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00:08:22 *** bwn has quit IRC 00:11:26 *** gelignite has quit IRC 00:12:16 *** bwn has joined #openttd 00:13:41 <Samu> in a ai game with 5,000 road vehicles, running costs went from -£4,959,499 to -£3,559,173 00:57:27 *** maciozo has quit IRC 01:06:28 <Wolf01> 'night 01:06:30 *** Wolf01 has quit IRC 01:23:01 *** iSoSyS has quit IRC 01:36:35 *** Samu has quit IRC 01:42:36 *** chomwitt has quit IRC 02:07:09 *** glx has quit IRC 02:28:02 *** smoke_fumus has quit IRC 03:19:16 *** tokai|noir has joined #openttd 03:19:16 *** ChanServ sets mode: +v tokai|noir 03:22:32 *** DDR has joined #openttd 03:26:21 *** tokai has quit IRC 03:30:27 *** supermop has quit IRC 03:43:51 *** supermop has joined #openttd 03:57:31 *** markasoftware has joined #openttd 04:11:37 *** DDR has quit IRC 05:24:45 *** markasoftware has quit IRC 05:37:07 <supermop> well that was odd 06:12:22 *** JezK_ has quit IRC 06:12:38 *** JezK_ has joined #openttd 06:13:54 *** sla_ro|master has joined #openttd 06:29:08 *** JezK_ has quit IRC 06:37:58 *** supermop__ has joined #openttd 06:43:12 *** supermop_ has quit IRC 06:51:13 *** Deactivated has joined #openttd 07:19:22 *** supermop has quit IRC 07:33:51 *** supermop has joined #openttd 07:45:57 *** tycoondemon has quit IRC 08:10:17 *** Sova has joined #openttd 08:34:50 *** Alberth has joined #openttd 08:34:51 *** ChanServ sets mode: +o Alberth 08:34:55 <Alberth> moin 08:40:08 <V453000> yo 08:44:12 *** HerzogDeXtEr1 has quit IRC 08:46:54 <Alberth> hi hi, V 09:10:44 *** sla_ro|master has quit IRC 09:13:51 *** Deactivated has quit IRC 09:23:11 *** Supercheese has quit IRC 09:39:18 *** matt11235 has joined #openttd 10:04:19 *** Warrigal has joined #openttd 10:04:34 *** Smedles_ has joined #openttd 10:05:50 *** mikegrb_ has joined #openttd 10:05:58 *** supermop has quit IRC 10:05:58 *** supermop__ has quit IRC 10:05:58 *** bwn has quit IRC 10:05:58 *** Snail has quit IRC 10:05:58 *** Smedles has quit IRC 10:05:58 *** greeter has quit IRC 10:05:58 *** Vadtec has quit IRC 10:05:58 *** Warrigal_ has quit IRC 10:05:58 *** dvim has quit IRC 10:05:58 *** cHawk has quit IRC 10:05:58 *** urdh has quit IRC 10:05:58 *** techmagus has quit IRC 10:05:58 *** ST2 has quit IRC 10:05:58 *** mikegrb has quit IRC 10:05:58 *** blathijs has quit IRC 10:07:21 *** supermop has joined #openttd 10:07:21 *** supermop__ has joined #openttd 10:07:21 *** bwn has joined #openttd 10:07:21 *** Snail has joined #openttd 10:07:21 *** cHawk has joined #openttd 10:07:21 *** blathijs has joined #openttd 10:07:21 *** techmagus has joined #openttd 10:07:21 *** dvim has joined #openttd 10:07:21 *** urdh has joined #openttd 10:07:21 *** ST2 has joined #openttd 10:07:21 *** Vadtec has joined #openttd 10:07:34 *** greeter has joined #openttd 10:17:53 *** greeter has quit IRC 10:17:53 *** Vadtec has quit IRC 10:17:53 *** Snail has quit IRC 10:17:53 *** dvim has quit IRC 10:17:53 *** bwn has quit IRC 10:17:53 *** cHawk has quit IRC 10:17:53 *** urdh has quit IRC 10:17:53 *** ST2 has quit IRC 10:17:53 *** techmagus has quit IRC 10:17:53 *** blathijs has quit IRC 10:17:53 *** supermop__ has quit IRC 10:17:53 *** supermop has quit IRC 10:20:05 *** greeter has joined #openttd 10:20:09 *** supermop has joined #openttd 10:20:09 *** supermop__ has joined #openttd 10:20:09 *** bwn has joined #openttd 10:20:09 *** Snail has joined #openttd 10:20:09 *** cHawk has joined #openttd 10:20:09 *** blathijs has joined #openttd 10:20:09 *** techmagus has joined #openttd 10:20:09 *** dvim has joined #openttd 10:20:09 *** urdh has joined #openttd 10:20:09 *** ST2 has joined #openttd 10:20:09 *** Vadtec has joined #openttd 10:22:52 *** chomwitt has joined #openttd 10:59:39 *** Samu has joined #openttd 10:59:45 <Samu> hi 11:00:40 <Samu> check it out http://imgur.com/jVgadgY 11:01:41 <Samu> year 1948, on the left with the running costs pausing while loading/unloading, on the right with default 1.6.1 11:02:22 <Samu> don't look at year 1947, only a few months were counted in that 11:08:49 <Samu> about 13%, 14% less running costs 11:13:11 *** Sova has quit IRC 11:14:39 <crem> Not that large difference. 11:20:37 <Samu> it's something 11:21:02 <Samu> should benefit close distances much more than long distances 11:26:49 <peter1138> but it's wrong 11:26:53 <Samu> i guess for busses, the costs would be about the double 11:27:12 <Samu> they have to unload, then load, they stay a bit longer 11:27:21 <peter1138> it was always by design that running costs continue 11:27:39 <peter1138> newgrfs can control it as well 11:28:29 <Samu> i only did this to non-drive through road stops 11:28:41 <Samu> standard road stops 11:29:08 <Samu> bool pause_running_cost = this->current_order.GetType() == OT_LOADING && IsStandardRoadStopTile(this->tile); 11:29:31 <Samu> if (!pause_running_cost) { this->profit_this_year -= cost.GetCost(); SubtractMoneyFromCompanyFract(this->owner, cost); 11:29:37 <Samu> } 11:31:39 <Samu> i tested NARS newgrf 11:31:49 <Samu> it does something strange in the vehicle details 11:32:12 <Samu> the running cost per year is changed 11:32:34 <Alberth> your code is wrong, openttd is not the place to solve these problems, a NewGRF must do it instead 11:32:38 <Samu> changes when it's loading/unloading train 11:32:55 <Samu> :( 11:33:39 <Alberth> a NewGRF author is in control how those costs work, so you cannot override that behavior 11:34:46 <Samu> i dunno how to make a newgrf, or maybe I know, but I'm not in the mood 11:34:59 <Samu> i made a few, simple newgrfs before 11:36:27 *** maciozo has joined #openttd 11:36:35 <Alberth> I am just saying that what you can technically do is not necessarily a good solution, or a viable solution 11:37:06 <Alberth> due to rules or agreements elsewhere made 11:39:40 <Samu> can I keep the running cost per year in the vehicle details with a newgrf, while still achieving the same behaviour of pausing running costs? 