Log for #openttd on 18th March 2016:
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07:22:36  <Wolf01> o/
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09:42:45  <andythenorth> where is cat?
09:49:44  * Wolf01 points in a random direction
10:23:00  <Wolf01> meh, I hate positioning stations in factorio... track length, train length and inserter positions are inconsistent, if you move the station of 1 tile horizontally you end up with some offset
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10:26:41  <monsted> Wolf01: yeah, it's a bit of a mess. also, horizontal and vertical trains are different lengths
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10:28:27  <andythenorth> “/topic Factorio, cats, sometimes OpenTTD”
10:28:28  <andythenorth> ?
10:28:40  <Wolf01> yeah
10:29:52  <V453000> \o/
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10:36:01  <monsted> i'd love to see a mix of openttd and factorio
10:36:19  <monsted> build factorio bases, link them with openttd :)
10:36:54  <monsted> (of course they could just massively improve factorio trains...)
10:47:16  <V453000> xd
10:47:34  <V453000> trains will get many improvements in 0.13
10:49:15  <andythenorth> those slackjaws, why are they sitting around not improving trains Right Now
10:50:12  * andythenorth considers if port-type industries could actually communicate with Factorio over network
10:50:19  <andythenorth> “API"
10:51:31  <V453000> they actually are doing that Right Now :P
10:53:38  <Wolf01> I'm waiting for that, the autorail finally :D
10:54:05  <Wolf01> The blueprint book also it will be there?
10:54:21  <V453000> shitload of stuff
10:54:25  <V453000> also some unannounced yet :P
10:54:37  <andythenorth> RoadTypes? o_O
10:54:41  <andythenorth> Subways? o_O
10:55:03  <Wolf01> the inserter spidertron
10:55:36  <andythenorth> so is OpenTTD officially beaten then?
10:55:51  <andythenorth> has Factorio won yet?
10:58:59  <Wolf01> start doing FIRS for factorio
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12:39:30  <V453000>
12:39:31  <V453000> GG
12:44:02  <Eddi|zuHause> seems legit.
12:44:10  <Eddi|zuHause> totally realistic
12:44:15  <Wolf01> yes, why not
12:44:18  <andythenorth> shunting is implemented already? :o
12:44:23  <andythenorth> OpenTTD is definitely dead
12:44:48  <Eddi|zuHause> openttd would have thrown a "disconnected train" and exited
12:46:18  <Wolf01> I still can't understand how in OTTD a train could disconnect... I can figure it out in LoMo and in Factorio as you can place and drag them on the tracks
12:47:10  <Eddi|zuHause> original TT happily did that if you loaded a game into scenario editor
12:48:02  <Eddi|zuHause> the engine would drive off, leaving the wagons behind
12:48:50  <Wolf01> \o/ shunting, just remove the assert
12:48:54  <Eddi|zuHause> "disconnected train" usually comes up if you mess with movement code, like trying to implement bridgeheads
12:49:20  <Eddi|zuHause> particularly when reversing the train
12:50:45  <Wolf01> because trains shouldn't reverse, only change direction
12:51:45  <Wolf01> the quantum engine always bothered me, that's why I often use dual headed engines
12:52:09  <Eddi|zuHause> that still makes the train technically turn around :p
12:52:29  <V453000> which doesn't happen in factorio :P
12:52:31  <V453000> win
12:53:04  <Wolf01> that's why I make dual headed trains in factorio
12:53:18  <Wolf01> (reversing loops are too big)
12:53:53  <V453000> I think both approaches are nice
12:53:59  <V453000> reversing trains are awesome because yeah, no loops
12:54:20  <V453000> but the reversed engines do not give any power, so you are carrying half of the engines as dead weight
12:54:25  <Wolf01> the TT behavior mean you have an entire switching yard and a turntable somewhere in a 5th-dimension
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12:59:53  <Eddi|zuHause> -+- <-- i love how that article starts with "wait hear me out. instead of <buzzword> we do <buzzword> <buzzword> <buzzwordbuzzword>"... i haven't read on after that :p
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13:16:44  <frosch123> I see, i guess fff are a saturday thing for me
13:18:43  <Eddi|zuHause> Furby Free Fridays?
