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00:19:23 *** sla_ro|master [slamaster@82.210.156.68] has quit [] 00:27:11 *** Rejf_ [rejf@nintendos.pl] has joined #openttd 00:27:16 *** Rejf [rejf@nintendos.pl] has quit [Remote host closed the connection] 00:27:16 *** Rejf_ [rejf@nintendos.pl] has quit [Remote host closed the connection] 00:27:53 *** Rejf [rejf@nintendos.pl] has joined #openttd 00:38:52 *** liq3 [liq3@CPE-120-148-51-74.gdfw1.lon.bigpond.net.au] has quit [] 01:03:39 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 01:07:57 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Ping timeout: 480 seconds] 01:09:30 *** Biolunar [Biolunar@x4d08f93d.dyn.telefonica.de] has joined #openttd 01:24:58 *** Tirili [~Unknown@dslc-082-083-159-138.pools.arcor-ip.net] has quit [Quit: Leaving] 01:44:23 *** day [~day@101.165.99.116] has joined #openttd 01:59:42 *** Hiddenfunstuff [~Geth@y32.ip1.anvianet.fi] has quit [Read error: Connection reset by peer] 02:24:25 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Quit: There's a real world out here!] 02:27:47 *** pugi [~pugi@dyndsl-091-096-062-050.ewe-ip-backbone.de] has quit [] 02:37:18 <Keridos> what does affect the acceleration of trains, tractive effort or power? 02:59:55 * debdog is not an expert but isn't the one conditional to the other? well, with the force transmission in between 03:04:01 <debdog> power as in energy or as in energy/time 03:04:03 <debdog> ? 03:27:27 *** glx [~glx@000128ec.user.oftc.net] has quit [Quit: Bye] 03:42:09 *** Biolunar_ [Biolunar@x5d821650.dyn.telefonica.de] has joined #openttd 03:46:26 <Keridos> the horse power debdog 03:49:09 *** Biolunar [Biolunar@x4d08f93d.dyn.telefonica.de] has quit [Ping timeout: 480 seconds] 04:13:28 *** smoke_fumus [~smoke_fum@188.35.176.90] has joined #openttd 04:21:35 *** Supercheese is now known as Guest3063 04:21:40 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 04:22:35 *** Guest3063 [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Read error: Connection reset by peer] 04:48:12 <Flygon> Keridos: It's... 'simple' 04:48:33 <Flygon> Tractive effort is the raw accleeration effortavilable 04:48:56 <Flygon> effort available* 04:49:08 <Flygon> Top speed is... erm, top speed 04:49:27 <Flygon> Power is what controls if you can reach the top speed with a heavy enough load 04:49:31 <Flygon> So if you lack enough power 04:49:37 <Flygon> You can't hit the top speed for a load you have 04:49:41 <Flygon> In addition, at higher speeds 04:49:46 <Flygon> More power lets you accelerate easier 04:50:03 <Flygon> Tractive effort has the most effect at lower speeds 04:50:15 <Flygon> Like, if you have a freight only line 04:50:35 <Flygon> You might just run 60-80km/h stuff with a single Steam Locomotive for each 6-12 tile long freight 04:50:45 <Flygon> With very high TE, and mid-high HP, but low top speed 04:50:48 <Flygon> To save on money 04:51:06 <Flygon> Because that helps get you off the ground from a stop 04:51:11 <Flygon> Should handle hills 04:51:22 <Flygon> And speed isn't a factor with 2CC set freight wagons anyway :U 04:51:30 <Flygon> Anyway, I'll let other more competent people field this 04:51:37 <Flygon> But, tl;dr 04:51:47 <Flygon> Tractive Effort = Acceletion Effort from Low Speeds 04:52:05 <Flygon> Power = Helps you reach the vehicle's top speed, can affect acceleration closer to the top speed. 