11:40:53 <Samu> if it's -£500/yr and the vehicle is loading, i'd still want it to display -£500/yr instead of £0/yr 11:43:36 *** Sova has joined #openttd 11:47:23 <Alberth> that sounds wrong 11:47:46 <Alberth> if the vehicle loads for a whole year, you didn't pay 500 pound 11:52:52 <Samu> it is misleading 11:53:18 <Samu> i guess it's never the correct value 11:55:28 <Samu> if the vehicle is stopped in the depot, it still says -£500/yr 11:57:01 <Samu> if I stop the vehicle manually, it still says the same 11:57:05 <Samu> you see what i mean 12:00:55 *** Wolf01 has joined #openttd 12:01:01 <Wolf01> o/ 12:02:18 <crem> \o 12:06:44 <Alberth> I do, Samu. I think the best you can do is show the current cost, which is also what openttd does 12:06:47 <Alberth> o/ 12:07:13 <Wolf01> Still trying to break grfs? 12:10:42 <Alberth> bbl 12:10:46 *** Alberth has left #openttd 12:14:15 <Samu> uh, openttd doesn't always show the current cost 12:14:49 <Samu> the real running cost of a stopped vehicle in the depot is £0 12:15:15 <Samu> if it's stopped the entire year, it's still £0 12:15:27 <Samu> and yet it displays -£500/yr 12:48:07 <Samu> hmm, should the engines still be off when the vehicle is "Leaving" a station but is blocked by another road vehicle entering the station? 12:49:24 <Wolf01> Do you turn off the engine while waiting behind another vehicle? 12:50:03 <Samu> i don't know, i don't drive 12:50:37 <Samu> in the game is says "leaving" but it has yet to move or play the engine sound 12:50:58 *** Snail has quit IRC 12:51:11 <Samu> i think the engine is off 12:52:09 <peter1138> still requires maintenance 12:52:49 <peter1138> nah that's depot costs 12:52:53 <peter1138> whatever the reasoning was :p 12:55:57 <Wolf01> The drive through roadstops loading system should be reviewed, with 2 vehicles the one which is loading should always be the first one in line, if you are merging 2 lines on the same roadstop then you are doing it wrong :P 13:01:45 <Samu> OT_LEAVESTATION 13:01:47 <Samu> got it 13:03:01 <Samu> this->current_order.GetType() == (OT_LOADING || OT_LEAVESTATION) - is this good coding? 13:03:18 <Samu> whatever, gonna tyry 13:03:20 <Samu> try 13:03:40 <Samu> warning C4805: '==': unsafe mix of type 'OrderType' and type 'bool' in operation 13:03:42 <Samu> nop 13:06:02 <Samu> bool pause_running_cost = this->current_order.GetType() == OT_LOADING || this->current_order.GetType() == OT_LEAVESTATION && IsStandardRoadStopTile(this->tile); 13:06:05 <Samu> better, but longer 13:06:50 <Wolf01> Is there a OrderTypeByte or something? 13:07:57 <Samu> there is OrderType 13:08:05 <Samu> enum OrderType 13:08:47 <Wolf01> Below that, there's some other definition? 13:09:35 <Samu> enum OrderType { OT_BEGIN = 0, OT_NOTHING = 0, OT_GOTO_STATION = 1, OT_GOTO_DEPOT = 2, OT_LOADING = 3, OT_LEAVESTATION = 4, OT_DUMMY = 5, OT_GOTO_WAYPOINT = 6, OT_CONDITIONAL = 7, OT_IMPLICIT = 8, OT_END }; 13:10:14 <Wolf01> BTW, I would do this "this->current_order.GetType() && (OT_LOADING | OT_LEAVESTATION) > 0", but I don't know if it's really correct 13:12:45 *** NGC3982 has quit IRC 13:13:00 <Wolf01> Also, I asked for this "typedef SimpleTinyEnumT<OrderType, byte> OrderTypeByte;" 13:13:20 <Wolf01> Which is 2 lines below 13:13:34 <Samu> oh, sorry, :( 13:15:37 <Samu> testing the same savegame, now with OT_LEAVING as well 13:15:45 <Wolf01> Btw, it might need some bitshifting as they aren't flags 13:15:56 <Samu> running cost savings should increase 13:16:01 <Samu> let's see... 13:19:58 <Samu> it was http://imgur.com/jVgadgY with only OT_LOADING 13:20:30 <Samu> from -£15,200 to -£13,160, to -£13,124 with OT_LEAVESTATION 13:20:59 <Samu> barelly a difference, because my road vehicles are actually not waiting much in the stations 13:23:11 <Samu> might need a heavily congestioned savegame, an AI perhaps 13:33:56 <Samu> nice, it works, i just had to simulate a vehicle blocking another from exiting the station 13:34:19 <Samu> this might happen more often when breakdowns are enabled 14:11:33 <Samu> tested a RoadAI savegame 14:12:11 <Samu> 5000 road vehicles, running costs went from -£4,959,499 to -£3,533,194 14:13:22 <Samu> about 28% less 14:13:47 <Wolf01> Still think that is the AI which should be fixed 14:14:01 <Samu> roadai only using buses 14:14:15 <Wolf01> So I do 14:19:03 <Samu> hmm, buffing buses wasn't exactly what I had in mind... 14:20:24 <Samu> my idea was more of a short distance buff for road vehicles 14:20:55 <Samu> buses actually fit this criteria quite nicely :( 14:21:01 <Samu> oh well 14:21:01 *** sla_ro|master has joined #openttd 14:32:15 *** Alberth has joined #openttd 14:32:15 *** ChanServ sets mode: +o Alberth 14:35:53 <supermop__> yo 14:37:09 <supermop__> ok i've drawn up trolleybus wires 14:37:31 <supermop__> as intended they make a huge mess at X junctions 14:39:02 <Alberth> intended mess :) 14:40:22 <supermop__> now just need to code them 14:40:51 <supermop__> should it be a wire only grf? or part of a road set? 14:43:35 <Alberth> one grf for each vehicle :) 14:44:01 <Alberth> nah, just throw it all together, imho 14:44:21 <Alberth> you can always just disable the vehicles of it :) 14:46:03 <supermop__> ah i mean as part of a set of roadtypes 14:47:14 <supermop__> but yeah 14:48:04 <supermop__> i wonder, is there or will there be a way to block a certain roadtype from having a certain tramtype, or vis versa? 