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Log for #openttd on 9th September 2016:
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00:11:46  <Samu> darn, this whole deal of docking tile stuff is a bit more complex than I thought
00:14:12  <Samu> but i think my patch is ready to deal with it
00:14:17  <Samu> let me confirm
00:15:02  <Samu> yup, it's fine after all lol
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06:52:55  <Wolf01> o/
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09:37:37  <Samu> hi
09:37:55  <Samu> [img]http://i.imgur.com/cpv5u2G.png[/img]
09:38:36  <Samu> the profit impact is real!
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09:39:27  <Samu> I picked a savegame of NoCAB, loaded it in 2051
09:40:15  <Samu> he uses only aircraft, mostly traveling on diagonal directions (horizontal, vertical lines on the image)
09:40:42  <Samu> from 2051 to 2052, the difference was that I applied the speed penalty patch
09:40:57  <Samu> the difference is very noticeable
09:42:10  <Samu> _dp_:
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09:59:38  <Samu> @calc 239351858/(179279987*(36294815/35171650))
09:59:38  <DorpsGek> Samu: 1.29375829329
10:01:48  <Samu> @calc (239351858/36294815)/(179279987/35171650)
10:01:49  <DorpsGek> Samu: 1.29375829329
10:02:05  <Samu> orly
10:02:59  <Samu> @calc (239351858-36294815)/(179279987-35171650)
10:03:00  <DorpsGek> Samu: 1.40905826288
10:15:23  <Samu> strange, train testing in a real in-game environment doesn't seem to have much of a penalty, if any
10:15:32  <Samu> in the profits
10:18:30  <Samu> there was a penalty, but very subtle
10:19:58  <Samu> @calc (180786210-5511366)/(176808026-5511366)
10:19:58  <DorpsGek> Samu: 1.02322394377
10:20:07  <Samu> 2%
10:29:24  <Samu> chimaera trains are too fast perhaps?
10:33:10  <Samu> calc (241119448-35068799)/(179279987-35171650)
10:33:15  <Samu> @calc (241119448-35068799)/(179279987-35171650)
10:33:15  <DorpsGek> Samu: 1.42983156485
10:34:05  <Samu> still below 1.50
10:34:36  <Samu> it's a good sign
10:45:21  <Samu> @calc (109887737-9267827)/(97145395-9274227)
10:45:21  <DorpsGek> Samu: 1.14508447185
10:46:06  <Samu> ship profit penalty
10:46:20  <Samu> ~14%
10:48:18  <Samu> road vehicle penalty should be non-existant, but let me test
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10:58:40  <Samu> @calc (44634735-5566687)/(44587023-5566467)
10:58:41  <DorpsGek> Samu: 1.00121710208
10:58:57  <Samu> hmm... why?
10:59:31  <Samu> 0.1% penalty, almost negligible, but it's still there :(
11:06:02  <Samu> maybe town growth patch is affecting it?
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11:23:37  <Samu> @calc (44634735-5566687)/(44634735-5566687)
11:23:38  <DorpsGek> Samu: 1
11:23:55  <Samu> heh, town growth patch was skewing results
11:37:38  <Samu> @calc (241119448-35068799)/(178984575-35172755)
11:37:39  <DorpsGek> Samu: 1.43277964913
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11:46:31  <Samu> @calc (180786210-5511366)/(176808024-5511366)
11:46:31  <DorpsGek> Samu: 1.02322395572
11:50:25  <Samu> i don't get the train penalty
11:50:36  <Samu> how's the profit formula for trains?
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11:56:57  <Samu> @calc (79316844-6440028)/(77346567-6440028)
11:56:57  <DorpsGek> Samu: 1.0277869577
12:06:42  <Samu> @calc (105572281-6743636)/(101032310-6743636)
12:06:42  <DorpsGek> Samu: 1.04814969611
12:06:53  <Samu> 4.8%
12:07:05  <Samu> this is really strange, I must be missing something
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12:48:36  <Samu> @calc 35506/35534
12:48:36  <DorpsGek> Samu: 0.999212022289
12:48:48  <Samu> @calc 35534/35506
12:48:49  <DorpsGek> Samu: 1.00078859911
12:48:53  <Samu> uhmm...