04:53:10 <sim-al2> Power is the energy applied per time, opposing energy wasted in drag and overcoming hills 04:54:21 <sim-al2> Going faster takes more and more power, and results in more drag 05:01:16 *** gelignite [~gelignite@f049098068.adsl.alicedsl.de] has quit [Quit: http://bit.ly/1kso8Ta] 05:08:19 <Flygon> sim: Yeah 05:08:27 <Flygon> Was just trying to explain it within gameplay terms 05:37:05 *** Ttech [~ttech@00014919.user.oftc.net] has quit [Quit: Este é o fim.] 05:40:23 *** tokai [~tokai@00012860.user.oftc.net] has joined #openttd 05:40:26 *** mode/#openttd [+v tokai] by ChanServ 05:47:00 *** tokai|noir [~tokai@00012860.user.oftc.net] has quit [Ping timeout: 480 seconds] 05:47:10 *** Ttech [ttech@is.in.the.madhacker.biz] has joined #openttd 05:56:01 *** Eddi|zuHause [~johekr@p5B0DA752.dip0.t-ipconnect.de] has quit [] 05:56:17 *** Eddi|zuHause [~johekr@p5DC66F4C.dip0.t-ipconnect.de] has joined #openttd 07:14:18 *** day [~day@101.165.99.116] has quit [Remote host closed the connection] 07:14:55 *** day [~day@101.165.99.116] has joined #openttd 07:20:48 *** day [~day@101.165.99.116] has quit [Remote host closed the connection] 07:21:05 *** day [~day@101.165.99.116] has joined #openttd 07:56:02 *** sla_ro|master [slamaster@82.210.156.68] has joined #openttd 08:01:49 *** HerzogDeXtEr [~farci@i59F6A5CB.versanet.de] has joined #openttd 09:16:14 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 09:16:17 *** mode/#openttd [+o Alberth] by ChanServ 10:08:33 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 10:10:25 *** sim-al2 [~sim-al2@97-97-237-157.res.bhn.net] has quit [Ping timeout: 480 seconds] 10:10:25 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Read error: Connection reset by peer] 10:11:21 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 10:23:49 *** liq3 [liq3@CPE-120-148-51-74.gdfw1.lon.bigpond.net.au] has joined #openttd 10:24:00 *** Zuu [~Zuu@h-114-162.a98.priv.bahnhof.se] has joined #openttd 10:28:57 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has joined #openttd 10:29:24 <Wolf01> o/ 10:29:54 <__ln__> precisely on time 10:29:58 *** day [~day@101.165.99.116] has quit [Quit: off to save the cats] 10:30:11 <Wolf01> like a wizard 10:31:43 <Eddi|zuHause> maybe 11:38 would have been funnier :p 10:32:25 <Wolf01> usually when i look at the clock i see 11:38 or 13:37 or 22:22 10:33:35 <Zuu> I just made an elevator screenshot and accidently got 222,000 bucks: http://junctioneer.net/monster-tower/elevators.png (testing with max floorrange set to 3) 10:34:02 <Zuu> I probably will re-do the grapihcs so the elevator car can be visible, but for now made a top and a bottom piece that fit with the current graphics to work on the code part of editing and simulating elevators. 10:34:53 <Eddi|zuHause> i once paid 33,33⬠at the store 10:35:00 <__ln__> where's the emergency stairway? 10:35:27 <Zuu> __ln__: Not implemented yet. On the other hand fire is neither implemented. :-) 10:36:28 <Zuu> And there is a feature(?) that you can remove rooms below other rooms. But thanksfully there are no agents yet that can get stuck in the sky. :-) 10:46:59 *** M-E [~M@ip4da0d6bd.direct-adsl.nl] has quit [Ping timeout: 480 seconds] 10:47:24 <Wolf01> mmmh, stupid rectangles 10:47:36 <Alberth> use circles instead? 10:49:20 <Wolf01> i set the position of the object with absolute coordinates, the object has the origin in another point instead of the top-left corner, the bounding box should be moved again in place because the rectangle starts drawing from top-left corner while circles start from the origin -.- 10:50:16 <Eddi|zuHause> i don't get what can be so complicated there 10:50:38 <Wolf01> all the additions and subtractions to do 10:50:38 <Eddi|zuHause> just calculate (corner-origin) 10:51:10 <Wolf01> i always mistake the signs 10:51:26 <Eddi|zuHause> always do one step at a time 10:51:34 <Eddi|zuHause> don't "simplify" the formulas 10:52:11 <Eddi|zuHause> Wolf01: always do (end-beginning) 10:52:43 <Wolf01> i'll extend Rectangle to give the origin and the size instead of top-left and size, so i won't bother about it anymore 10:53:59 <Eddi|zuHause> sounds like a transformation you should do in a constructor 10:54:05 <Eddi|zuHause> or a factory method 10:54:37 <Wolf01> too bad i have to change the signature because overloading won't work with same number or type of parameters 10:55:02 <Eddi|zuHause> CreateRectangleFromOrigin(...) 