. Read http://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Refittability
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16:11:02  <Phreeze> are labels over classes ?
16:11:39  <juzza1> yes
16:12:16  <andythenorth> first set the general classes for your vehicle
16:12:37  <andythenorth> don’t set the disallowed classes
16:12:59  <andythenorth> then allow / disallow specific cargos, which over-rides any class-based refits you disagree with
16:13:08  <planetmaker> g'evening
16:13:20  <juzza1> andythenorth: what's the logic behind not setting disallowed classes?
16:13:42  <Phreeze> thats what i did now andythenorth, perfect
16:13:51  <Phreeze> juzza1 : whats the logic OF setting ?
16:13:52  <planetmaker> juzza1, it only makes sense for some classes
16:13:57  <Phreeze> it's boolean anyway
16:14:07  <Phreeze> either you can refit to coal, or not
16:14:08  <planetmaker> like bulk but not hazardous
16:14:14  <Phreeze> there's no maybe. maybe is for girls only
16:14:41  <planetmaker> juzza1, but generally disallowed classes bring easily more pain than gain
16:15:00  <planetmaker> cargoes can have several, possibly conflicting classes. Thus you would exclude that cargo unnecessarily
16:15:08  <andythenorth> +1
16:15:18  <andythenorth> classes are for supporting the unknown future
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16:15:28  <planetmaker> thus keep the support level broad ^
16:15:41  <planetmaker> existing cargoes better are supported by their labels
16:15:41  <andythenorth> it is possible to prove algorithmically that your set will always support all cargos in at least one vehicle
16:15:50  <andythenorth> but eh, why bother doing that, just don’t exclude any classes
16:16:07  <Samu> looks like i can't change the weight of trains after buying them, is it a bug?
16:16:13  <Phreeze> problem is you DO NOT exclude: you have to draw a sprite
16:16:13  <andythenorth> ??
16:16:17  <Samu> the option is enabled, but it isn't taking effect on the trains
16:16:21  <Phreeze> or use a lame "covered bulk wagon" sprite...
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16:16:41  <andythenorth> Phreeze: or you have to invent a time machine
16:16:53  <planetmaker> Phreeze, you *cannot* draw unknown cargoes. And you *always* need a default sprite, if you go via cargo classes
16:17:08  * andythenorth draws unknown cargos all the time
16:17:14  <andythenorth> all you need is a lack of talent
16:17:15  <planetmaker> you need a default cargo sprite anyway
16:17:23  <planetmaker> haha, andythenorth :)
16:17:30  <Phreeze> Chuck Norris can draw unknown cargo sprites
16:17:45  <planetmaker> and if you use GPL you can easily 'steal' the cargo sprites from nuts
16:17:47  <Phreeze> sg_fcs_coal;
16:17:49  <andythenorth> Chuck Norris wouldn’t bother
16:18:00  <Phreeze> default is coal ^^ so if it doesnt look black, its ...err...buggy
16:18:32  <planetmaker> happens
16:18:49  <planetmaker> thus support all *known* cargoes with proper sprites. And do not bother about what you cannot know
16:18:50  * Phreeze 's going to draw covered hopper...
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16:19:44  <Samu> my question: simulated train weight on settings isn't taking effect on the current game, is it supposed to be that way? a bug? I'm doing it wrong?
16:20:05  <Samu> it still says x3 on train information, but it's not simulating it
16:20:09  <juzza1> Ok, I understand why you recommend not setting the disallowed classes. For some reason, I assumed everyone will check http://newgrf-specs.tt-wiki.net/wiki/Action0Cargos#CargoClasses_.2816.29 before doing any of them :P
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16:20:27  <planetmaker> juzza1, who reads specs? :D
16:20:37  <juzza1> :)
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16:22:53  <Samu> ah, i get it
16:23:04  <Samu> wagon and engine weigth isn't simulated, only the cargo weigth
16:23:11  <Samu> that's strange
16:23:18  <Samu> not what I expected
16:23:22  <andythenorth> no, it’s the freight weight multiplier
16:23:28  <andythenorth> it multiplies weight of freight
16:24:43  <Samu> what's a freight weight? isn't it the entire train?
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16:26:43  <Samu> kinda disappointed
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16:29:38  <Samu> this means, on an empty train, going on a straight line with no hills, neither weight multiplier nor steepness make any difference :(
16:34:20  <andythenorth> do they need to?
16:34:24  <andythenorth> is it really a useful goal?