13:19:45  <andythenorth> remind me again why I don’t make my newgrf compiles into a framework
13:20:04  <andythenorth> I could offer something that allows you to “create a prototype newgrf in literally minutes"
13:20:06  <frosch123> V's vriday vacts
13:20:13  <V453000> yo andythenorth why the fuck don't you make your newgrfs compiles into -wtf is a framework-
13:20:20  <V453000> sup frog
13:20:39  <andythenorth> all these shitty frameworks seem to assume the problem is that writing code takes a long time
13:21:06  <andythenorth> what takes a really long time is avoiding writing code
13:21:13  <V453000> :D
13:21:26  <frosch123> Didn't you have a drawing framework as well?
13:21:50  <V453000> yes because most people don't get to the point of optimizing andythenorth, and just write it down to make it work at least somehow
13:21:55  <V453000> my approach when coding shit for openttd
13:22:04  <andythenorth> frosch123: I have a drawing library
13:22:09  <andythenorth> is that a framework?
13:22:25  <V453000> then frosch writes something that stores values and loads them later with vehicles, and I don't have a clue what it does :>
13:22:53  <andythenorth> so FIRS 2 is done
13:22:56  <andythenorth> but I might change it
13:23:02  <V453000> XD
13:23:40  <V453000> does it have easter eggs or april fools surprise for seasonal value?
13:24:17  <frosch123> V throws my shit at sylf to turn it into something real
13:24:50  <frosch123> V453000: durian is wtf of the week
13:25:15  <V453000> yeah that is pretty much how yeti production mechanism is happening frosch123  :D
13:25:22  <V453000> durian?
13:25:34  <frosch123> Is a fruit
13:25:59  <frosch123> I thought it was just some internet hype
13:26:09  <V453000> no clue
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13:26:19  <frosch123> But in this city it is in fact everywhere
13:26:53  <andythenorth> spikey fruit :)
13:28:38  <V453000> ah yes was in plants vs zombies 2 XD
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13:30:23  <frosch123> Here you can get almost everything with durian flavour
13:31:13  <frosch123> Chocolate, drinks, ... There is even a durian shaped opera house
13:33:17  <andythenorth> is it nice?
13:33:29  <andythenorth> seems to be quite varied opinions
13:38:04  <frosch123> Haha, the chocolate has an additionalplastic wrapper around it
13:38:18  <frosch123> I just removed it
13:38:27  <frosch123> It smells terrible
13:38:58  <V453000> #seriousproblems
13:39:59  <frosch123> The taste is not as bad
13:40:09  <frosch123> But not great either
13:40:49  <frosch123> It must be a tourist joke or so
13:41:11  <Wolf01> iirc, they discourage to eat that fruit in public because of the smell
13:42:01  <frosch123> Yes, i made a photo of a sign: no smoking allowed, no durians allowed
13:44:26  <_dp_> Hi, I'm setting town text with DoCommandP call, but how do I add some color to text?
13:44:30  <_dp_> DoCommandP(0, town->index, 0, CMD_TOWN_SET_TEXT, nullptr, "some text");
13:44:49  <_dp_> I think I even know the answer, but don't want to believe it.... %)
13:49:49  <frosch123> You can try the scc_encoded
13:50:15  <frosch123> If that is not allowed then colour codes are not allowed either
13:50:53  <_dp_> scc_encoded needs a gs string id as far as I can tell
13:51:26  <frosch123> I cannot remember
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13:52:34  <frosch123> Anyway in command.cpp there are some flags, which define which control codes are allowed in the custom string of the individual commands
13:53:12  <_dp_> yeah, it has CMD_STR_CTRL, but that only means it allows SCC_ENCODED, nothing else
13:53:17  <frosch123> Not allowed codes are either removed or the command is rejected
13:53:50  <_dp_> replaced with ? actually
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13:59:28  <_dp_> basically, how I understand it, I need a gs with language file with smth like STR_JUST_STRING to be able to use SCC_ENCODED
13:59:45  <_dp_> and all that just for simple color %)
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14:04:20  <_dp_> oh, wait, can't use just_string it still won't allow control codes, need to have all colors in gs language
14:04:42  <_dp_> which probably means I'll run into 20 params GS bullshit
14:04:56  <_dp_> *limit
14:10:46  <_dp_> would be much better if you'll just allow more control codes with CMD_STR_CTRL
14:11:06  <_dp_> it even says "Allow the special control codes." in comment, not "code" ;)
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14:30:52  <_dp_> hm, I can add 2**smth strings to reduce number of parameters...