14:49:36 <supermop__> eg no tram on highway, no dirt road on higher speed light rail etc 14:53:12 <Wolf01> Yes 14:53:29 <Alberth> there is this "powerdness" concept, that decides when a vehicle has power, not sure if that extends between trams and roads 14:53:58 <Wolf01> I think he means to not being able to build a tramway over a highway 14:54:19 <Alberth> not so much tram/road combinations are forbidden, more that some combinations are utterly useless :) 14:54:53 <supermop__> yes, what Wolf01 is saying 14:55:27 <Alberth> don't remember discussions about this aspect, but that doesn't mean much 14:56:22 <supermop__> also, currently trolleywire just seems to be front and back, whereas i vaguely recall that train catenary has the wire itself/ and the supports 14:56:41 <Wolf01> It's a huge compatibility-shit, but in future it should be done 14:56:55 <Alberth> also not sure what the point is of forbidding it; sure it'll look weird, but if that bothers you, don't do it? 14:57:22 <supermop__> in the future i might be interested in differentiating the support pylons a bit - 14:57:23 <Wolf01> Could say the same of disabling level crossings 14:57:32 <Samu> https://www.tt-forums.net/viewtopic.php?f=33&t=75968 14:57:39 <Samu> just posted 14:58:16 <supermop__> i drew my wires as the kind you see in older towns, where a hanger wire is strung across the street and holds the conducting wire 14:58:24 *** iSoSyS has joined #openttd 14:59:00 <supermop__> as opposed to the sort of high tension with strut in the ogfx/foobar's trollewire 15:00:11 <supermop__> it might be nice to have light rail, and modern trolley trucks have that more catenary type look, whereas mining roads and old streetcar lines have the hung wire 15:00:49 <supermop__> problem is, what if i build modern light rail over old fashioned trolley bus street 15:01:28 <supermop__> there is no way to change the trolleybus wire to be more modern - so maybe better to disallow and avoid mess of pixels 15:07:21 <supermop__> it's academic at the moment as i have not drawn any 'fancier' wires yet 15:07:50 <supermop__> but thinking about it led me to ponder other cases, like the tram on a highway 15:08:43 <supermop__> or - what if i abuse tram to make a gondola. you could of course build roads under a cable path, but maybe it looks bad in some cases 15:13:21 <supermop__> if i have a grf that defines a new catenary for ELRD and ELRL, any other new roadtypes defined by a later grf in the list will not use the new wires, right? 15:19:48 <supermop__> anyone know of a gpl set with nice looking tram tracks i can steal? 15:27:28 <Samu> i have another idea, which I had years ago 15:27:37 <Samu> maybe now I can code it 15:27:41 <Samu> nerf trains 15:27:52 <Samu> by increasing running costs based on the number of wagons 15:28:25 <Samu> or perhaps based on train size 15:29:07 *** UntouchedWagons has joined #openttd 15:29:43 <Wolf01> It's already done through power, more wagons, more power required to move them, not enough HP? The train won't reach full speed (maybe even half of that) and you pay the same for a slower train 15:30:18 <UntouchedWagons> Hi there, what environment do you guys use to compile openttd? 15:32:09 <UntouchedWagons> I've tried to compile openttd on anything that'll work and it's driving me up the wall 15:37:02 <LordAro> UntouchedWagons: what have you tried? 15:37:18 <UntouchedWagons> I've tried cygwin32, cygwin64, mingw32, mingw64 and visual studio 15:37:48 <UntouchedWagons> the first four all fail to compile because the compiler can't find various networking related data structures. Visual studio fails with over 600 errors 15:38:14 <LordAro> have you read http://wiki.openttd.org/Compiling ? 15:38:21 <UntouchedWagons> yes 15:38:40 <LordAro> hmm 15:39:04 <LordAro> i probably can't help much more then, given i'm currently lacking any windows programming environment 15:39:16 <LordAro> it *does* work though, i assure you 15:39:24 <LordAro> although it's definitely not the easiest to set up 15:41:12 <UntouchedWagons> compiling on windows has never struck me as remotely easy 15:41:22 *** ConductCat has joined #openttd 15:41:36 <LordAro> well, that too 15:41:36 <LordAro> :) 15:45:42 <UntouchedWagons> I think this is how alcohol abuse starts 15:48:12 *** ConductorCat has quit IRC 15:49:55 <UntouchedWagons> The compile errors if anyone compiles openttd for windows: https://gist.github.com/UntouchedWagons/120104dda924d4fc67cce120257840e0 15:52:44 <Samu> i use windows 10 15:53:08 <Samu> microsoft visual studio 2015 15:53:15 <Samu> update 3 15:54:36 <Samu> it compiles fine for me, but sometimes visual studio is dumb 15:55:22 <LordAro> UntouchedWagons: that's very curious set of error messages 15:55:32 <LordAro> looks like some sort of defines are being set when they shouldn't be 15:55:57 <LordAro> i don't know enough of the details though, you'd be best waiting for frosch or similar to appear 15:56:10 <supermop__> trolleywire grf name: "Spool" or "Unspoolled"? 