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16:35:26  <Samu> i expected some difference, then i started to watch two openttds side by side with different weights were behaving the same
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17:01:24  <Alberth> what happened? such few posts at the forum
17:06:53  <Samu> timetable in ticks
17:09:02  <Samu> ticks are a much better measure unit to compare realistic vs original
17:10:32  <NGC982> Evening.
17:10:34  <Alberth> always fun when people think OpenTTD is related to reality :p
17:10:45  <Alberth> hi hi NGC982
17:11:18  <Samu> time for me to create some statistics spreadsheet on excel
17:12:10  <NGC982> Alberth: Is that not partly the goal of playing it?
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17:12:27  <NGC982> I mean, there must be a reason for it not to contain Tron bikes by default.
17:12:29  <NGC982> :---)
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17:13:11  <Alberth> lousy artists probably :p   I am still waiting for the black/white version of OpenTTD, just like Simutrans
17:13:25  * NGC982 still wants that Tron theme.
17:13:47  <V453000> Alberth: you will shit bricks when you see YETI :P
17:13:50  <V453000> not very R-thing
17:14:35  <NGC982> What's YETI?
17:14:56  <Alberth> \o/ V  :)
17:15:39  <V453000> http://dev.openttdcoop.org/projects/yeti
17:15:43  <V453000> http://dev.openttdcoop.org/projects/yeti/files for imagez
17:15:44  <NGC982> http://4.bp.blogspot.com/-6YMrQllPJHA/Tj8tSW0uu2I/AAAAAAAABCs/hBkZi22UO1I/s1600/Yeti+sketch.jpg
17:15:52  <NGC982> :O
17:16:25  <NGC982> That looks very interesting.
17:17:21  <V453000> tanks
17:17:57  <Alberth> NGC982:   this style of tiles http://archive.forum.simutrans.com/topic/01102.0/01323/Batch_00.png
17:19:06  <Alberth> V453000:  I laughed my socks off with that guy that was shocked to find your NUTS being unrealistic, even after you gave him the meaning of the word :)
17:19:09  <NGC982> Very nice.
17:19:15  <NGC982> I love the scetches
17:19:50  <Alberth> they have a pak with that so you can play simutrans in that style :)
17:19:57  <V453000> well yeah :)
17:20:05  <V453000> idiots will stay idiots
17:20:13  <V453000> "omg it isnt realistic"
17:20:25  <V453000> is exactly the kind of Valued Opinions
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17:20:43  <Alberth> :D
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17:21:43  <V453000> I am considering to make a Make the Most BAD POST Thread
17:21:49  <V453000> [YETI]
17:22:16  <V453000> OR I might as well take a shit on the forum with yeti entirely
17:22:18  <V453000> yeah
17:22:22  <Alberth> good off-topic topic :p
17:22:24  <V453000> not like NUTS found any use on the forums
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17:23:18  <theholyduck> i dont like forums
17:23:54  <Alberth> farm looks too normal, perhaps have the people live outside, and the animals inside?
17:24:37  <V453000> no but dont you worry, I have some extreme wtf for the farm
17:24:42  <V453000> this is just the inactive state
17:24:54  <V453000> wait for active - producing - state
17:24:59  <V453000> with animals -and stuff-
17:25:13  <V453000> going to be majorly awesome
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17:26:13  <Alberth> your yeti scheme has a touch of monty python or inspector gadget :)
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17:27:26  <Alberth> :o  you're going to have stuff and things too?
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17:40:20  <Samu> are ticks in timetable rounded to a day-tick?
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17:45:37  <Samu> it's multiples of 74! :(
17:45:42  <DorpsGek> Commit by translators :: r26553 /trunk/src/lang (5 files) (2014-05-02 17:45:31 UTC)
17:45:43  <DorpsGek> -Update from WebTranslator v3.0:
17:45:44  <DorpsGek> croatian - 5 changes by VoyagerOne
17:45:45  <DorpsGek> dutch - 50 changes by habell
17:45:46  <DorpsGek> norwegian_bokmal - 16 changes by cuthbert
17:45:47  <DorpsGek> russian - 2 changes by Lone_Wolf
17:45:48  <DorpsGek> slovak - 18 changes by Milsa
17:47:44  <V453000> Alberth: stuff and things? :D
17:48:47  <JoeBrown> Hello, I am trying to change grass tiles to desert in a tropical map
17:48:53  <JoeBrown> How do I do it?
