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Log for #openttd on 21st October 2016:
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05:30:32  <Knogle> Today is the tomorrow you worried about yesterday.
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05:57:48  <SpComb> yesterday was international "reboot your Linux" day, today is the "you should really upgrade and reboot your Linux if you haven't yet" day
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06:21:46  <Alkel_U3> oh snap, haven't done that for half a year on my server
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08:02:16  <Alberth> o/
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08:34:41  <Wolf01> o/
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08:47:18  <Alberth> o/
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10:29:19  <goodger> \o
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10:47:01  <Wolf01> Do somebody knows how I could see what the garbage collector is doing in VS? I would like to get rid of some useless instances which are released after some times, but I don't know what they are, as the GC only shows an indicator in the graph
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11:00:46  <Eddi|zuHause> if you're ever trying to influence what the GC is doing, you're probably not using GC right...
11:00:56  <Ethereal_Whisper> I'm trying to learn how to deal with quad track
11:01:18  <Ethereal_Whisper> Seems double track gets too saturated and jams if I go with a map bigger than 256x256
11:01:27  <Eddi|zuHause> so, either you shouldn't worry about what GC is doing, or you shouldn't be using GC at all
11:02:17  <Eddi|zuHause> Ethereal_Whisper: first rule of quad track: do not have X crossings between tracks of the same direction
11:02:28  <Ethereal_Whisper> Of course :)
11:02:34  <Ethereal_Whisper> Right now I'm trying to build my first SLH
11:03:13  <Eddi|zuHause> second rule: have priority signals in a way that once a train is on the main line, it never needs to stop
11:03:33  <Wolf01> Eddi, I should be using a "using()" construct somewhere, but I missed it
11:03:42  <Ethereal_Whisper> http://i.imgur.com/rplwhez.png Eddi|zuHause
11:03:51  <Ethereal_Whisper> Merger built with basic priority signaling so far
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11:04:04  <peter1138> Your code analyzer should tell you about a missing using()
11:04:17  <Ethereal_Whisper> Now I just have to figure out the split
11:04:23  <Wolf01> Ethereal_Whisper, you know double bridges like that are almost useless?
11:05:03  <Alberth> it preserves block length
11:05:12  <Ethereal_Whisper> Really? I've always built with the philosophy of always doubling bridges/tunnels (unless it's right before a pickup station such as a primary that produces 2 kinds of cargo, then it doesn't matter)
11:05:30  <Wolf01> Alberth, only if trains slow down
11:05:58  * peter1138 grumbles about signals being too close
11:06:01  <Eddi|zuHause> i'm not really a fan of 2-tile signals
11:06:03  <peter1138> AESTHETICS!
11:06:06  <peter1138> hah
11:06:13  <Alberth> also if they are close after each other
11:06:40  <Alberth> but a bridge should be long enough to contain an entire train then
11:06:46  <Wolf01> Eddi|zuHause, I think that the GC is disposing all those vectors I create to calculate things
11:06:47  <Alberth> peter1138:  +1
11:07:31  <Eddi|zuHause> Wolf01: i don't think your problem is with the GC
11:07:34  <Wolf01> It only tells me about "small object heap allocation"
11:07:59  <Alberth> Ethereal_Whisper: Priority length seems a bit short
11:08:00  <Wolf01> My problem is with memory, because I still keep instances which could be destroyed asoon after use
11:08:43  <Ethereal_Whisper> Alberth, it's 1950; I'm using the NUTS train set and use the "Strong" class for cargo. The basic priority seems to do okay since the strong class has very high acceleration
11:08:57  <Alberth> ok
11:09:15  <Eddi|zuHause> Ethereal_Whisper: i'd maybe consider having the bridge on the side line instead of the main line, but other than that, what exactly is your problem here?
11:09:15  <Alberth> well, it depends on how much freight it carries :p
11:09:35  <Ethereal_Whisper> Eddi|zuHause, none really, just kind of thinking out loud in the channel
11:09:54  <Alberth> ah, a third andy :)
11:10:13  <peter1138> Wolf01, which code analyzer do you use?