15:56:17 <Samu> when visual studio is acting stupid, i sometimes resort to starting everything all over, delete entire folders, etc..., from scratch 15:56:19 *** DDR has joined #openttd 15:56:59 <Samu> visual studio caches many crap, and sometimes this cache is wrong, outdated or whatever... 15:57:15 <Samu> if i start over from scratc,, i usually succeed 15:58:35 <UntouchedWagons> In the tutorial on the wiki for VS2015, it says to put the headers/libraries for openttd-useful before the default ones which I've done, but I still get the C4430 error 15:58:43 <UntouchedWagons> among other numerous errors 15:59:10 <Alberth> it seems you're missing a network library 15:59:21 <Wolf01> The default ones must be replaced, it won't work with those 16:00:05 <Alberth> or rather, an include file, but it picks up a different file with the same name, or you'd get "missing include file" 16:01:00 <UntouchedWagons> I don't think I follow Wolf01 16:01:13 <UntouchedWagons> I'll check for any network libraries in the cygwin repos 16:03:35 <UntouchedWagons> when I run "./configure --with-lzo2=/usr/lib/liblzo2.dll.a", it does say "checking network... found" so I don't know what's going on 16:04:11 <Wolf01> Or the best you can do is to make a .user file where you load the openttd-useful, so you can share it between project without editing the project files 16:04:28 <Alberth> it does find something network, or #include of the network file would fail 16:04:50 <Alberth> instead, it fails to know stuff that is supposed to be defined in that included file 16:05:25 <Alberth> that means, it considers a file to be a network-related file, which is not actually a network file 16:05:27 *** Sova has quit IRC 16:06:09 <Wolf01> https://paste.openttdcoop.org/ps8ymayxf <- 16:06:25 <Wolf01> Replace the ENV vars I used with the actual paths 16:07:13 <Wolf01> $(VC_LibraryPath_x86);$(WindowsSDK_LibraryPath_x86);$(NETFXKitsDir)Lib\um\x86 <- these always break things 16:07:29 <Samu> Money Train::GetRunningCost() const - MUAHhahahahah 16:07:33 <Samu> time to nerf 16:08:05 <Wolf01> I used to get rid of them and magically the build succeeded 16:08:08 <UntouchedWagons> so what where would I put this file? 16:08:46 <Wolf01> Name it vs140.vcxproj.user and put it in the project folder 16:08:57 <UntouchedWagons> oh okay. I'll try that 16:09:00 <Wolf01> VS automatically loads it 16:09:29 <UntouchedWagons> I'd still open the sln file right? 16:09:38 <Wolf01> Yes 16:09:52 <UntouchedWagons> all right, I'll give it another go 16:10:10 <Wolf01> Oh, also you need to use openttd-useful 6.1 iirc 16:10:49 <Wolf01> Or it was 5.1 -> 6.0 16:10:54 <UntouchedWagons> I'll need a link to that, https://www.openttd.org/en/download-openttd-useful/6.1 404's 16:11:10 <UntouchedWagons> I've got 6.0 already 16:11:50 <Wolf01> Then it should be ok 16:12:08 <Wolf01> 5.1 doesn't work with VS14 16:12:21 <Samu> multi-headed, multi-engine, consist 16:13:00 <Samu> i need to familiarize with these terms 16:13:29 <Samu> "Get the next real (non-articulated part) vehicle in the consist." 16:13:56 <Wolf01> (]-[]-[]-[]-[) - multi-headed 16:14:14 <Wolf01> (]-(]-[]-[] - multi-engine 16:14:54 <Alberth> who needs 2.5D ghraphics if lines of ASCII art suffices :) 16:15:10 <Wolf01> /¯¯¯¯||¯¯¯¯||¯¯¯¯||¯¯¯¯||¯¯¯¯\ 16:16:16 <Samu> i wonder what exactly a "vehicle" is in train language 16:16:33 <Samu> are there articulated wagons? 16:16:41 <UntouchedWagons> yeah there's articulared wagons 16:16:55 <UntouchedWagons> those flatbed cars that hold the shipping containers share boggies 16:17:17 *** supermop has quit IRC 16:17:24 <Samu> i need a newgrf with an articulated wagon, for testing 16:17:29 <Wolf01> Vehicle is almost anything not tied to the map 16:17:58 <Wolf01> Trains, buses, ships, shadows, sparks, smoke... 16:20:41 <Wolf01> An articulated wagon/engine is composed by multiple vehicles 16:21:27 <Wolf01> So "Get the next real (non-articulated part) vehicle in the consist." means the next wagon/engine, not the next vehicle (which could be the other half of the engine) 16:25:19 <UntouchedWagons> all right I'm gonna try compiling openttd with that .user file 16:26:20 <UntouchedWagons> 655 errors... 16:27:40 *** Wormnest has joined #openttd 16:28:20 <Alberth> error count has not much meaning, most errors are caused by earlier ones 16:31:27 <Samu> if (e->u.rail.running_cost_class == INVALID_PRICE) continue; 16:31:33 <Samu> so, wagons have INVALID_PRICE 16:31:57 <UntouchedWagons> No I don't 16:32:06 <Samu> INVALID_PRICE aka 0 16:32:10 <Samu> must nerf 16:36:07 *** supermop has joined #openttd 16:40:44 <UntouchedWagons> so yeah Wolf01 that file didn't work 16:51:39 *** FLHerne has joined #openttd 17:04:56 <supermop__> can i just set ELRD and ELRL catenary without setting all the other properties for the roadtype 17:09:36 *** frosch123 has joined #openttd 17:12:40 <frosch123> hoi 17:13:11 <frosch123> @seen andythenorth 17:13:11 <DorpsGek> frosch123: andythenorth was last seen in #openttd 19 hours, 9 minutes, and 0 seconds ago: <andythenorth> also bed 17:13:20 <frosch123> i guess the sharks got him 17:13:58 <UntouchedWagons> RIP 17:15:53 <frosch123> i wonder whether or*dge will ban everyone who posted in the change-username topic :) 17:17:10 <supermop__> hi frosch123 17:25:25 <Alberth> hola 17:26:00 <V453000> slugsharks for sure 17:27:26 <Alberth> or pythonsharks 17:29:48 *** srhnsn has joined #openttd 17:30:16 <V453000> or those 17:36:47 *** cHawk has quit IRC 17:37:11 *** cHawk has joined #openttd 17:37:38 <Samu> calculating train vehicle lenght is hard 17:37:50 <Samu> it must have been done before, have to find 17:41:24 <Samu> CeilDiv(u->gcache.cached_total_length * 10, TILE_SIZE) 17:41:29 <Samu> let's try 17:45:21 <Samu> hmm nop 17:45:22 <Samu> cached_veh_length 17:49:43 <Samu> hmm so, a train of size 0,5, is actually size 5 17:49:46 *** Progman has joined #openttd 17:49:51 <Samu> 1,0 is 10 17:49:55 <Samu> ok, got it 17:56:54 *** glx has joined #openttd 17:56:54 *** ChanServ sets mode: +v glx 18:03:13 *** FLHerne has quit IRC 18:04:20 *** NGC3982 has joined #openttd 18:04:50 *** FLHerne has joined #openttd 18:12:41 <Samu> how do i calculate the lenght of a multi-headed train? 18:12:54 <Samu> or are both parts always the same lenght? 18:13:22 <Samu> if one is 5, the other is also 5? 18:18:04 *** FLHerne has quit IRC 18:19:11 *** iSoSyS has quit IRC 18:23:42 <Samu> nop 18:27:36 <supermop__> if i define a new catenary for ELRD in one grf, and then load another grf that defines a roadtype that uses default catenary, there is no way to make that subsequent roadtype use the special catenary i defined? 18:28:40 <frosch123> yup 18:28:55 <frosch123> there is only one global catenary 18:29:03 <frosch123> and then catenary per road/tram type 18:30:05 <Samu> so, a single headed engine can be articulated 18:30:19 <Samu> this is a mess for me :( 18:30:26 *** Progman has quit IRC 18:30:34 <UntouchedWagons> try compiling openttd and you'll see what a mess is 18:31:05 <Samu> :) 18:31:10 <ST2> I use VS 2013 and compiles like a charm 18:31:34 <ST2> some warnings, but expected, due the applied changes 18:31:34 <Samu> are there multi-headed engines that are not articulated? 18:31:56 <Samu> isn't it inherently articulated if it's multi-headed? 18:32:18 <UntouchedWagons> I've tried 5 different build environments and I can't get it to compile 18:33:18 <Samu> multi-articulated-headed engines 18:35:36 <Samu> this is harder than i initially thought 18:37:50 <Samu> cached_veh_length is not the lenght of the vehicle, but the lenght of the articulated part of this vehicle 18:38:14 <Samu> if there are 2 parts, i only get the lenght of 1 18:38:24 <Samu> what can I do? 18:39:44 <peter1138> it's definitely already calculated 18:40:33 <Samu> hmm then im doing this wrong 18:40:51 <supermop__> can i just replace the global cat? 18:41:08 <Samu> uint16 veh_len = CeilDiv(v->gcache.cached_total_length * 10, TILE_SIZE); 18:41:14 <Samu> uint16 unc_len = CeilDiv(v->gcache.cached_veh_length * 10, TILE_SIZE); 18:41:22 <frosch123> you can via action5 18:41:30 <Samu> i got a single headed articulated train from NARS 18:41:49 <Samu> veh_len is 7 18:41:53 <Samu> unc_len is 3 18:42:20 <frosch123> but there is only one newgrf that wins :) 18:42:49 <frosch123> the catenary is also shared for road and tram 18:42:58 <Samu> unc_len is 4, actually, my bad 18:45:49 <DorpsGek> TrueBrain: Commit by translators :: r27761 /trunk/src/lang (4 files) (2017-02-27 19:45:37 +0100 ) 18:45:50 <DorpsGek> TrueBrain: -Update from Eints: 18:45:51 <DorpsGek> TrueBrain: croatian: 3 changes by VoyagerOne 18:45:52 <DorpsGek> TrueBrain: italian: 5 changes by lorenzodv 18:45:53 <DorpsGek> TrueBrain: english (us): 4 changes by Supercheese 18:45:54 <DorpsGek> TrueBrain: (...) 18:46:46 *** HerzogDeXtEr has joined #openttd 18:47:37 <Samu> i'm trying to come up with a way to get a sum_len of parts of the train that do not have running costs attached to them 18:47:52 <Samu> like, some wagons 18:48:42 <supermop__> you guys have an idea for a standard label for dirt roards or highways yet? 18:49:12 <frosch123> "DIRT" would be obvious :p 18:49:36 <frosch123> i recall "HWAY" from somewhere 18:49:54 <supermop__> cobblestone? 18:50:07 <frosch123> CBST? 18:51:40 <Samu> DIRO 18:51:53 <Samu> or DRTR 18:52:05 <Samu> DIRT 18:58:20 <supermop__> i wonder what andy want's his trolley assist mining trucks to drive on 18:58:34 <supermop__> ELDR? 18:59:06 <supermop__> some kind of electric HAUL? 19:03:00 *** FLHerne has joined #openttd 19:04:18 *** cHawk has quit IRC 19:06:49 <Wolf01> You could leave RD RL parts of, as they are already split, DIRT and HWAY are good 19:07:31 <supermop__> need more letters for ELDIRT and ELHWAY 19:07:51 <Wolf01> ELDT and ELHW 19:11:42 <supermop__> ok i might put together a grf with dirt, cobble streets, asphalt roads, and highways/ all with and without wires 19:12:18 <frosch123> railtypes usually shorten electrified to just "E" 19:12:51 <Wolf01> Then let's keep the same syntax 19:13:37 <Wolf01> More than half of the slots :D 19:13:43 <Wolf01> 8/15 19:14:26 <Wolf01> 10 if you count the hardcoded ones 19:14:41 <supermop__> Wolf01: this is just to show people a variety of types 19:14:51 <Wolf01> Then use all of them 19:15:10 <supermop__> cobblestone kind of worthless though 19:15:16 <Wolf01> Wetroads 19:16:14 <supermop__> because either cobble or asphalt will be built by towns, not both 19:18:44 <UntouchedWagons> I'm gonna try disabling networking because this is stupid. I've spent 10 hours trying to get this game to compile 19:19:30 *** andythenorth has joined #openttd 19:19:49 <Wolf01> Ho! Here you are 19:20:24 <UntouchedWagons> and compilation still failed 19:20:37 <andythenorth> so it seems I didn’t break FIRS <-> eints 19:20:51 <Wolf01> Did you try with clean trunk or with a patch? 