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15:16:42  <supermop> yo
15:17:16  <V453000> sup human
15:19:08  <Wolf01> So, I purchased a spaceship model to cut, build, glue, paint... the problem is that I don't want to ruin it. I already made a mecha but I didn't use glue/paint and I'll keep it so forever, but the spaceship really needs some more work :(
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15:23:19  <andythenorth> Wolf01: buy another one to practice on? o_O
15:24:12  <Wolf01> it would be cool, but it will cost twice or more now that I'm back at home :P
15:25:40  <Alberth> sounds like you already know your holiday destination for next year :p
15:25:44  <Alberth> hi hi
15:27:01  <Wolf01> eheh, maybe
15:28:01  <Wolf01> too bad I only found the static model (for about 55€, the tranbsformable one was like 890€)
15:31:47  <Wolf01> unpainted is a bit... meh :(
15:32:47  <Alberth> painting it must also be worth it :)
15:35:58  <Wolf01> I'm already satisfied with my lego moc:
15:37:42  <Alberth> :D
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15:37:50  <Alberth> can also use a little paint :p
15:38:55  <Wolf01> nah, I'm a lego purist, I don't paint or cut lego pieces.... but I must say that this one is wonderful
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16:24:27  <_johannes> Hello
16:24:50  <_johannes> is it ok if my external railnet graph creator uses C++11 ?
16:25:09  <_johannes> (the parts I'd change *inside* openttd would be C++03 conform, of course)
16:28:06  <Alberth> if it's a separate program, you can use any language you like, I think
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16:28:20  <Alberth> c++ wouldn't be my first choice :)
16:28:29  <Alberth> hi hi andy
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16:28:49  <hewimp> Anyone here ?
16:28:49  <Alberth> /me gives andy a large fish bot
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16:28:59  <Alberth> just in case :)
16:29:11  <hewimp> Anyone having problems Join game after it gets 4.25 MB ?
16:29:11  <Alberth> hewimp: not sure, why do you want to know?
16:29:54  <hewimp> tryed new maps every time get above 4.25 MB can not seem tro Join
16:30:00  <Alberth> it's probably a lot bigger, such sizes are compressed data
16:30:11  <_johannes> Alberth: cool, thanks
16:30:21  <Alberth> server doesn't stop while joining?
16:30:25  <hewimp> tryed newr versions same problem
16:30:36  <hewimp> serverpauses
16:30:44  <hewimp> then they cant join
16:31:04  <hewimp> starts to join
16:31:12  <hewimp> just dose not finsh
16:31:24  <hewimp> Kick out with a message
16:31:28  <Alberth> connection dies ?
16:31:48  <hewimp> Works fine till hits over 4.35 NB
16:32:00  <Alberth> and message says???