11:10:22  <Wolf01> VS default one
11:10:44  <Wolf01> Debug->profiler
11:11:25  <Ethereal_Whisper> http://i.imgur.com/7gwiqf7.png so you think something like this for the merge?
11:11:48  <Ethereal_Whisper> (I'll extend the merger onto the southern track, I just realized it's shorter than TL
11:12:17  <Alberth> not sure that merger would work
11:12:29  <Alberth> at least for balancing between the lines
11:12:36  <Ethereal_Whisper> Yeah, it's not balanced
11:13:16  <peter1138> That's not code analysis
11:13:53  <Alberth> but not sure how to do this stuff, I typically just add a junction directly at the main line
11:14:01  <peter1138> It's all on the Analyze menu.
11:14:07  <Eddi|zuHause> Wolf01: a profiler is dynamic, meaning it watches the code as it runs. a code analysis is static, meaning it looks at the code without running it
11:14:08  <peter1138> Alt-F11 by default apparently.
11:14:11  <Alberth> but given that I use breakdowns, it doesn't matter much
11:15:56  <Wolf01> I use the code analisys sometimes, but usually it tells me only if I implement an interface twice or if I hide a base class method
11:19:17  <Ethereal_Whisper> http://i.imgur.com/hDjeil0.png I suppose I'll have to roll like that... I don't think it's useful to double the west-south bridge at the moment
11:22:09  <Wolf01> Now it just tells me to make the Dispose() methods sealed and to call it with true or false to dispose managed resources
11:22:53  <Alberth> Don't you connect in both directions, ie outgoing from the sideline both to NE and SW ?
11:23:45  <peter1138> "Warning: EnsureLocalDisposalRule: This disposable local is not guaranteed to be disposed of before the method returns. The solution: Use a 'using' statement or surround the local's usage with a try/finally block."
11:24:11  <Ethereal_Whisper> Alberth, that particular side line is only a 2-way since it's the first hub of the game. North turns right to go east to the drop station, west turns left to go south back to the pickup station
11:24:11  <peter1138> (That's with gendarme within monodevelop, though)
11:24:52  <Wolf01> Warning: Modify 'GameObject.Dispose()' so that it calls Dispose(true), then calls GC.SuppressFinalize on the current object instance ('this' or 'Me' in Visual Basic), and then returns.
11:24:58  <Wolf01> I have some of these
11:25:44  <Wolf01> And I forgot to dispose 2 timers... but the object with the timers is not disposed while playing, so it wasn't that
11:27:18  <Wolf01> Also this Warning: Remove IDisposable from the list of interfaces implemented by 'Tank' and override the base class Dispose implementation instead.
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12:36:27  <Wolf01> Ok, seem that now the GC uses are really reduced, time to move on another thing
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13:19:15  <Ethereal_Whisper> 131 trains by 1959
13:19:18  <Ethereal_Whisper> I'm slacking
13:36:08  <Alberth> many of my games never get that far :)
13:39:43  <Ethereal_Whisper> My quad track main line is working extremely well :)
13:40:05  <Ethereal_Whisper> http://i.imgur.com/B8lJgkv.png
13:40:06  <Ethereal_Whisper> TRAINS
13:48:44  <supermop_> good morning
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14:21:03  <Wolf01> What. Is. The. Point. Of. Writing. Generic. Functions. If. "T". Is. Not. Accepted. As. Cast. ..
14:22:15  * Wolf01 goes to play with water to calm down
14:22:41  * Ethereal_Whisper offers Wolf01 a balloon
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16:05:25  <Wolf01> A question pops out... how do you use the decorator pattern in c#? I can't even make an example to work
16:15:53  <Wolf01> Do you need to decorate a base class on-the-fly? Because if you even try to pass it to another function you lose the decorated methods (you should pass with the base class interface as type because decorators could be used in any order and you don't know which is the last one)
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16:33:22  <Wolf01> Quak
16:33:26  <Alberth> quak
16:35:48  <supermop_> do frogs say quak in german?