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12:52:33  <Samu> @calc (6351757-377283)/(6056535-377283)
12:52:33  <DorpsGek> Samu: 1.05198254981
12:53:20  <Samu> quite honestly, I was expecting a higher profit penalty for trains with the speed penalty patch
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13:33:25  <Samu> something's not quite right on my testings
13:35:39  <Samu> gonna wait 5 years to refresh the timetables and cargo values
13:35:55  <Samu> will look again at the profit on the 6th year
13:36:09  <Wolf01> <Samu> something's not quite right on my testings <- the execution state
13:36:42  <Samu> ah, interesting
13:37:10  <Wolf01> You focus too much on a single value without even thinking if that breaks other 100 things
13:37:36  <Samu> i am trying to figure out what it is
13:38:14  <Samu> i think 5 years is enough for every vehicle to restart their routes from order 1
13:38:35  <Samu> loading unpatched savegames might be a bad idea
13:38:47  <Samu> it is using old data
13:40:37  <Samu> if by then train profit is still barely changed, then I don't really know what went wrong
13:40:57  <supermop> yo
13:42:14  <Samu> feels like trains have a different profit formula than the other vehicle types
13:44:31  <Samu> hi supermop
13:44:53  <supermop> i don;t think i every notice individual vehicle profit
13:45:30  <supermop> once i can afford more than one line, the cash flow is such it rarely makes sense to examine
13:49:05  <Samu> okay, i can't really test this like I'm doing
13:49:24  <Samu> industries close on one of the samples, but not on the other
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14:27:38  <Alberth> o/
14:33:10  <supermop> yo
14:35:43  <Wolf01> o/
14:35:59  * Wolf01 is bored, thinks about bed
14:37:02  <supermop> isn't it like 4 pm in italy?
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14:37:21  <Wolf01> Yes
14:46:05  <supermop> donut time
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15:00:00  <Samu> does the cargo lose value if they wait too much at stations without being loaded?
15:00:20  <FLHerne> Samu: No
15:00:42  <FLHerne> If you leave it for a long while, it evaporates
15:00:42  <Flygon__> Your ratings tank tho
15:00:44  *** Flygon__ is now known as Flygon
15:00:48  <Flygon> That too
15:01:17  <Samu> well, then... i have no idea what's wrong
15:02:51  <Samu> when delivering cargo, payment isn't always the same
15:02:53  <FLHerne> "Every 2.5 days station ratings are computed; ratings can't change by more than 2 points per cycle, except after crashes."
15:03:28  <FLHerne> Crashes lose 63 %points
15:04:05  <FLHerne> So, if you had a station with a rating <35%, you could improve the rating by crashing a vehicle next to it
15:04:33  <FLHerne> Gah, not explaining right
15:05:01  <FLHerne> If you increase the service suddenly, you can cause the rating to improve faster than it normally would in the short term
15:05:28  <FLHerne> No, that was a totally useless idea
15:07:30  <Samu> ships profit behave as i expected, road vehicles too, aircraft too, but trains... their profits are barelly changed with the speed penalty
15:08:02  <Samu> I don't understand
15:08:26  <Alberth> from  100 to 120  is not a big change in time
15:08:38  <Alberth> from 10 to 30 is much bigger
15:09:55  <Alberth> ie at slow speeds, the relative impact of a faster vehicle counts much more than at high speeds
15:10:01  <Samu> i saw trains with penalties ranging from 2% to 5%, of course the testing conditions are quite varied, but
15:10:43  <Samu> aircraft got a penalty from 37% to 41%
15:10:50  <Alberth> 10km/h -> 20km/h  is a speedup of 100%
15:11:04  <Alberth> 100km/h -> 110km/h is just 10%
15:11:31  <Samu> ship penalty got a penalty  of about 14%
15:11:46  <Alberth> so if your relative fast train is faster or not doesn't make a large difference
15:11:47  <Samu> road vehicles - no change, as I intended
15:13:56  <Samu> i know it depends a lot on how many diagonals are there on the routes, but still.... 2%-5% is quite low
15:14:05  <Samu> but i see
15:14:16  <Samu> trains are already fast
15:14:26  <Samu> aircrafts are also faster
15:14:41  <Samu> but got a much bigger impact on their profit
15:15:53  <Samu> brb let me check my code
15:16:03  <Alberth> same cargo?