10:55:32 <Wolf01> i would like to use the constructor 10:56:54 <Wolf01> just to keep coherence 10:57:07 <Eddi|zuHause> i'd suggest you take a step back and revisit some design decisions 10:59:14 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Ping timeout: 480 seconds] 11:02:48 *** fonso [~fonsinche@188.cimarosa.openttdcoop.org] has quit [Killed (NickServ (Too many failed password attempts.))] 11:02:57 *** fonsinchen [~fonsinche@188.cimarosa.openttdcoop.org] has joined #openttd 11:07:21 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 11:09:39 *** day [~day@CPE-58-174-171-20.mjcz1.woo.bigpond.net.au] has joined #openttd 11:10:52 <Alberth> compute bounding box from the rectangle object? 11:11:41 <Wolf01> the bb is the Rectangle object 11:13:28 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has joined #openttd 11:13:34 <Wolf01> o/ 11:13:37 <andythenorth> âItâs turtles all the way down" 11:13:39 <andythenorth> or something 11:14:31 <andythenorth> if you have a stack of co-ordinates in *signed* x,y pairs, then you can stick them in an array / list and just walk the list 11:14:47 <andythenorth> [(-1, 0), (2, 10), (-7, -14)] etc 11:14:55 <andythenorth> and theyâll resolve cleanly 11:15:25 <andythenorth> any given x,y point in any shape in your hierarchy is just part of a stack 11:15:29 <Wolf01> i know, that is how the framework's bounding box work, but i need to calculate them first 11:16:11 <andythenorth> is the problem finding the first pair (offsets for a point in the shape, from loc)? 11:16:20 <Wolf01> i'm looking to use vectors instead of rectangles 11:17:04 <Wolf01> so i can easily rotate the bounding box 11:17:42 <andythenorth> potato / potato imho :) 11:17:57 <andythenorth> rectangle + trig = same result 11:18:18 * andythenorth ponders making an eddi-bot 11:18:27 *** andythenorth is now known as eddi-bot 11:18:43 <eddi-bot> âprobably your architecture is wrong" 11:18:57 <eddi-bot> âassemble a tree and use a recursive functionâ 11:18:59 <eddi-bot> :) 11:19:03 *** eddi-bot is now known as andythenorth 11:19:23 *** Biolunar_ [Biolunar@x5d821650.dyn.telefonica.de] has quit [Quit: Yo.] 11:19:32 * andythenorth misses games programming 11:19:46 <Wolf01> the bounding box can only be created with a list of vectors, so i'm stuck with vectors (which i extracted from the rectangle) 11:20:19 <Alberth> o/ 11:20:35 *** Snail [~jacopocol@host136-56-dynamic.52-82-r.retail.telecomitalia.it] has joined #openttd 11:21:04 <andythenorth> vector is a pair of: distance, angle? 11:21:15 <Wolf01> yes, or just the coordinates of the point 11:21:40 <Wolf01> which automatically converts to distance and angle relative to the origin 11:22:06 * andythenorth wonders if a paste would help 11:22:32 <andythenorth> is it isolated code, or is there a lot of boilerplate and such to understand? 11:23:18 <Wolf01> i'm just using the framework functions, the only code i have right now is "Rectangle r = new Rectangle((int)_position.X, (int)_position.Y, (int)_size.X, (int)_size.Y);" 11:23:24 <Wolf01> which misses the offset 11:23:47 <Eddi|zuHause> Wolf01: i still think your problem is really trivial... 