16:35:58  <Wolf01> Bah, all I understood about the decorator design pattern is that it acts like the logistics part of a factory, you don't use the logistics part, and you just trash the box after it arrived to your home, you just need the content
16:38:23  <frosch123> moin
16:38:44  <frosch123> supermop_: yes, ducks and frogs are the same here
16:39:07  <supermop_> froschente?
16:40:13  <frosch123> s/are/do/ ?
16:40:19  <frosch123> go?
16:41:11  <frosch123> http://files.bos-fahrzeuge.info/vehicles/photos/c/7/1/9/1295-large.jpg <- supermop_: polente
16:45:24  <Wolf01> http://www.turismovallecamonica.it/sites/default/files/polenta-rezept.jpg <- polenta :D
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16:48:17  <andythenorth> o/
16:48:19  <Alberth> o/
16:48:37  <Wolf01> o/
16:48:43  <frosch123> o/
16:54:22  <andythenorth> is it done yet?
16:54:52  <Wolf01> What, life on Earth?
16:55:23  <andythenorth> or NRT?
16:55:26  <andythenorth> or Road Hog?
16:55:42  <Wolf01> Tank has priority, I need to put that in CV
16:56:10  <Wolf01> (55 hours of work this week)
16:56:15  <andythenorth> :o
16:56:21  <andythenorth> that’s like a job
16:56:25  <andythenorth> is it done yet? o_O
16:56:36  <Wolf01> About 20%, yes
16:57:21  <andythenorth> I have 3.5 trams left to draw
16:57:23  <Wolf01> There are tiles, tanks, tanks can move and shot, projectiles can break tiles and kill enemy tanks
16:57:58  <Wolf01> Everything done by hand.
16:58:49  <Wolf01> Framework just puts in the table the math and drawing functions and input handling
16:59:40  <Wolf01> I need to declare tile types as flags
17:00:43  <Wolf01> Nope... still don't know if concrete or bricks wall
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17:03:07  <Wolf01> Tile knows the projectiles which can damage it...
17:03:58  <Wolf01> But I would like to store it in projectile, but there's no distinction between tiles, it could even be wood
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17:04:53  <Wolf01> Eh... tile types are strings, weird old code
17:07:38  <andythenorth> http://programmingisterrible.com/post/139222674273/write-code-that-is-easy-to-delete-not-easy-to
17:07:48  <andythenorth> could do with more TL;DR
17:08:11  <andythenorth> “Write blog posts that are easy to delete” :D
17:11:42  <Wolf01> I need NotTileTypes
17:12:36  <Wolf01> Types are basically 4... TileVariations?
17:13:11  <Wolf01> And what if I want to extend it with modding?
17:17:30  <andythenorth> what do the tiles ‘do'
17:17:32  <andythenorth> ?
17:18:00  <Wolf01> Just obstacles and buffs
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17:18:26  <Wolf01> A road tile makes you go faster, a bush tile can hide an enemy tank
17:18:33  <andythenorth> do they have different behaviours?
17:18:51  <Wolf01> Wall tiles can be destroyed if you have the right projectile
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17:19:27  <andythenorth> are the behaviours determined by the tile, or by the other objects (tank, projectile, enemy tank)
17:19:28  <andythenorth> ?
17:19:29  <Wolf01> And water tiles can't be passed by tanks but you can shot over them
17:19:43  <Wolf01> Eh, a combination
17:19:59  <andythenorth> do you have specific object code on the tank, projectiles etc?
17:20:04  <andythenorth> or do you have a single game loop?
17:20:07  <Wolf01> Tiles tells what to do, tank/projectile how to do
17:20:52  <Wolf01> Each object has it's own code
17:21:16  <Wolf01> And there can be different types of the same object
17:21:24  <andythenorth> [without knowing anything more about it]…I would just give each tile a flag
17:21:40  <andythenorth> and the objects have to know which flags exist, and behave accordingly
17:21:49  <andythenorth> or you can define interfaces, and ducktype it
17:21:55  <andythenorth> but that’s a bit….frameworky
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17:23:44  <andythenorth> the object knows which tile it’s in…by collision detection?  Or by looking in the array?