16:32:14  <hewimp> did not write it down
16:32:22  <Alberth> 4.3 MB looks a bit big, imho
16:32:59  <hewimp> its 4K 4 K map
16:33:05  <hewimp> big Huge
16:33:07  <Alberth> yeah, too big :p
16:33:21  <hewimp> 4.26 MB
16:33:24  <Alberth> no idea why you'd want that tbh
16:33:28  <hewimp> took to long to Join
16:33:36  <hewimp> kick you out
16:33:54  <Alberth> it's big enough that you can have 16 players, and everybody can have his own big field
16:33:55  <hewimp> we wanted try a Huge map :)
16:33:57  <andythenorth> catbot
16:34:13  <Alberth> without the need to ever meet each other
16:34:22  <hewimp> just 2 of us we run out
16:34:58  <hewimp> I see 4 K maps
16:35:03  <Alberth>   well, this is the page with most information
16:35:32  <hewimp> thanks i check it out
16:35:38  <Alberth> yeah, well, people just select MAX everything  without thinking
16:36:00  <Eddi|zuHause> just also MAX the timeouts :p
16:37:07  <Alberth> it may also be your ISP not wanting to download lots of data from a "weird" port
16:37:26  <Alberth> so they slow it down to a crawl at some point
16:38:31  <Alberth> perhaps read your ISP policy on hosting servers
16:39:31  <hewimp> no idea how to change timeouts
16:39:49  <hewimp> its on default i belive
16:39:55  <Alberth> stop server, edit openttd.cfg, start server
16:40:23  <hewimp> hoe do you edit Openttd.cfg ?
16:40:27  <hewimp> how ?
16:40:34  <Alberth> any ascii editor will do
16:40:44  <Alberth> notepad eg
16:40:58  <Alberth> word pad
16:41:01  <Alberth> notepad++
16:41:26  <Alberth> /me is not very good at listing ascii editors at windows
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16:41:56  <Alberth> openttd.cfg is just plain text
16:41:59  <hewimp> ok now i find it and look at what it says ?
16:42:39  <Alberth> variables are listed at the wiki
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17:03:19  <_dp_> is it possible to use raw strings with GSText?
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17:03:54  <_dp_> looks like it accepts string parameters, but don't see any way of actually using them
17:04:13  <_dp_> RAW_STRING is not allowed in gamescript...
17:12:31  <Alberth> the strings are stored in savegames etc, which may be a bit difficult
17:15:14  <_dp_> there is code to store raw_strings and it looks fine, just can't find any way to use it %)
17:16:44  <Alberth> in my experience, the save game stores string index number in the lang file
17:21:06  <_dp_> it uses some encoding that can both reference strings by id and store raw strings
17:23:20  <_dp_> didn't check, but I bet {RAW_STRING} will work just fine if it didn't come from gs
17:23:46  <_dp_> there is just explicit check to skip it if string came from gs
17:23:57  <_dp_> even though gs can encode raw strings
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17:29:44  <Alberth> it was probably considered and rejected for some reason
17:31:37  <_dp_> looks more like a bug to me since there is bunch of unused code then
17:32:52  <_dp_> oh, and it will probably break everything since it passes parameter but doesn't consume it...
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17:38:44  <_dp_>;a=commit;h=9d7aec3fe74bfb4580f4eb3e278f1d92b8412b47
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17:40:31  <_dp_> limiting everything to gs scope is at least logical, not that I like it
17:40:43  <_dp_> but disabling raw_string fixes nothing as far as I can tell
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17:42:45  <_dp_> in fact, it does exactly the opposite as far as I can tell
17:43:47  <_dp_> now it can lead to some invalid strings...
17:43:53  <_dp_> gotta test that though...
17:44:15  <Alberth> what's the usecase for a raw string?
17:44:31  <Alberth> just a regular string also works, and it remains translatable
17:44:56  <andythenorth> also, and completely unrelated
17:45:04  <andythenorth> could we add smart quote detection? :P
17:45:10  <_dp_> idk, show random password?
17:46:50  <Alberth> quotes are smart?