11:24:55 <Wolf01> eddi, i know at least 4 different ways of doing this thing, but each one has its downsides and i need 11:25:17 <Wolf01> *because i need to transform it to a different one in different places 11:25:24 <Eddi|zuHause> rule #1 applies: if your solution is not clean and elegant, it's probably wrong 11:25:33 * Wolf01 -> frozen fingers 11:25:47 <andythenorth> rule #2: rule #1 often canât be applied 11:26:16 <Eddi|zuHause> Wolf01: so just implement a bunch of get/set functions that handle the different transformations 11:26:29 <Wolf01> that's what i'm doing 11:26:34 <andythenorth> in > 15 years of being around software, rule #1 always fails somewhere around the 80% point :P 11:26:44 <andythenorth> usable software entails lots of inelegance 11:26:55 <Alberth> reality is very buggy :p 11:27:01 <Eddi|zuHause> Wolf01: if the set/get functions are more than 3 LOC, they're probably wrong 11:27:28 <Rubidium> andythenorth: isn't rule #1 more like "third time is a charm"? 11:27:35 <Alberth> or perhaps, our understanding of reality is 11:27:41 <andythenorth> Rubidium: I could +1 to that 11:28:10 *** day [~day@CPE-58-174-171-20.mjcz1.woo.bigpond.net.au] has quit [Remote host closed the connection] 11:28:12 <Eddi|zuHause> Rubidium: shouldn't that be rule #3 instead? 11:29:22 <Wolf01> the main problem is that i'm uncertain on how to write this thing, when to compute things, when to cache them, how many variables do i need 11:29:38 <andythenorth> donât cache them 11:29:52 <andythenorth> your gameâs not multiplayer? 11:30:03 <Wolf01> yes, it will be multiplayer 11:30:08 <andythenorth> oh 11:30:09 <andythenorth> ok :) 11:30:27 <Wolf01> and i'll expect headaches with lag hiding 11:30:46 <andythenorth> I would deal with the caching later 11:30:55 <andythenorth> do the minimum to make it work 11:31:18 <andythenorth> you need an architecture teddy bear 11:31:22 <Eddi|zuHause> Wolf01: all those things are implementation details, not design decisions 11:31:39 <andythenorth> architecture teddy bear says: âdonât worry about the best implementation, just write something, itâs only a game" 11:32:02 <Eddi|zuHause> Wolf01: the object should behave the same, no matter whether the set/get function read caches or calculate on the spot 11:32:17 <andythenorth> Iâve made / seen made games with multi-million play counts, made in the most basic way by people who have no comp sci. training at all :) 11:32:52 <andythenorth> Wolf01: how many rectangles do you have? o_O 11:33:07 <andythenorth> or rather, how many sizes of rectangle? 11:33:54 <Wolf01> infinite, i couldn't know the size of the object, i could calculate it on game loading, but the object will keep the same size for the entire game 11:34:15 <Wolf01> but it can rotate with 90° steps 11:34:33 <Wolf01> so the bounding box need to change accordingly 11:35:47 * andythenorth wondered if it could be hard-coded, come back to it later 11:35:59 <andythenorth> probably not 11:36:30 <Wolf01> so, restarting from scratch, i have a position of the origin and the offset, then i have a bounding box and a sprite which might not be exactly of the same size of the bounding box 11:36:53 <Eddi|zuHause> Wolf01: here's what i would do: 1) in the constructor, "normalize" the rectangle to (corner+size), 2) set/get functions do the calculations, no caching 11:37:01 <andythenorth> origin for this object, or global origin? o_O 11:37:10 <Wolf01> object's 11:37:13 <andythenorth> ok 11:37:54 <andythenorth> so what determines the size of the bb, if not the sprite size? 11:37:54 <Eddi|zuHause> i'm not entirely sure what purpose the "origin" has 11:37:56 <Wolf01> also i have a more system wide global origin, because the map has a offset since it's not screen-aligned 11:38:12 <andythenorth> sounds standard 11:38:43 <andythenorth> youâre using the origin as the center of rotation? 