17:23:44  <supermop_> newphone
17:24:36  <Wolf01> In collision detection, I could pass a closure to the collider to tell what to do with both tile and projectile
17:25:07  <andythenorth> that’s beyond my pay grade :)
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17:25:31  <andythenorth> you need to remove / change state for both objects I guess
17:25:35  <supermop_> what was the company that made N scale BR stuff in the 90s?
17:25:37  <supermop_> lima?
17:25:45  <supermop_> something like that
17:25:59  <andythenorth> Lima, Graham Farish
17:26:00  <Wolf01> I have some stuff from LIMA
17:26:05  <supermop_> maybe i'll try a shunting game
17:26:14  <frosch123> isn't lima the singer from neverending story?
17:26:28  <Wolf01> Limahl
17:26:32  <supermop_> but i need wagons shorter than the MK3 set i have from 1997
17:26:37  <frosch123> close enough :)
17:26:59  <andythenorth> ugh
17:27:04  <andythenorth> AV program needs to update :(
17:27:17  <andythenorth> I never trust AV updates, it’s such a perfect attack vector
17:27:35  <supermop_> anattack vector program needs to update?
17:28:25  <supermop_> andythenorth: whats good cute BR era rolling stock? something that looks like it rolled out of iron horse preffered
17:28:38  <andythenorth> supermop_: N scale?
17:28:44  <supermop_> yeah
17:28:57  <supermop_> to be shunted by a rail blue 08
17:29:03  <andythenorth> I should find my brother’s in a my parents’ loft
17:29:07  <andythenorth> -a
17:29:19  <andythenorth> supermop_: http://www.bachmann.co.uk/prod1.php?prod_selected=farish&prod=4
17:29:38  <supermop_> like the ore hoppers
17:29:39  <andythenorth> you want a bunch around this length
17:29:40  <andythenorth> http://www.bachmann.co.uk/image_box.php?image=images1/farish/373-776E.jpg&cat_no=373-776E&info=0&width=1500&height=990
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17:30:09  <supermop_> did they really keep using 2 axel trucks that late over there?
17:30:18  <andythenorth> tanker, cement tanker, speedlink van, speedlink open, brake van, steel carrier
17:30:23  <andythenorth> that’s a shunting game right there
17:30:24  <andythenorth> and yes
17:31:11  <supermop_> http://www.bachmann.co.uk/image_box.php?image=images1/farish/373-741A.jpg&cat_no=373-741A&info=0&width=1500&height=992
17:31:14  <supermop_> meat van
17:32:11  <supermop_> the couplers look so eggregious on these little wagons
17:32:21  <supermop_> weak pound means i should buy up
17:32:32  <supermop_> unless it's stronger than last week
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17:34:11  <andythenorth> supermop_: http://www.ebay.co.uk/itm/GRAHAM-FARISH-N-GAUGE-LARGE-SELECTION-OF-HOPPER-WAGONS-X8-/361700046109?hash=item543700b51d:g:3fUAAOSw6n5XvAqP
17:34:32  <V453000> github down?
17:34:41  <Milek7_> no
17:35:34  <supermop_> pikka should have 3d printed N gauge pineapples to sell as fundraiser
17:35:38  <andythenorth> DynDNS is getting DDoed
17:35:41  <andythenorth> DDoSed
17:35:45  <andythenorth> Github is patchy
17:35:49  <andythenorth> also other things
17:35:52  <andythenorth> supermop_: http://www.ebay.co.uk/itm/RAKE-GRAHAM-FARISH-GOODS-WAGONS-HEA-HOPPER-TANKER-HOPPER-N-GAUGE-TOTAL-4-BOXED-/322300821617?hash=item4b0aa04071:g:2PkAAOSw4shX-A6A
17:36:14  <andythenorth> dunno if they do international postage though
17:36:20  <andythenorth> supermop_: you still in NYC?