17:47:47  <_dp_> and I'm just looking for a way to avoid that 20 params limit, so trying to understand how everything works)
17:48:57  <andythenorth> if a quote mark ‘ or “ is the first of a pair, flip the sprite
17:49:01  <Alberth> more than 20 parameters means you have too much information to display
17:49:11  <Alberth> people are not going to read 20 numbers
17:49:45  <_dp_> no, because parameters are used by every little thing
17:50:13  <_dp_> if you add color to numbers can do only 10
17:53:03  <_dp_> btw, I can show any amount of numbers if I don't color them, coz passing just one plain raw string also works ;)
17:53:40  <Alberth> I think 10 is already too much
17:53:41  <_dp_> ah, and without line breaks... just one freaking line of numbers %)
17:53:58  <Alberth> people can't handle that many things at the same time
17:54:09  <_dp_> it's possible to have 10 cargos in cb
17:54:31  <_dp_> btw, you also need cargo name, makes it 6...
17:56:30  <_dp_> some existing scripts even change message format when they hit 20 params, I thought it's a bug when I first saw it
17:59:07  <supermop> hmm should i start hosting a game from my work computer?
17:59:18  <supermop> or wait until 4th week of new job for that
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18:01:10  <_dp_> also, it's quite hard to to stuff without using 1-2 more params per cargo for substring ids
18:01:39  <_dp_> so that limit of 20 is being used up after 4-5 cargos
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18:02:00  <_dp_> which, basically, means 5 numbers too
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18:08:10  <_dp_> so if that really was 20 numbers limit that would be fine by me
18:08:30  <_dp_> but as things are now you can hit it even if don't show any numbers at all
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18:12:58  <_dp_> in fact, it's much easier to just show number then try to make it better for players
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18:13:17  <_dp_> since number takes just one parameter and fancy formatting usually takes more :p
18:17:45  <_dp_> oh snap, I think I found a way to do what I want, just need to generate about 500 strings %))
18:18:22  <_dp_> basically, move information from parameters to string id xD
18:22:53  <supermop> ship pathfinder guy on forum makes sense
18:23:28  <supermop> or idk if what he is doing makes sense, but it makes sense to do something different with ships at least
18:25:03  <supermop> andythenorth: could you have some kind of mask that does shoddy quick shading on sprites post- flip?
18:25:13  <supermop> like every sprite is unshaded
18:25:32  <andythenorth> mey
18:25:35  <andythenorth> dunno
18:25:36  <supermop> and then a mask is dark on left half, clear on right?
18:25:51  <andythenorth> you could right a PIL script that detects edge pixels, and shades them algorithmically
18:26:01  <andythenorth> right / write /s
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18:38:20  <supermop> i wonder, what, if anything, that would help or make more efficient
18:38:36  <supermop> better to just start a convention of no shading
18:39:03  * andythenorth has been shading less
18:45:01  <supermop> i should give up on the game and just build little lego monorails encircling potted plants on my window sill
18:45:10  <supermop> make a little metabolist arcology of cacti
18:45:56  <supermop> andythenorth: have you seen videos of that alweg style straddle-beam lego monorail?
18:46:58  <andythenorth> yes
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18:48:43  <supermop> probably have enough bit in my parents basement to cobble one of those together
18:49:47  <supermop> how many bumps wide is lego train loading gauge? does it only seat guys one across?
18:52:35  <andythenorth> 6 stud baseplate
18:52:57  <andythenorth> you can stagger seats and use windows with recesses
18:53:09  <andythenorth> so you can fit 2 minifigs across, but no corridor
18:54:19  <supermop> are cars tall enough for straphangers?
18:54:30  <supermop> i never had the trains growing up
18:54:34  <andythenorth> depends how you build them
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18:57:34  <sim-al2> I don't recall the package sets being particularly tall, looking at the box pictures they were often just a bit taller than a minifigure (enough room to stand, but not much more)
18:59:35  <supermop> there is some tram at the store near here that is tall enough for them to stand in
18:59:50  <supermop> does not actually run on rails though
19:00:10  <andythenorth> if it’s the orange one, it has tiny train wheels
19:00:28  <supermop> i recall the planes were like the old space shuttle - could only sit down in
19:03:04  <supermop> andythenorth: yeah the orange one - i couldn't see the wheels on the box and it didn't look like it came with track so i assumed it would have those smooth tires, like the old planes or race cars
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19:03:37  <andythenorth> if it’s like the older blue one, it has flanged wheels, unpowered
19:03:43  <andythenorth> some people have figured out how to power them
19:03:50  <andythenorth> I have a blue one to sell :P
19:06:35  <supermop> overhead lego trolley wire?