15:16:17  <Alberth> cargo can also modify the impact on being late
15:16:31  <Samu> er, not really, just loaded an old save and let it run for a few years
15:16:46  <Samu> then compared with 1.6.1
15:16:49  <Samu> the same savegame
15:17:37  <Samu> but i understand that it needs at least a full complete schedulle for every vehicle to refresh cargos values to the new speeds
15:18:28  <Alberth> that would make sense, cargo departure and arrival times are stored and used in these calculations
15:19:15  <Samu> return (this->type == VEH_TRAIN) ? (this->direction & 1) ? speed * 3 / 4 : speed / 2 : speed * 3 / 4;
15:19:24  <Samu> this is for trains and road vehicles
15:19:32  <Samu> return (this->direction & 1) ? speed : speed / 2;
15:19:37  <Samu> this is for ships and aircraft
15:21:12  <Samu> seems that the problem is there at "speed / 2" - trains on diagonals
15:22:09  <Samu> this alone makes the trains have equivalent travel times, but then, the profit formula... seems to be negating my effort
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15:24:57  <Alberth> there is also a distance involved in payment, afaik
15:25:30  <Alberth> the route of the train has nothing to do with that
15:25:51  <Alberth> the route only affects how fast the train arrives at the destination
15:34:37  <supermop> V453000: can't decide what kind of reflected enviroment to use rendering some chrome products
15:34:51  <supermop> white room seems too boring
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15:36:40  <supermop> also maybe not worth using vray for this. plain curvey chrome seems to render just fine with built in rendered
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15:47:00  <Samu> must think
15:54:13  <Samu> get transported goods income seems to have two different returns
15:54:25  <Samu> GetTransportedGoodsIncome seems to have two different returns
15:54:27  <Samu> oops
16:08:47  <Samu> time to build a new map t.t
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16:40:06  <Samu> @calc 35600/23160
16:40:06  <DorpsGek> Samu: 1.53713298791
16:40:40  <Samu> @calc (35600-1063)/(23160-1063)
16:40:40  <DorpsGek> Samu: 1.56297234919
16:41:09  <Samu> hmm dont know what to think
16:43:45  <_dp_> Samu, try google, it can calculate stuff without spamming the channel ;)
16:46:23  <Samu> @calc (((35600-1063)/6)*4)/(23160-1063)
16:46:24  <DorpsGek> Samu: 1.04198156613
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17:05:18  <Samu> aircraft completed 7 voyages with speed penalty, vs 10 voyages, in 1 year
17:06:37  <Samu> income per voyage is 63394/7 and 91507/10, running costs is -4206 for both
17:09:41  <Samu> aproximately an impact of ~1,47
17:10:32  <Samu> meh ima give up on this
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18:18:31  <V453000> supermop: usually some HDRI map applied to the environment/dome
18:18:32  <V453000> oh
18:18:34  <V453000> seriously? :D
18:18:50  <V453000> it takes me 5 hours to reply and he leaves a second before I do
18:18:53  <V453000> G_G
18:19:39  <supermop_> hdri of what tho i cant decide - all of the cool ones are too cool
18:19:49  <supermop_> rendering a towel hook for a bathroom
18:20:10  <V453000> ah, here he is :> hello
18:20:14  <supermop_> hdri of some beautiful european street maybe too excessive
18:20:36  <V453000> well depends, you can always blur the environment to make it less specific
18:20:44  <supermop_> was using one of the grand hall at metropolitan museum of art
18:21:32  <supermop_> what i need is a 360 degree hdri of the inside of a boring bathrooom