17:36:25  <supermop_> haha "british industrial sand"
17:36:28  <supermop_> yes
17:36:52  <supermop_> dad's in manchester on business atm though - if the post was fast enough he might catch it
17:37:11  <supermop_> but then he'd have to mail them to nyc domestic anyway
17:37:44  <andythenorth> http://www.ebay.com/itm/N-Scale-Graham-Farish-373-627-31-Ton-OBA-Open-Wagon-Plasmor-Blockfreight-/311702059065?hash=item4892e3f839:g:SJ8AAOSw8w1X4DWi
17:38:13  <Wolf01> http://thumbs1.picclick.com/d/w1600/pict/291723149028_/Lima-Car-Unloader-Set-w-cars-Transporter-Diesel.jpg I had this one from LIMA, but I think it's in pieces now, if even still at home
17:38:37  <Wolf01> Different livery but same set
17:40:32  <andythenorth> Wolf01: you had the UK engine?
17:40:38  <Wolf01> Maybe
17:40:56  <andythenorth> I had the car wagon, always wanted the ramp
17:41:27  <supermop_> http://www.ebay.co.uk/itm/Graham-Farish-2124-N-Gauge-7-Plank-Wagon-OCEAN-/272408373571?hash=item3f6ccde943%3Ag%3AN7gAAOSw8gVX-7E-
17:41:43  <supermop_> renumbering those so they didn't all say 918 would be a paint
17:41:45  <Wolf01> But I think it was a DB engine, at least from my memory
17:41:46  <supermop_> pain
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17:45:06  <andythenorth> supermop_: also those rinky-dink little wagons are annoying
17:45:28  <supermop_> derail?
17:45:35  <andythenorth> just aesthetically
17:45:36  <supermop_> hard to couple?
17:45:40  <andythenorth> dunno
17:46:04  <andythenorth> I can reship UK stuff to you if you need to, but you’ll get customs charges
17:46:08  <andythenorth> I assume
17:46:28  * Wolf01 goes full pizza
17:46:35  <Wolf01> Bbl
17:47:29  <supermop_> customs usually not bad from uk
17:47:56  <supermop_> was nice when i worked for a british company that sent containers to new york fortnightly
17:48:22  <supermop_> throw any ebay purchases from around EU in the container - free shipping
17:50:05  <supermop_> still seems like brio would be the best approach
17:53:04  <andythenorth> magnets are quite strong :)
17:53:12  <andythenorth> hard to uncouple ;)
17:53:40  <andythenorth> hmm no good forums today
18:01:18  <supermop_> andythenorth: electromagnetic brio?
18:02:36  <supermop_> yeah fora not too exciting
18:04:27  <supermop_> i wonder, while model MUs don't have distributed power
18:04:34  <supermop_> beyond cost i mean
18:04:41  <andythenorth> cost
18:05:07  <andythenorth> you mean propulsion?  Or power pickup?
18:05:39  <supermop_> my 158 has only 1 car powered, but whats to stop me from buying 4 sets and running only the powered cars in a rake
18:05:51  <andythenorth> nothing
18:06:16  <supermop_> 4x motors drawing 1/4 the power each shouldn't be a problem
18:06:17  <andythenorth> you don’t gain much that you wouldn’t gain by wiring all the dummy cars for pickup
18:06:45  <supermop_> i guess you lose seeing the little seats in the windows
18:07:18  <supermop_> 158 dummy car is so light, tends to derail when leading
18:07:55  <andythenorth> when I was a kid I used to dual motor trains
18:08:31  <andythenorth> buy two, cut the chassis in half, glue the parts to get a twin-motor and a dumy
18:08:47  <andythenorth> in retrospect that wasn’t a gain, compared to double heading them :P
18:08:48  <supermop_> for added power?