19:06:37  <hewimp> happen to know how to add new mods new game without making new game every time ?
19:07:34  <hewimp> so if i find mod i like can add to existing map .
19:08:16  <sim-al2> The safe way would be to save the heightmap
19:08:52  <hewimp> so save the game as heightmap ?
19:13:47  <hewimp> i do not see any heightmap save can i create one from game ?
19:14:23  <sim-al2> I suppose you want to keep the cities and other stuff that already exist right?
19:15:13  <hewimp> City do not matter
19:15:18  <sim-al2> The reason why I say "Safe way" is that adding newGRFs to an already running game in the past caused so many problems that it was disabled
19:15:21  <hewimp> its the senaro i made
19:15:55  <hewimp> Drew a Map wanted to add Mods has 0 atm
19:16:04  <sim-al2> With the scenario editor?
19:16:11  <hewimp> yes
19:16:18  <hewimp> can play it
19:16:24  <hewimp> just wanted to add Mods
19:16:52  <hewimp> Drew the Falcon so wanted to keep it
19:17:25  <sim-al2> In the scenario editor, there's an option to save the map as a heightmap, and then you can reimport it
19:17:39  <sim-al2> (after you change the newGRFS)
19:19:18  <hewimp> so add Grf and Inport  a Map ?
19:20:15  <sim-al2> Yes
19:23:43  <sim-al2> The dangerous way (as far as possibly causing all kinds of interesting things to happen) is to enable the scenario developer tools:
19:24:51  <sim-al2> That will let you change newGRFS in an existing game, but of course that carries the risk of causing trouble
19:32:51  <hewimp> Sweet thanks
19:33:00  <hewimp> can even resize the map if i want
19:35:12  <andythenorth> stuff _will_ break if you add/remove newgrs
19:35:15  <andythenorth> newgrfs *
19:35:27  * andythenorth does it all the time
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19:38:15  <supermop> i should build a drinks trolley that is a trolley
19:38:50  <supermop> i wonder if my landlord will be adverse to me installing a 1-foot gauge tramway in my apartment floor
19:39:20  <supermop> or if i can install said tramway without arousing suspiscion
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19:54:31  <V453000> Day9 playing factorio :0
19:58:34  <Alberth> :)
20:00:30  <V453000> shit is getting some attention :)
20:32:55  <Alberth> andythenorth:    just 25 tiles distance, too close?
20:33:29  <andythenorth> I need to write an algorithm that automotically sets these conflicting types per economy
20:33:37  <andythenorth> ‘algorithm’ :P
20:33:47  * andythenorth has never written an algorithm in his life
20:34:06  <andythenorth> what even is an algorithm?
20:34:36  <Alberth> it's just a receipe to solve a problem
20:35:27  * andythenorth has been writing code for 30 years :P
20:35:30  <andythenorth> does that count?
20:35:55  <Alberth> if it ever solved a problem, sure :)
20:36:56  <Alberth> in general though, people publish it as a stand-alone solution to a problem , and they derive properties like speed and scalability
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20:37:45  <Alberth> and usually the problem is well-defined and occurs often
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20:43:35  <Rubidium> andythenorth: have you ever made a flow chart of something?
20:43:43  <andythenorth> often enough
20:44:52  <Rubidium> so, you've made algorithms. After all, a flow chart is a step-by-step "instruction" for doing something as is an algorithm.
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21:01:21  <supermop>
21:03:03  <andythenorth> did V453000 make that?
21:03:07  <supermop> other questions aside, why does this funicular have overhead electrification?
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21:11:44  <V453000> fak
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21:17:42  <supermop_> i seem to have quit?