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18:28:53  <V453000> or just slap some photo you like on a half-dome
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18:39:30  <V453000> http://us2.factorio.com/assets/img/blog/fff-155-pipes-and-pump.gif in the last months I learned that making a tileset for pipes like this is utter hell ... but compared to making tracks for openttd it's still awesome :D
18:40:30  <supermop_> V453000: i read that as 'slap some photo like of you'
18:40:51  <supermop_> i think thats what i should do - my face as environment dome
18:40:52  <V453000> that's optional supermop_ :P
18:41:24  <supermop_> embarassing - i forgot how to set a folder to show file extensions
18:44:18  <Samu> sum of all the sublocations of each track that a vehicle steps into, to get the total distance travelled
18:45:14  <V453000> supermop_: I just use total commander for that
18:45:18  <V453000> but I guess you could google it :P
18:46:08  <supermop_> i had to google it
18:46:10  <Samu> or just the sum of diagonal directions~
18:46:19  <supermop_> something i've done 1000 timess tho
18:47:32  <V453000> XD
18:47:35  <Samu> adjusting profit formula may an alternative
18:47:57  <Samu> an alternative to the speed penalty
18:48:29  <Samu> Altered Manhattan perhaps
18:49:53  <Samu> but road vehicles will suffer
18:52:19  <Samu> will openttd ever have diagonal roads?
18:52:30  <Samu> i heard u guys talking about notroadtypes
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18:53:28  <Samu> make roads more like another rail type, rail of type road, then put all road vehicles there? :p
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19:00:01  <andythenorth> o/
19:00:02  <Alberth> o/
19:00:03  <Wolf01> o/
19:00:21  <Wolf01> I suspect we bot were waiting for this
19:00:25  <Wolf01> *both
19:00:44  <andythenorth> :P
19:00:47  <andythenorth> both are bots?
19:05:14  <Wolf01> Any improvement with NRT?
19:05:36  <andythenorth> nothing so far
19:06:09  <andythenorth> I will poke at nml…but life
19:06:39  <Samu> so i was thinking of this formula I'm inventing
19:06:59  <Samu> it's based on DistanceManhatan
19:07:10  <Samu> 	const uint dx = Delta(TileX(t0), TileX(t1)); 	const uint dy = Delta(TileY(t0), TileY(t1)); 	return dx + dy;
19:07:17  <Samu> instead of return dx + dy
19:07:49  <Samu> it would be return dx + dy + Delta(dx, dy);
19:09:55  <Samu> or maybe - Delta(dx, dy)
19:10:03  * andythenorth ponders
19:10:03  <Samu> have to think this better
19:10:18  <andythenorth> could we reduce the inertia to forks and patches?
19:11:11  <andythenorth> assumes git, sadly https://github.com/koppen/redmine_github_hook
19:12:06  * andythenorth can’t find a hghub
19:13:49  <Samu> is this a known formula, or did i make it up?
19:14:01  <Samu> trying to google and can't get anything similar
19:14:53  <Wolf01> Are you just adding numbers or it has some sense?
19:15:55  <andythenorth> looks like first order differentiation
19:16:02  <andythenorth> as far as I can remember from 20 years ago
19:16:05  <andythenorth> Eddi|zuHause will know
19:16:54  <Wolf01> isn't it just 2*dx+dy?
19:17:21  <Wolf01> Oh, no, it has different vars
19:17:21  <Samu> return dx + dy - Delta(dx, dy);
19:17:48  <Samu> I am "shortening" the distance because vehicles go faster on diagonals
19:18:15  <Samu> when calculating payment, the distance it gets is smaller
19:18:30  <Samu> but i am also wondering if this makes any sense
19:18:44  <Wolf01> So, you are changing the distance when the problem is the speed?