19:20:52 *** supermop_ has joined #openttd 19:20:58 <UntouchedWagons> patch pack 19:21:08 <Wolf01> Better try with clean trunk first 19:21:10 <UntouchedWagons> it's failing on the music stuff now 19:22:37 <UntouchedWagons> Okay I'll try that 19:25:57 <UntouchedWagons> it fails to compile if networking is enabled for the same reason 19:26:11 <UntouchedWagons> >error: ‘SetNonBlocking’ declared as an ‘inline’ variable 19:26:17 *** supermop__ has quit IRC 19:26:46 <Wolf01> IMHO it collides with windows' libraries 19:27:54 *** sim-al2 is now known as Guest118 19:27:56 *** sim-al2 has joined #openttd 19:29:30 <Samu> try clean solution 19:29:32 <Wolf01> And andythenorth -> https://youtu.be/wpovZzPpf3o , also I must go now, bye 19:29:34 <Samu> then rebuild all 19:29:46 <UntouchedWagons> I'm using cygwin again at the moment 19:29:46 *** Wolf01 has quit IRC 19:30:10 <Samu> Build > Clean Solution, then Build > Rebuild All 19:30:31 <UntouchedWagons> all right I'll try visual studio again 19:30:41 <frosch123> andythenorth: https://dev.openttdcoop.org/projects/iron-horse/repository/entry/.devzone/translations/langdir <- you need that for firs 19:30:59 <frosch123> eints is inactive for firs currently 19:31:24 <LordAro> p 19:31:40 <LordAro> hmm. 19:32:02 <UntouchedWagons> Visual studio still fails to compile with 635 errors 19:32:55 *** cHawk has joined #openttd 19:33:52 *** Guest118 has quit IRC 19:36:18 <UntouchedWagons> I'm gonna try rebooting 19:36:20 *** UntouchedWagons has quit IRC 19:37:15 *** supermop has quit IRC 19:37:45 *** supermop has joined #openttd 19:38:08 *** UntouchedWagons has joined #openttd 19:38:56 <UntouchedWagons> No, rebooting didn't do anything 19:43:38 *** Lejving has quit IRC 19:45:59 *** Lejving has joined #openttd 19:46:37 <glx> UntouchedWagons: VS version and OTTD useful version ? 19:47:15 <UntouchedWagons> visual studio community 2015 update 3, useful 6.0 19:50:41 <andythenorth> frosch123: interestingly, .devzone/translations/langdir exists for me locally 19:50:47 <andythenorth> but not in the repo 19:50:57 <andythenorth> and hg does not see the file 19:51:34 <frosch123> .hgignore? 19:51:34 <andythenorth> file is untracked by hg 19:52:02 <andythenorth> translations/ is in .hgignore 19:52:04 <andythenorth> dunno why 19:52:14 <andythenorth> glob syntax will match that in a subpath? 19:53:02 <andythenorth> anyway, fixed and pushed 19:54:23 <Samu> question again: are there multi-headed articulated engines? 19:54:44 <andythenorth> no 19:54:46 <andythenorth> not possible 19:54:51 <Samu> or maybe i'm asking the wrong question 19:54:57 <Samu> there's so many terms 19:55:08 <glx> UntouchedWagons: same version here and it builds fine 19:55:09 <andythenorth> it’s a valid question 19:55:36 <Samu> is_multiheaded 19:55:41 <Samu> is_rear_dualheaded 19:55:45 <Samu> is_articulated_part 19:55:50 <Samu> what is the difference 19:56:44 <UntouchedWagons> it's like visual studio can't see useful's header files or something dumb like that 19:57:00 <UntouchedWagons> can I see your project properties for openttd? 19:58:07 <glx> you must tell VS where useful headers and libs are 19:59:12 <Samu> my include directories : D:\OpenTTD\OpenTTD essentials\shared\include;$(IncludePath) 19:59:29 <andythenorth> dual_headed = engine at front and rear 19:59:31 <Samu> for configuration debug x64 19:59:37 <Samu> platform x64 19:59:58 <Samu> my library directories: D:\OpenTTD\OpenTTD essentials\win64\library;$(LibraryPath) 20:00:28 <glx> and it's better to set them in a custom property page 20:01:02 <UntouchedWagons> http://i.imgur.com/uyDDsgL.png 20:01:08 <Samu> i made a copy paste of trunk\projects instead 20:01:26 <Samu> i use trunk\projects Cópia 20:01:33 <Samu> and leave the original one untouched 20:01:54 <Samu> can't be arsed to create a custom user thingy thing 20:02:07 <Samu> dont even know how it works 20:02:46 <glx> seems correct UntouchedWagons 20:04:44 <UntouchedWagons> well it's still not working after trying for 10 hours 20:04:55 *** supermop has quit IRC 20:05:50 *** supermop has joined #openttd 20:07:53 <Samu> try Tools > Import and Export Settings, then Reset all settings 20:08:48 <UntouchedWagons> done 20:09:16 *** cHawk has quit IRC 20:09:59 <UntouchedWagons> still fails to compile 20:10:12 <glx> what's the first error ? 20:10:35 <UntouchedWagons> Severity Code Description Project File Line Suppression State 20:10:35 <UntouchedWagons> Error C2061 syntax error: identifier 'ssize_t' (compiling source file ..\src\airport.cpp) openttd c:\users\jordan\documents\projects\openttd-patches\srcrdparty\cpp-btree\btree.h 889 20:11:06 <UntouchedWagons> dunno where that first line came from 20:11:15 <michi_cc> Not from trunk. 20:12:16 <michi_cc> Whatever patch or patch pack that is, it seems somewhat broken. 