11:39:23 <Wolf01> the origin of the object is needed to center things on the object, like the sprite (which need to be rotated in the center instead of the top-left corner), the point of the gun which is centered on one side of the sprite 11:39:35 *** Hiddenfunstuff [~Geth@y32.ip1.anvianet.fi] has joined #openttd 11:40:01 <andythenorth> usually the origin would also be the location point of the object in the parent co-ordinate space 11:40:14 <Wolf01> yes 11:40:15 <andythenorth> and the centre of rotation 11:40:28 <andythenorth> ok 11:40:39 <andythenorth> so what gives you the bb size? 11:40:45 <Eddi|zuHause> so origin is a random point within (or maybe outside) the rectangle? 11:40:47 <Wolf01> when i spawn new tanks, i give the tile, and the tank must spawn in the middle of that tile 11:41:01 <Eddi|zuHause> or always the center? 11:41:39 <Wolf01> the origin should always be the center, the only things with doesn't have it at the center are the GUI elements 11:41:45 <Wolf01> *which 11:42:30 <Eddi|zuHause> why are gui elements different? 11:42:55 <Wolf01> because they are drawn on screen and not on the playground 11:44:41 <Eddi|zuHause> so, gui elements should be completely different objects, or you should eliminate this difference 11:44:44 <Wolf01> also i'll need a viewport, because now the playground is little, but it might be a lot bigger 11:45:11 <Wolf01> i would keep them different 11:45:22 <Eddi|zuHause> anyway, calculating the center from the corner and size is just center = corner+size/2, and the other way around is corner=center-size/2 11:45:41 <andythenorth> in principle, moving the origin is no big deal, at least when I was writing flash games, itâs just a mutable property 11:47:02 <Eddi|zuHause> (like i said: trivial) 11:48:22 <Eddi|zuHause> (interestingly, "size" can also be a negative number and this still works) 11:50:17 <Wolf01> <andythenorth> so what gives you the bb size? <- usually it is slightly bigger than the sprite up to the tile size, if i'll need precise collision checking i'll add a mask 11:51:07 <andythenorth> stepping back, do you actually need to draw this rect, or is it for the collision detection calculation? 11:51:21 <Wolf01> at the moment it's used for both 11:51:57 <Wolf01> but i'll keep it only for debug as i'll switch to the internal bounding box system which uses vectors 11:52:14 <Wolf01> (the list of coordinates) 11:52:33 <Wolf01> i could even have an octagonal bounding box 11:53:04 <planetmaker> o/ 11:53:05 <Wolf01> but i prefer to use rectangles :P 11:53:09 <Wolf01> o/ 11:53:13 <Alberth> o/ 11:53:30 <__ln__> @seen DorpsGek 11:53:30 <DorpsGek> __ln__: I have not seen DorpsGek. 11:54:25 <andythenorth> you know that for 90º rotation of rectangles, you can just switch x, y for points? 11:54:42 <andythenorth> it only works for limited case of rects, not a general solution 11:55:02 <Wolf01> i could just multiply the movement vector normalized 11:55:05 <__ln__> you probably mean °, not º 11:55:21 <andythenorth> yeah, that again 11:56:04 <andythenorth> ok, so your rect is specified as origin, size pairs 11:56:20 <andythenorth> so you likely want to calculate all the corners and transform them? 11:56:25 * andythenorth was reading up 11:56:59 <Wolf01> yes, sort of 11:57:27 <Wolf01> i don't know if it's the right way, but that was my idea 11:57:53 <andythenorth> itâs how I would do it 11:58:08 <andythenorth> is there a general shape / lining drawing method? 