19:18:53  <Samu> yes
19:20:19  <_dp_> Wolf01, who said speed is the problem? ;)
19:21:25  <_dp_> It all depends on what metrics you consider to be right :p
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19:25:02  <Samu> A(1, 1)
19:25:08  <Samu> B(1,2)
19:25:24  <Samu> dx = 0, dy = 1
19:25:33  <Samu> 0+1-1 = 0
19:25:40  <Samu> RIP formula
19:30:10  <Samu> really bad formula, heh i'm noob
19:30:30  <_dp_> Samu, did even read that payment topic? There are bunch of formulas already
19:31:23  <Samu> gonna read
19:31:45  <Samu> i saw them, but at the time i was focused on speed penalty, didn't give much credit
19:33:11  <oftcrash> Anyone familiar with graphviz?
19:34:31  <oftcrash> I'm getting the following error when compiling FIRS locally when its trying to generate the SVG:
19:34:33  <oftcrash> *** [html_docs] Segmentation fault: 11
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19:40:15  <andythenorth> what OS etc?
19:42:35  <Samu> I read that floating values are bad for multiplayer
19:43:09  <oftcrash> Mac OS 10.9.5
19:43:50  <oftcrash> python 2.7.5
19:44:16  <oftcrash> I used brew to install graphvis
19:44:37  <oftcrash> it looks like its creating the docs/cargoflow.dotall file
19:44:49  <andythenorth> I’m on 10.10.5 with graphviz from macports
19:44:53  <andythenorth> hmm
19:45:16  <oftcrash> I might have ports installed too. I'll try uninstalling and reinstalling
19:47:16  <oftcrash> or not. I seem to have uninstalled it
19:47:31  <oftcrash> the homebrew copy seemed up to date though
19:47:47  <oftcrash> maybe its something in 10.9
19:47:55  <andythenorth> my experience, don’t have macports and brew both trying to manage ports :)
19:48:04  <andythenorth> causes trouble
19:48:16  <oftcrash> yeah, I think that's why I got rid of macports - it was a few years ago
19:49:14  <andythenorth> oftcrash: does it work with vanilla FIRS?
19:49:24  <andythenorth> just wondering if it’s the file, or graphviz
19:49:49  <oftcrash> good question, Let me check
19:50:36  <andythenorth> there appears to be this http://www.graphviz.org/Download_macos.php
19:53:24  <oftcrash> Ah so they do show different versions
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19:54:10  <oftcrash> Why can't they just list the numeric version instead of the silly animals
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19:57:22  <andythenorth> oftcrash: http://www.webgraphviz.com/ :P
19:57:41  <oftcrash> doesn't work with vanilla firs either
19:58:08  <oftcrash> hah, nice
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20:00:17  <andythenorth> ah
20:00:24  <andythenorth> oftcrash: does the python compile work? o_O
20:00:33  * andythenorth is curious, because it’s a python 3 build
20:02:16  <oftcrash> yeah, the NML compiles
20:02:32  <andythenorth> interesting
20:02:34  <oftcrash> I have python 3 as well, but I haven't tried the make in that
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20:02:59  <oftcrash> though I've messed with it so much, it may be defaulting to 3 now
20:03:03  <oftcrash> I set it up a while ago
20:03:21  <andythenorth> what happens if you type ‘python’?