20:12:39 <UntouchedWagons> It's the jgrpp pack 20:12:56 <UntouchedWagons> I'll try with the openttd 1.6.1 code 20:13:03 <glx> first try to compile clean trunk without any patch 20:13:19 *** cHawk has joined #openttd 20:14:41 <frosch123> andythenorth: is 2048 strings enough for firs? 20:14:56 <UntouchedWagons> okay 1.6.1 code seems to be compiling 20:15:15 <frosch123> raising the DCxx limit from 256 to 2048 seems to be a piece of cake 20:17:54 <andythenorth> frosch123: 640K is probably enough for anyone, tbh 20:18:17 <UntouchedWagons> lol 20:19:09 <frosch123> i already had fun reading ttdp source today :) 20:19:55 <andythenorth> apparently gates never said 640k was enough 20:19:57 <andythenorth> but eh, quotes 20:20:29 <andythenorth> DCxx strings used: 233/256 20:20:56 <andythenorth> unless we add random station names and go nuts with them, 2048 should be more than enough 20:21:02 <V453000> WOT? 20:21:11 <andythenorth> nuts nuts nuts 20:21:13 <V453000> one doesn't simply go nuts 20:21:20 <V453000> I don't have a highlight on nuts btw 20:21:22 <andythenorth> ha 20:21:28 <UntouchedWagons> Okay it's done compiling. Why is openttd.exe not put in the bin folder? 20:21:29 <andythenorth> what do you have highlights on? 20:21:35 <V453000> just my nick 20:21:36 <andythenorth> that I could plausibly use in normal conversation 20:21:39 <andythenorth> oh 20:21:40 <andythenorth> boring 20:21:45 <V453000> haha 20:21:49 * andythenorth used to have highlights, but deleted most of them 20:22:11 <frosch123> i used to get highlighted by earth-quak-e, but i fixed the rules 20:23:08 <andythenorth> ha 20:23:17 <andythenorth> 2048 is plenty 20:23:29 <andythenorth> FIRS is definitely not ‘done’, but I think I can see ‘done’ from here 20:23:58 <andythenorth> it has 6 economies, I plan to have about 9 20:24:27 <andythenorth> then I just spend a year animating all industries, then drop the mic 20:24:46 <andythenorth> there’s no need to change industry spec ever, except to plant fields 20:25:00 <andythenorth> probably be done around v5 or v6 20:25:06 <andythenorth> maybe I should stop at V453000 20:25:10 <UntouchedWagons> oh are you the firs dev andy? 20:25:16 <V453000> xd 20:25:16 <andythenorth> am I? o_O 20:25:33 <andythenorth> I wasn’t the only one, there used to be more 20:25:34 <UntouchedWagons> I wasn't really paying attention to your conversation tbh 20:25:47 <andythenorth> but somehow my style causes contributors to…find other things to do :P 20:25:48 <Alberth> he's also makefile dev 20:26:21 <andythenorth> :| 20:26:23 <frosch123> and devlolper 20:26:48 <Alberth> and pony collector 20:27:05 <andythenorth> but not newgrf wiki maintainer 20:27:24 <Alberth> :) 20:27:33 <andythenorth> can’t log in 20:27:44 <andythenorth> even after creating entirely new accounts, using a different browser 20:27:47 <andythenorth> maybe I’m banned :D 20:28:03 <Alberth> IP address is considered dangerous :) 20:28:19 <frosch123> andythenorth: do not forget to request nick changes for your unused accounts 20:28:39 <V453000> xd 20:28:52 <andythenorth> the more I look like a sock puppet, the more likely I am to get unbanned? o_O 20:29:59 <frosch123> V453000: some douchebag registered to forums just to request a nickchange (nick change post 3 minutes after registration) 20:30:04 <frosch123> i bet it was thar worly guy 20:30:13 <ST2> who's not affraid of Wiki when the head admins are pompuosly called "Bureaucrat" - imo it's the fear of the term :P 20:30:32 <V453000> wtf 20:42:50 *** sla_ro|master has quit IRC 20:45:04 *** srhnsn has quit IRC 20:46:11 *** Wolf01 has joined #openttd 20:46:25 <Wolf01> So it seem I came back early 20:51:02 <supermop_> WELCOME BACK WOLF 20:51:13 <Wolf01> No need to scream :P 20:51:56 <supermop_> autocad just makes me very enthusiastic in IRC at times 20:53:05 <supermop_> is there any use for stone paved roads in game 20:53:07 *** iSoSyS has joined #openttd 20:54:14 <frosch123> isnt't that just a more modern version of cobblestone? 20:54:21 <supermop_> spent like 2 weeks in history class when i lived in england in middle school on british road paving developments in the early industrial period 20:58:11 <andythenorth> ah the diagrams 20:58:14 <andythenorth> mud road 20:58:19 <andythenorth> roman road, with camber 20:58:23 <andythenorth> telford roads 20:58:37 <andythenorth> if you change school, like I did, you get to do that twice 20:58:44 <andythenorth> also canals, at least twice 20:59:09 <andythenorth> and the romans, twice. under-floor heating such 21:02:31 <supermop_> haha yes 21:03:04 <supermop_> all the variations of composition of rocks in cross section 21:03:30 <supermop_> roads to move armies around scottland 21:04:23 <supermop_> all of the improvements to looms 21:06:47 *** supermop has quit IRC 21:09:05 <supermop_> so i've drawn all the trolleywire sprites, i've got a perfectly functioning bit of code for defining different road types, and i've got good looking GPL compliant graphics i can lift from ARRS, 21:09:48 <supermop_> but i cant bring myself to make a grf because i cant decide what types of shittier roads i want to define 21:10:12 <Alberth> throw a die 21:10:14 *** Alberth has left #openttd 21:10:34 <__ln__> https://i.redd.it/6tlxn28tdciy.jpg 21:10:35 <frosch123> supermop_: make them date dependent 21:10:57 <supermop_> supermop_: towns can't really make use of that yet though, right? 