17:49:59  <Brumi> there's a button for that on the landscaping toolbar
17:50:55  <JoeBrown> I cannot find that toolbar. Google seems to refer to it often, but I only have Land Generation tool bar in landscaping
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17:51:31  <Brumi> yes it's called land generation toolbar
17:51:39  <Brumi> right to the zooming buttons
17:52:07  <Brumi> and within the land generation toolbar the second button from the right is the desert conversion tool
17:52:52  <JoeBrown> ah, ffs, why is it lighthouse icon T_T
17:53:07  <Brumi> huh
17:53:17  <Brumi> maybe you're using some newGRFs?
17:53:31  <JoeBrown> found it thankyou, it seems to be a weird icon
17:53:46  <JoeBrown> Not sure, I think I have everything turned off, but I found the button :)
17:53:58  <Brumi> hmm for me it's not a lighthouse
17:54:01  <Brumi> that's weird
17:55:33  <juzza1> JoeBrown: do you have opengfx biggui activated?
17:55:59  <juzza1> It doesnt seem to have that icon, so it uses the lighthouse one
17:56:56  <JoeBrown> There are no mods active under NewGRF Settings menu, but that name does ring a bell
17:57:50  <juzza1> you might have it in [newgrf-static] section of openttd.cfg
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18:04:44  <Alberth> o/
18:05:07  <andythenorth> o/
18:05:10  <Xaroth|Work> o/
18:05:16  <andythenorth> suggestions forum lacks things to rant about :P
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18:12:56  <Samu> i had a nice suggestion today, it got lost somewhere in the chat
18:14:14  <Samu> ah, found it
18:14:35  <Samu> got a funny suggestion for airport builds toolbar
18:14:51  <Samu> make it like trains, to separate the different airport types
18:14:59  <Samu> railway, electrified railway, monorail, maglev -> small airports, large airports, hub airports, helicopter pads
18:15:00  <Samu> this was it
18:15:23  <andythenorth> probably won’t get done
18:15:29  <andythenorth> blocks New Airports
18:15:30  * Alberth ponders about towels and needful things as cargoes for towns
18:15:34  <andythenorth> which won’t get done either
18:15:41  <andythenorth> Alberth: towels and babelfish?
18:16:00  <andythenorth> and paranoid androids?
18:18:12  <Alberth> andy, not sure, the new airports in the form of building on tiles could be feasible too
18:18:45  <Alberth> needful things are a very different category :p  http://en.wikipedia.org/wiki/Needful_Things
18:18:45  <andythenorth> they wouldn’t be grouped by those groupings though?
18:19:00  <andythenorth> oic.  I was thinking hitchhikers
18:19:13  <andythenorth> http://www.towel.org.uk
18:19:21  <Alberth> towels are hitchhiker indeed
18:19:30  <andythenorth> also http://en.wikipedia.org/wiki/Towel_Day
18:20:46  <andythenorth> frosch123: your bloody GS is going to beat me :(
18:21:32  <frosch123> do you have an usb beating stick?
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18:21:44  <frosch123> we could add support for such devices
18:22:09  <Alberth> wow, towel day :)
18:22:46  <Alberth> grouping of airports would become somewhat meaningless, probably
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18:23:21  <Alberth> although for hysteric raisins, we'll keep the currently existing airports too, I guess
18:23:36  <frosch123> or convert them on saveload :)
18:23:47  <JoeBrown> What are the requirements for a small town to turn to a city? Does it work with gloabl population or will it always grow to a city?
18:23:53  <Alberth> frosch123:  yep :)
18:23:54  <frosch123> i kind of doubt anyone would want to use them
18:24:18  <frosch123> well, only considering reasonable opinions ofc..
18:24:34  <Alberth> of course
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18:27:19  <andythenorth> new airports is such a myth :)
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18:34:35  <andythenorth> trucks! https://dev.openttdcoop.org/attachments/download/6064/trucks.png
18:34:48  <andythenorth> maybe I should use the capacity parameter :P
18:36:03  <NGC982> Um, i cannot seem to find any japanese industry station set in the online content.
18:36:06  <NGC982> Is that so?
18:36:08  <NGC982> Or is that not so.
18:36:51  <frosch123> "Japanese Stations 3.0" 27062 downloads, grfid 45530500
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18:39:30  <Alberth> traffic jam!