20:03:31  <oftcrash> in fact... yeah, it is 3. I've been using the latest NML
20:03:35  <andythenorth> or ‘which python'
20:03:52  <oftcrash> python takes me to 2.7.5
20:03:55  <andythenorth> might be you’re encountering this http://www.graphviz.org/mantisbt/view.php?id=2486
20:03:57  <andythenorth> maybe
20:03:58  <andythenorth> dunno
20:04:14  <oftcrash> python3 is my command line for 3 (obviously)
20:04:21  <oftcrash> I got it to run in the web interface
20:04:39  <oftcrash> but I had to remove all the pound signs in front the <TR> tags
20:05:34  <oftcrash> Its enough for now at least :) - I have to look at my whole setup again. I haven't reimaged this machine in 4 or 5 years. Might be time
20:06:00  <andythenorth> not sure that the python linking is relevant for FIRS, seems we don’t import the python graphviz module
20:06:42  <andythenorth> what does ‘gvpr -V’ report?
20:08:07  <oftcrash> hmm, that's 2.28.0
20:08:14  <oftcrash> I'm going to redownload the one from the site
20:08:30  <andythenorth> I have 2.38.0 although that may not be relevant
20:09:24  <oftcrash> still going to update
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20:12:19  <oftcrash> ugh, diaper (nappy?) duty. Back in a few
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20:30:24  <oftcrash> I think I finally got it
20:30:42  <oftcrash> 2.28 didn't want to go away, but I finally got 2.36 installed and that seems to work
20:30:55  <andythenorth> \o/
20:31:45  <oftcrash> I got my great cats confused - installed for leopard instead of mountain lion.
20:35:17  <oftcrash> yup, confirmed - it works! Thanks for walking me through it - I should have caught that
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20:36:00  <andythenorth> np
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20:54:16  <andythenorth> bed
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22:01:10  <_dp_> subtile coords for n-s zigzag road http://imgur.com/a/51eyF
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22:02:23  <_dp_> s to n 18 straight + 7 diagonals, n to s 14 + 9, not counting repeated frames (adds +2 to both)
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22:23:05  <_dp_> creatively duplicating frames may help though, adding 0, 2 to first pair and 4, 0 to second
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22:25:19  <_dp_> duplicating without changing direction will probably look bad though
22:29:07  <_dp_> guess there is no way to fix it without changing states
22:31:51  <_dp_> on a bright side doesn't seem to need a savegame conversion if amount of frames is not reduced
22:48:38  <Wolf01> 'night
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23:16:01  <Samu> 18+7 = 25
23:16:06  <Samu> 14+9 = 23
23:17:41  <Samu> 18+7+2+2 = 29
23:17:50  <Samu> 14+9+2+2 = 27
23:18:05  <Samu> 29/27 was the result i observed with naked eye
23:18:21  <Samu> i bet the other direction is 28/28
23:18:29  <Samu> _dp_:
23:21:29  <Samu> 18+7+2+2 = 29 is the result I consider "best"
23:21:46  <Samu> if you're going to fix something, try to get 29
23:24:34  <Samu> oops, nevermind
23:24:42  <Samu> i'm sorry, got confused
23:25:15  <Samu> I'm looking at these times: https://imageproxy.tt-forums.net/56ed8925a6fb647278987afc2a301d72c334d541/687474703a2f2f692e696d6775722e636f6d2f514d5a34576f562e706e67
23:27:40  <Samu> erm, i was actually right, confused by my own confusion
23:27:47  <Samu> try to get 29, indeed
23:28:30  <_dp_> Samu, what's so good about 29?
23:28:37  <Samu> travel time parity
23:28:51  <Samu> with NE - SW and NW - SE
23:29:23  <_dp_> Samu, it's one of your patched versions?
23:29:35  <Samu> yes, but didnt touch the road vehicles
23:29:39  <Samu> let me get the original
23:29:58  <Samu> https://imageproxy.tt-forums.net/77ff55f0a58d4a1d2de410cec373f1cb25f5c1b4/687474703a2f2f692e696d6775722e636f6d2f58736f476f6c712e706e67
23:30:24  <Samu> that is of 1.6.1
23:32:30  <_dp_> Samu, curiously enough 29 turn is indeed of the same length as two straight tiles
23:33:03  <_dp_> Samu, though it only proves how broken it is, definitely shouldn't be that way
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