11:58:18 <andythenorth> the rect looks like a specialised convenience method 11:58:40 <andythenorth> usually, something like polygon(points) 11:58:57 <Wolf01> i have a boilerplate to draw lines and geometric figures, as i can only draw sprites 11:59:37 <Wolf01> and each line is made up from 1px*1px sprite stretched 11:59:56 <andythenorth> ha ha 12:00:05 <andythenorth> hax :D 12:00:06 <Wolf01> http://jcpmcdonald.com/index.php/2d-xna-primitives 12:00:26 <Wolf01> nice 12:00:34 <Wolf01> a week ago it was there 12:00:52 <Wolf01> oh he changed the uri 12:00:53 <Wolf01> http://jcpmcdonald.com/libraries/2d-xna-primitive-shapes/ 12:04:20 <andythenorth> Wolf01: I leave you to it :) But have you drawn it out? I always use paper and pencil for solving geometry / trig problems in games. 12:04:41 <Wolf01> i have a school book for that 12:08:11 <Wolf01> it is really big: http://www.zerorelativo.it/item_files/6/1/3/4/8/item_584316.jpg 12:26:39 *** TheMask96 [martijn@greed.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds] 12:32:29 *** TheMask96 [martijn@gluttony.vhost.ne2000.nl] has joined #openttd 12:32:41 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has quit [Read error: Connection reset by peer] 12:33:08 *** Supercheese [~Superchee@cpe-76-178-136-186.natnow.res.rr.com] has joined #openttd 12:42:49 *** roidal [~roland@194-152-170-11.adsl.highway.telekom.at] has joined #openttd 12:44:48 *** sla_ro|master [slamaster@82.210.156.68] has quit [] 12:46:01 <Wolf01> nice, i removed the drawing offsets and it is drawn in the opposite corner XD 12:59:01 <Wolf01> i think that the problem is due to the drawing coordinates which are absolute, while everything other is relative to the object, so i'm trying to do stupid fixes instead of getting the sprite drawing correctly 13:02:06 <Wolf01> i might get rid of this by using more sprite batches 13:02:35 <Wolf01> and then rendering the batch with offset instead of inserting in the batch with offset 13:03:00 <Eddi|zuHause> i think you need to think more and program less 13:09:29 <Alberth> +1 13:09:33 <Alberth> bbl 13:09:35 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has left #openttd [] 13:13:06 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has quit [Ping timeout: 480 seconds] 13:17:17 *** Progman [~progman@p57A19A6E.dip0.t-ipconnect.de] has joined #openttd 13:17:50 *** Progman [~progman@p57A19A6E.dip0.t-ipconnect.de] has quit [] 13:18:08 *** Progman [~progman@p57A19A6E.dip0.t-ipconnect.de] has joined #openttd 13:24:45 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has joined #openttd 13:25:38 <andythenorth> local-to-global stuff is always a bit wtf 13:26:14 <andythenorth> I would define all the shapes separate from their drawing 13:26:25 <andythenorth> itâs a bit boilerplate heavy, but easier to work with 13:27:23 <Wolf01> i removed all the global offset layer now, i'll move the playground with a viewport as soon as i understand how to draw things outside of it 13:27:23 <andythenorth> and I would define all the points as polygon vertices, relative to the origin of the current shape 13:33:28 *** Progman [~progman@p57A19A6E.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 13:35:00 *** Progman [~progman@p57A19A6E.dip0.t-ipconnect.de] has joined #openttd 13:52:00 *** Snail [~jacopocol@host136-56-dynamic.52-82-r.retail.telecomitalia.it] has quit [Quit: Snail] 13:57:11 *** Myhorta [~Myhorta@00018fad.user.oftc.net] has joined #openttd 14:10:15 *** Mazur [~mazur@5ED07F22.cm-7-1b.dynamic.ziggo.nl] has joined #openttd 14:31:21 *** day [~day@CPE-58-174-171-20.mjcz1.woo.bigpond.net.au] has joined #openttd 14:32:42 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has quit [Quit: andythenorth] 14:39:32 *** day [~day@CPE-58-174-171-20.mjcz1.woo.bigpond.net.au] has quit [Remote host closed the connection] 14:52:42 *** day [~day@CPE-58-174-171-20.mjcz1.woo.bigpond.net.au] has joined #openttd 15:08:28 <Keridos> when doing a fast passenger route with maglevs, do i really need 2 rails in each direction? 