18:40:45  <V453000> ;;nice andy
18:43:16  <Samu> i should have known beforehand that 1 day is really multiples of 74 ticks in timetable... :(
18:43:38  <Samu> i switched to ticks for better refinement... and then... :(
18:44:34  <frosch123> autofill uses multiples of 74, you an adjust to any number
18:44:42  <NGC982> frosch123: That does not contain any industrial platforms.
18:45:16  <Samu> I was counting on autofill for precise measurement
18:45:48  <Samu> guess I'll convert my results to days now
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19:16:04  <Samu> preliminary graph
19:16:06  <Samu> Realistic vs Original
19:16:08  <Samu> http://i.imgur.com/UTbGRu3.png
19:16:14  <NGC982> I just noticed
19:16:46  <Samu> the bar is filled up with the total number of days it took traveling
19:16:55  <NGC982> When running more than one instance of openttd.exe in Windows 8, it divides each of them into a single CPU core.
19:16:58  <NGC982> That is nice.
19:17:00  <Samu> using each acceleration modes
19:17:06  <NGC982> Is that OpenTTD och Windows related?
19:19:05  <Samu> a larger area for a color fraction in the bar means that it took longer time traveling than a shorter bar
19:20:40  <andythenorth> frosch123: beat it :D
19:20:50  <andythenorth> took 86 years and 3 months out of 100
19:22:43  <Samu> my research concludes that realistic with a weigth x3 is the equivalent to original for early game engines, while at the very late game engines, the situation reverses, original becomes faster than realistic even with a x1 weigth
19:23:02  <Samu> this graph example is only for travelling in a straight line with no hills whatsoever
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19:25:09  <frosch123> the biggest difference is in the handling of hills and valleys
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19:38:53  <Samu> a different graph. This one is per train model: http://i.imgur.com/NBg3j2F.png
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19:39:30  <Samu> oops, train size is number of wagons, a damn typo
19:40:15  <Samu> fixed: http://i.imgur.com/JqX8FQu.png
19:41:40  <Samu> transporting oil
19:42:01  <Samu> so, no Millenium example
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19:52:17  <Samu> I'm gonna pick a real-game savegame example to test turns and cliffs
19:56:46  <frosch123> i like the term "real-game" :)
19:57:42  <JoeBrown> Is it possible to change a square in middle of map to water?
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20:01:10  <frosch123> it wouldn't surprise me if it's not
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20:04:28  <frosch123> JoeBrown: actually, you can
20:04:36  <frosch123> ctrl+canal
20:04:58  <JoeBrown> Its not expanding though ?
20:05:04  <JoeBrown> Ah wait it is, thanks
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20:12:34  <DanMacK> damn I didnt know that lol
20:15:09  <andythenorth> wat?
20:15:37  <andythenorth> ctrl+canal?
20:16:09  <DanMacK> yeah
20:17:01  <frosch123> we are talking about scenedit, not in-game :)
20:17:12  <DanMacK> yeah
20:18:58  <andythenorth> ho ho
20:19:04  * andythenorth would quite like water
20:19:07  <andythenorth> useful in MP :P
20:22:11  <DanMacK> lol
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21:11:39  <frosch123> night
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21:20:21  <Samu> 3% steepness with x3 weigth results in 24 days travel, but 10% steepness with the same x3 weigth results in 23 days, is something wrong with this results?
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21:21:26  <Samu> is maglev different?
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21:36:59  <andythenorth> bye
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21:55:53  <Samu> can you create the button that maintains a window open when I press Delete key for Advanced Settings?
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22:30:18  <Eddi|zuHause> why would you want that?
22:30:37  <Eddi|zuHause> settings shouldn't be anything you constantly change
22:33:52  <Samu> testing different steepness right now all the time, it would be usfeul at times
22:34:39  <Eddi|zuHause> <Samu> http://i.imgur.com/dp4Cdr1.png <-- that's your NewGRF set being too old
22:35:27  <Samu> what version should I have? I thought it was the latest
22:35:54  <Samu> OpenGFX 0.5.0 here
22:36:24  <Eddi|zuHause> that is not a newgrf
22:37:28  <Samu> there's no newgrf active at all
22:38:17  <Samu> there is an AI script running, that's just it
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22:40:26  <Eddi|zuHause> then tell the opengfx people, but likely there is no ground type difference for a baseset
22:41:08  <Eddi|zuHause> by "tell XYZ" i mean "post to their forum thread", of course. or their bug tracker
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23:14:00  <Samu> woah, steepness can be bad ass
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