18:08:52  <andythenorth> for added power
18:09:03  <andythenorth> but actually the problem is usually power pickup
18:09:17  <andythenorth> and powered wheels have insulating traction tyres
18:09:34  <andythenorth> so would have been better to have two engines with one motor each, and wire them together
18:09:46  <andythenorth> but the main thing was MOAR POWER
18:09:57  <supermop_> http://www.ebay.co.uk/itm/Kato-7012-1D1-Truck-Set-Bogie-for-Powered-Car-DD13-Early-Ver-N-scale-ASY-/361745244193?hash=item5439b26021:g:ijMAAOSw0gdXS~vr
18:10:04  <supermop_> put these in every wagon
18:10:49  <supermop_> conducting emu style couplers
18:12:24  <andythenorth> yair
18:12:47  <andythenorth> is HEQS http://www.ebay.co.uk/itm/The-Construction-Vehicle-No-1-Fujimoto-FH-NK01-1-150-N-scale/351845072239?_trksid=p2047675.c100005.m1851&_trkparms=aid%3D222007%26algo%3DSIC.MBE%26ao%3D2%26asc%3D39695%26meid%3Daac229cbd4fb4150b0819f31ff39fe68%26pid%3D100005%26rk%3D4%26rkt%3D4%26sd%3D361745244193
18:13:31  <andythenorth> http://sunny-life.net/picture/other/fujimoto_tokushusharyou_1_i.jpg
18:14:50  <supermop_> capsule toys?
18:14:56  <andythenorth> pretty much
18:15:01  <andythenorth> “HEAVY EQUIPMENT"
18:15:06  * andythenorth should do some OTTD
18:15:33  <supermop_> shapeways -> etsy -> sell meatspace andy grfs
18:16:17  <andythenorth> that’s more for V453000
18:16:18  <supermop_> "i can't figure out how to fit my HO scale Bulk terminal in my living room!"
18:16:27  <andythenorth> V453000 should print the BRIX trains
18:16:33  <V453000> ._.
18:16:48  <supermop_> the box says "site unsuitable!"
18:16:51  <V453000> maybe eventually :P first need to actually finish them
18:18:21  <supermop_> http://theredcaboose.com/trains.htm
18:19:05  <supermop_> not many model shops left in manhattan
18:20:32  <supermop_> unless you want to pay out the nose at a boutique that imports obscure gundam models
18:23:24  <supermop_> hmmmm... i'd buy a BR large logo gundam
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18:35:49  <supermop_> firs iron ore mine has no snow
18:36:01  <andythenorth> FIRS iron ore mine has 99 problems
18:36:44  <ST2> already only with 2 digits? that's good :D
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18:38:03  <supermop_> if you're having snowline problems i feel bad for you son
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18:38:56  <supermop_> also has green grass in non-temperate climes
18:39:02  <andythenorth> yeah…
18:39:06  <andythenorth> that’s known :)
18:39:08  <supermop_> need some pixel pushing?
18:39:19  <andythenorth> needs a new one drawn
18:40:32  <supermop_> whole new mine?
18:40:46  <supermop_> using firs/chips style buildings?
18:41:06  <andythenorth> whole new mine
18:41:14  <andythenorth> Dan has drawn it twice already
18:41:20  <andythenorth> but neither version really worked
18:42:02  <supermop_> non square layout?
18:42:16  <andythenorth> probably
18:43:24  * andythenorth should play a game
18:43:29  <andythenorth> need a GS :)
18:43:35  <supermop_> yeah
18:45:05  <andythenorth> welshdragon speak any welsh?
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18:52:21  <andythenorth> Alberth: had any GS inspiration? o_O
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19:07:41  <supermop> hmm chips tiles could use some snow
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19:10:10  <andythenorth> I chose not to :)
19:10:18  <Alberth> not yet
19:10:23  <supermop> no snow in england
19:10:32  <andythenorth> they are very efficiently cleaned :P
19:11:15  <supermop> amazing how the staff got all of the slush out of the crevasse in the cobblestones even on top of this snowy mountain
19:11:41  <supermop> i can see where all my infrastructure maintenance money is going
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19:20:40  <andythenorth> yup
19:20:54  <andythenorth> 2 of 5 trams left to do
19:21:20  <andythenorth> supermop: 1 of the pax trams is Melbourne, 2 are Japanese
19:21:27  <andythenorth> you wouldn’t know at TTD scale mind
19:21:42  <andythenorth> the Brit theme has kind of collapsed for trams
19:22:00  <supermop_> use HK?