15:08:38 <Keridos> my maglevs konstantly break down, even if renewed 15:23:24 <Wolf01> they don't have enough reliability 15:24:38 *** Alberth [~alberth@2001:981:c6c5:1:be5f:f4ff:feac:e11] has joined #openttd 15:24:42 *** mode/#openttd [+o Alberth] by ChanServ 15:25:26 <Keridos> hm i see that I have only access to two maglevs 15:25:42 <Keridos> there is pretty much no point in them this way 15:30:55 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has quit [Quit: Nettalk6 - www.ntalk.de] 15:33:33 <planetmaker> Keridos, amount of tracks per direction depends very much on how much usage those track see 15:34:07 <planetmaker> And whether maglev is worth the upgrade or not ... depends on available trains. And whether the speed and possibly reliability is worth the upgrade 15:34:27 <planetmaker> without any NewGRFs you'll finally end up with 4 different maglev engines 15:34:53 <planetmaker> and the train engines will eventually become unavailable, thus it will become a necessity to upgrade to maglev eventually 15:41:36 <Keridos> planetmaker: I have 2cc trains and vactubes 15:41:46 <Keridos> saw that I can construct magtubes with 99% reliability 15:42:02 <Keridos> and they drive at 3840 km/h 15:54:02 <Alberth> quite unbalanced thus :) 15:58:32 <peter1138> stabilisers 16:00:14 <Keridos> stabilisers? 16:00:49 *** andythenorth [~Andy@cpc87201-aztw31-2-0-cust156.18-1.cable.virginm.net] has joined #openttd 16:00:56 <Zuu> Hello 16:01:57 <andythenorth> o/ 16:02:18 <Wolf01> o/ 16:03:05 <Alberth> I wonder if you could correct such things automagically :p 16:03:09 <Eddi|zuHause> uhm... so i docked on my satellite with a klaw, but i can't seem to transfer fuel... 16:08:38 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has joined #openttd 16:11:03 *** Tirili [~Unknown@dslc-082-083-159-138.pools.arcor-ip.net] has joined #openttd 16:16:09 <Keridos> Eddi|zuHause: is that openttd or space engineers? :p 16:16:30 <Eddi|zuHause> it's called KSP :p 16:16:35 <Keridos> ah 16:19:59 *** Passion_Fruit [~oftc-webi@Dynamic-IP-1868725209.cable.net.co] has joined #openttd 16:20:07 <Passion_Fruit> I'll cry 16:20:18 <Eddi|zuHause> go ahead then. 16:20:30 <Eddi|zuHause> let it all out. 16:20:33 <Passion_Fruit> Nope 16:20:41 <Eddi|zuHause> you'll feel better afterwards 16:21:12 *** Passion_Fruit [~oftc-webi@Dynamic-IP-1868725209.cable.net.co] has quit [] 16:21:34 <Wolf01> poor thing 17:03:33 *** Snail [~jacopocol@host136-56-dynamic.52-82-r.retail.telecomitalia.it] has joined #openttd 17:33:34 <Eddi|zuHause> ah... i figured it out... it's not "alt+click" like the internet suggests, but "right shift+click" 17:42:41 *** sla_ro|master [slamaster@82.210.156.68] has joined #openttd 17:48:15 <Wolf01> bye 17:48:17 *** Wolf01 [~wolf01@0001288e.user.oftc.net] has quit [Quit: Once again the world is quick to bury me.] 17:51:22 *** Zuu [~Zuu@h-114-162.a98.priv.bahnhof.se] has quit [Quit: Leaving] 17:55:27 *** glx [~glx@000128ec.user.oftc.net] has joined #openttd 17:55:30 *** mode/#openttd [+v glx] by ChanServ 18:40:41 *** TheMask96 [martijn@gluttony.vhost.ne2000.nl] has quit [Ping timeout: 480 seconds] 18:41:38 *** TheMask96 [martijn@envy.vhost.ne2000.nl] has joined #openttd 18:45:47 <DorpsGek> TrueBrain: Commit by translators :: r27484 /trunk/src/lang (4 files) (2015-12-30 19:45:36 +0100 ) 18:45:48 <DorpsGek> TrueBrain: -Update from Eints: 18:45:49 <DorpsGek> TrueBrain: croatian: 4 changes by UnderwaterHesus 18:45:50 <DorpsGek> TrueBrain: english (us): 1 change by Supercheese 18:45:51 <DorpsGek> TrueBrain: serbian: 21 changes by stravagante 18:45:52 <DorpsGek> TrueBrain: (...) 