21:20:43  <sim-al2> I assume they are using the traction motors to move the car, but with the benefit of being more or less balanced
21:28:31  <supermop_> seems like a lot of expense to hang wires just to power the lights
21:29:21  <sim-al2> Dual pantographs too, I'm sure it's either for the track brakes or traction motors
21:30:19  <sim-al2>
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21:32:52  <supermop_> yeah, saw that one - first funicular level crossing i've seen
21:33:11  <supermop_> foreground line seems to missing its cable
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21:34:05  <sim-al2> Yeah, I think the cables are tethered to the car though, check the near car, there's a cable on the far side but not on the camera side
21:34:37  <sim-al2> Like this, cable doesn't appear behind the car:
21:37:01  <sim-al2> Check this out, cable is definetly tethered to the car end:
21:37:34  <sim-al2> The cable line is technically two different lines, it might have been out of service at the time of that photograph
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21:37:41  <sim-al2> *one might have been
21:39:35  <sim-al2> Hmm, 200V overhead though...
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21:43:34  <sim-al2> The cars have full electric lights including headlights, and it does have a grade crossing, so I guess that's why it's an overhead collector. Some have automated announcments and other modern stuff too
21:44:09  <sim-al2> Apparently, there was a seperate "communication line", and so the electric overhead is actually offset
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21:51:52  <supermop_> well i've certainly wasted plenty of time at work today reading about odd bits of transit infrastructure around osaka
21:52:21  <sim-al2> Did you read about the Kobe Portliner?
21:54:16  <sim-al2> Rubber-tire transit systems seem more popular in Japan as "real" transit, while outside of East/Southeast Asia they are basically just airport people movers (I'm excluding the French rubber tire metros here, because of major differences)
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21:56:11  <supermop_> mexico df metro is all rubber tired
21:56:24  <supermop_> and pretty much a "real" metro
21:56:31  <sim-al2> Yeah, Montreal too
21:56:40  <sim-al2> And a bunch of French cities
21:57:29  <supermop_> got stuck on these after reading about some linear motor metro lines in osaka
21:57:38  <sim-al2> For the most part, they have rails for guidance and protection against blowouts, while the transit stuff are more bus like
21:57:56  <sim-al2> Wait, they've got linear motor stuff too?
21:58:02  <supermop_> which i got to by wodering if it would be easier to make a tiny toy monorail with a linear motor
21:58:32  <supermop_> similar to bombardier art systems
21:59:14  <sim-al2> Here's the portliner gear:
22:00:56  <sim-al2> I mean, there's certainly advantages, like better traction and braking, and easier to have good riding characteristics, but those tires can't be cheap (and have much more friction)
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22:04:14  <sim-al2> I know the Paris system was developed to reduce noise on the above-ground lines, but they have higher running costs than the regular system
22:04:40  <supermop_> in mexico i don't know the reason,
22:05:02  <supermop_> but they don't have much ice there ever despite the high elevation
22:05:22  <sim-al2> Wow, the Portliner has a three-phase third rail system
22:05:32  <sim-al2> *well, 5th rail
22:05:37  <supermop_> i think it is a function of the time it was built
22:06:31  <supermop_> hmm hour to kill until dinner reservation,
22:06:31  <supermop_> last one in the office
22:06:34  <supermop_> but too hungry for beer
22:06:55  <sim-al2> You can see the rails on the right here:
22:07:36  <sim-al2> Apparently it's only 600 volts, but still, I've never read about a three-phase system that doesn't use overhead
22:07:56  <supermop_> interesting center shunt there
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22:08:19  <sim-al2> The coupler, or the track?
22:09:35  <supermop_> lay-up track
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22:12:25  <sim-al2> Yeah, I assume it's for storage, as the line isn't really long enough for turn-back schedules
22:14:17  <supermop_> ok enough reading about trains for now, going to go get a beer and snack
22:14:58  <supermop_> still need to build a tramway in my apartment
22:17:04  <supermop_> later
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22:21:50  <Wolf01> 'night
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