19:22:24  <andythenorth> :P
19:22:44  <supermop_> i guess melboune is the defacto standard bearer of commonwealth trams
19:23:13  <supermop_> but they never had double decker trams there, which seems essentially british practice to me
19:23:31  <supermop_> between london and hk
19:23:39  <supermop_> blackpool double deck?
19:24:45  <supermop_> melbourne tramways seem to embody the long dead north american systems
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19:28:13  <andythenorth> there were plenty of british trams to draw
19:28:17  <andythenorth> but they make no sense in game
19:33:34  <supermop_> aw man my 20 rake of sand up this mountain stopped at signal on incline for steam hauled empty ore train
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19:45:43  <Stannis> Could we get an admin on Server 1, Blue is being a dick and the bot is broken.
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20:28:19  <supermop> buying new steam in the 60s to save $
20:29:30  <supermop> hmm one vulcan not quite enough to pull 6 tile container train
20:30:19  <supermop> will do no more than 150 kmh after about 100 tiles of flat, straight track
20:30:44  <supermop> much of that in the 130-140 range
20:30:46  <Ethereal_Shiver> Put a second power unit at the back maybe?
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20:32:47  <supermop_> two 4 tile trains probably better for now
20:34:12  <supermop_> nothing else on this line yet, so no need to run at 160kmh for now
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20:35:42  <Ethereal_Shiver> Fair
20:35:55  <Ethereal_Shiver> My game currently has 207 trains so that would make me lose my shit
20:35:56  <Ethereal_Shiver> Lol
20:36:50  <supermop_> i will probably switch to the slower but stronger gridiron when that comes out anyway so not going to timttable this one yet
20:37:33  <andythenorth> supermop: the Electra is kind of crippled eh?
20:37:46  <supermop_> too skint for wires
20:37:53  <supermop_> i use it sometimes though
20:38:06  <Ethereal_Shiver> I'm currently figuring out what kind of station to build here
20:38:14  <supermop_> 144 is fine for me, but yeah it's not as powerful as you'd hope
20:38:17  <Ethereal_Shiver> All I know so far is that I've given it 6 platforms
20:38:28  <supermop_> Ethereal_Shiver: too many?
20:38:41  <Ethereal_Shiver> It's a 1024x1024 map
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20:40:02  <supermop_> i typically would only use 6 platforms if i had a train arriving every 3-5 days from each direction
20:40:36  <Ethereal_Shiver> Well, this one has 10
20:40:36  <Ethereal_Shiver> http://i.imgur.com/MLPaW7l.png
20:41:31  <supermop_> only 3-4 of those tracks are currently occupied though?
20:41:57  <Ethereal_Shiver> The traffic comes in waves and it merges with a very busy station
20:42:18  <Ethereal_Shiver> I'm using a quad track ML so it's really just 5 platforms per line
20:42:46  <Ethereal_Shiver> Originally it was 3/3; I expanded it since it was getting close to capacity, but I haven't been sending it additional traffic just yet
20:43:48  <Ethereal_Shiver> I think 5/5 is overkill though. I've discovered that in practice, 4 platforms serving 1 track is just about the most you'll ever need. The 5th is in case I get blocking issues since the exit line yields right of way to the other station it's merging with
20:52:48  <supermop_> andythenorth: why does it cost more to build a builder's yard than a hardware store?
20:53:15  <supermop_> the hardware store also accepts goods, and is only 1 tile, so it's arguably a better deal
20:53:23  <andythenorth> dunnno :)
20:58:27  <andythenorth> maybe a bug?
20:58:28  <supermop_> bit early in the game to drop that kind of cash funding a black hole anyway
20:59:05  * andythenorth bed
20:59:07  <andythenorth> bye
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20:59:11  <supermop_> later
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21:09:54  <supermop_> damn just bought 7 little cumbraes the month before marstein was released
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21:38:01  <Ethereal_Shiver> Upgrading 260 locomotives... my bankroll is screaming in pain
21:39:11  <Ethereal_Shiver> ML is jammed as fuck
21:39:13  <Ethereal_Shiver> Rofl
21:41:26  <Ethereal_Shiver> That cost about  million
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22:48:31  <Wolf01> 'night
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