19:10:31 *** Mucht [~Martin@000128e2.user.oftc.net] has joined #openttd 19:15:21 *** oskari89 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[~Flygon@ppp118-209-167-118.lns20.mel8.internode.on.net] has joined #openttd 22:29:29 *** Flygon [~Flygon@ppp118-209-167-118.lns20.mel8.internode.on.net] has quit [Read error: Connection reset by peer] 22:43:49 *** sim-al2 [~sim-al2@97-97-237-157.res.bhn.net] has quit [Ping timeout: 480 seconds] 22:46:31 *** Netsplit charon.oftc.net <-> coulomb.oftc.net quits: fonsinchen 22:46:37 <Keridos> are there any GRFs that add stuff beyond year 2100 ? 22:51:56 *** Netsplit over, joins: fonsinchen 22:57:47 <Eddi|zuHause> probably... 22:58:26 *** Snail [~jacopocol@host136-56-dynamic.52-82-r.retail.telecomitalia.it] has joined #openttd 22:58:28 <Eddi|zuHause> the downside is, that if you add e.g. trains beyond 2100, then all planes, ships and road vehicles will probably disappear 23:02:22 *** Arveen [~Arveen@ip-95-223-75-47.hsi16.unitymediagroup.de] has quit [Quit: Nettalk6 - www.ntalk.de] 23:03:50 *** Tirili [~Unknown@dslc-082-083-159-138.pools.arcor-ip.net] has quit [Quit: Leaving] 23:04:02 *** 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Try HydraIRC -> http://www.hydrairc.com <-] 23:11:44 *** sla_ro|master [slamaster@82.210.156.68] has quit [] 23:22:46 *** oskari89 [~oskari89@83-102-63-32.bb.dnainternet.fi] has quit [] 23:29:30 *** day_ [~day@CPE-58-174-171-20.mjcz1.woo.bigpond.net.au] has quit [Remote host closed the connection] 23:36:47 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has quit [Quit: There's a real world out here!] 23:36:52 *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd 23:36:54 *** Wormnest [~Wormnest@s5596abd2.adsl.online.nl] has quit [Quit: Leaving] 23:39:21 <Keridos> Eddi|zuHause: is that an openttd limitation? 23:39:46 <Keridos> mh how can i set a train to only deliver a certain quantity? 23:39:57 <Eddi|zuHause> Keridos: it's not really a limitation. it's a side effect 23:40:11 <Keridos> only 256 id? 23:40:53 <Eddi|zuHause> Keridos: openttd looks at when the last vehicle is introduced, and freezes vehicle aging a short time after that, so all vehicles which are available at that time of freezing will stay available 23:41:14 <Eddi|zuHause> if you move the point of freezing by adding more vehicles, more of the earlier vehicles will time out 23:41:17 <Keridos> ah, can I turn that off somehow? 23:41:24 <Keridos> imo that should be a config option 23:41:52 <Eddi|zuHause> no, you can only make sure you load vehicle NewGRFs for each type 23:42:34 <Keridos> ah ok, thanks for the info 23:43:03 <Keridos> mmmh Still thinking about a good delivering option for engineering supplies for FIRS 23:43:24 <Eddi|zuHause> there is no option to unload only a part of the cargo 23:43:44 <Keridos> since the industries take an unlimited amount of them apparently 23:43:51 <Eddi|zuHause> you could try cargodist, but it's known to work poorly with supplies 23:43:53 *** APTX [~APTX@87-207-72-117.dynamic.chello.pl] has joined #openttd 23:44:11 <Keridos> oh i just turned that off 23:44:26 <Keridos> because at least in asymmetric config it breaks it totally 23:44:45 <Keridos> only 6 stations of my 10 were actually "allowed" to receive them 23:44:58 <Keridos> and 2 were at 600-900 crates per month 23:44:58 <Eddi|zuHause> yes 23:45:42 *** APTX_ [~APTX@aptx.org] has quit [Ping timeout: 480 seconds] 23:45:57 <Eddi|zuHause> the way it handles destinations is not optimized for "few sources many destinations" 23:47:03 <Eddi|zuHause> you could try intermediate stations 23:47:16 <Eddi|zuHause> so the number of "next hops" is low at each station 23:48:18 <Keridos> yeah still thinking about how I can distribute it optimally 23:48:19 <Eddi|zuHause> also you can try to have two separate pickup stations 23:48:45 <Keridos> an option to load/unload only a specific amount of cargo would be amazing