21:11:28 * frosch123 is confused 21:12:01 <supermop_> __ln__: looks dangerous 21:12:18 <supermop_> frosch123: towns can only build ROAD so far 21:12:46 <supermop_> so is ROAD stone paved streets, or asphalt roads? 21:13:13 <frosch123> both, depending on town zone? 21:15:04 <supermop_> we don't want any asphalt in the 1600s or so 21:15:15 <frosch123> noone plays in 1600 21:15:36 <supermop_> but it would also be odd to have stone outside of city center in 2000 21:15:54 <supermop_> and i want to avoid the save and reload to switch thing 21:16:13 *** supermop has joined #openttd 21:16:15 <frosch123> it can convert on the fly 21:16:25 <frosch123> unless you mind the instant switch 21:17:01 <supermop_> it can? 21:17:36 <frosch123> yes, 1969-12-31 cobble stone -> 1970-01-01 asphalt, no problem 21:17:50 <frosch123> may look weird though :) 21:18:07 <supermop_> then on january 1 at 00:00 all stones turn to asphalt? 21:18:56 <frosch123> it may also glitch a little bit since ottd does not redraw everything immediately 21:19:08 <Samu> a multi-headed vehicle is actually 2 vehicles, right? 21:19:18 <frosch123> so it will convert while scrolling :) 21:19:31 <frosch123> or when stuff moves on it 21:19:46 <supermop_> road doesn't know when it was built, right? 21:19:54 <frosch123> nope 21:19:58 <supermop_> ok 21:20:43 <supermop_> what if i just make ROAD asphalt from 0 CE, and hope that NRT in the future allows towns to build other types than only ROAD 21:21:14 <Wolf01> <frosch123> unless you mind the instant switch <- imho we need to introduce some automatic roadworks 21:21:21 <frosch123> i rate that one of the least likely things 21:21:43 <frosch123> there is just no good criterion for towns to decide which type to build 21:24:10 <supermop_> add a value of desirability, town build road with highest value thats available? 21:24:19 <Wolf01> And something like the factory fields? 21:27:29 <Samu> how many heads can a vehicle actually have? 21:27:34 <Samu> 2? 21:27:49 <supermop_> or just town build the latest defined available roadtype that is flagged as buildable by toown 21:28:01 <Samu> "multiheaded" term is a bit ambiguous 21:30:06 <Wolf01> I would make town pick randomly for available flagged roadtypes, and make them available only at certain dates, so you can even have 2 towns with a different roadtype 21:30:27 <Wolf01> s/for/from 21:33:59 *** gelignite has joined #openttd 21:34:41 <Wolf01> https://paste.openttdcoop.org/p53gm1est something like this 21:35:12 <andythenorth> underwater tunnels eh? o_O 21:35:17 <andythenorth> https://www.tt-forums.net/viewtopic.php?f=32&t=75969 21:36:12 <Wolf01> With the sealevel patch it should be possible 21:36:34 <andythenorth> there was chunnel patch also 21:36:55 <andythenorth> bedtime also 21:36:56 <andythenorth> bye 21:36:57 *** andythenorth has quit IRC 21:37:20 *** gelignite has joined #openttd 21:39:08 <frosch123> Wolf01: there is also another option for tunnels 21:39:24 <frosch123> there are two ways to build bridges: with ramp or flat 21:39:39 <frosch123> but there is only one way to build tunnels (essentially flat only) 21:40:12 <frosch123> we could add a tunnelentry with a downhill stope into the tunnel 21:40:27 <frosch123> which may not require a real height level below it 21:41:01 <frosch123> anyway, night 21:41:04 *** frosch123 has quit IRC 21:43:53 <__ln__> http://www.spacex.com/news/2017/02/27/spacex-send-privately-crewed-dragon-spacecraft-beyond-moon-next-year 21:49:12 *** gnu_jj has quit IRC 21:50:40 *** gnu_jj has joined #openttd 21:51:01 *** supermop has quit IRC 21:51:32 *** supermop has joined #openttd 21:54:42 <UntouchedWagons> I need a company name 22:05:29 <Wolf01> Transporter McTransportface 22:10:29 <Maarten> :D 22:28:40 *** bwn has quit IRC 22:29:54 <supermop_> Wolf01: those seem interesting 22:37:20 *** Wormnest has quit IRC 22:38:45 *** bwn has joined #openttd 22:44:04 <supermop_> is powered list the types that can drive on this road, or the roads that vehicles of this type can drive on? 22:45:21 *** HerzogDeXtEr has quit IRC 22:45:30 <Wolf01> Lol, I'll never understand that well 22:46:42 <Wolf01> I think is the latter 22:47:25 *** bwn has quit IRC 22:50:29 <Wolf01> http://metro.co.uk/2017/02/27/man-sets-sail-using-ipad-for-navigation-crashes-into-ferry-when-wifi-disappears-6476018/ lol 22:52:37 <Samu> how do I compute the lenght of an articulated vehicle? 22:52:42 *** guru3 has quit IRC 22:52:44 <Samu> length* 22:52:46 <supermop_> HMM dirt rail? 22:53:07 <Samu> the game doesn't do it correctly, or I'm missing something 22:53:36 <Wolf01> Isn't it just the classic tramway on grass? 22:54:04 <Samu> there is this: static uint GetLengthOfArticulatedVehicle(const Train *v) 22:54:11 <Samu> but it's only for the GUI 22:54:18 <Samu> not exactly what I need 22:55:10 <Eddi|zuHause> i get the image of some hastily placed rails in swamp areas which can only be passed at walk speed 22:55:32 <Eddi|zuHause> because they're not exactly what you would call... straight 22:55:35 <Wolf01> Pointless, there are no swamps on OTTD 22:56:43 <Eddi|zuHause> random first search result https://www.youtube.com/watch?v=DBxVU6hhKwY 22:57:19 <Wolf01> https://www.youtube.com/watch?v=9tDUl5VJNf8 the first one 22:57:43 *** bwn has joined #openttd 22:59:16 <Eddi|zuHause> yes, that was probably the one i had in my head at first 23:01:35 <Samu> 6 + 5 = 11 23:01:43 <Samu> If I don't get 11 now, I cry 23:01:54 <Wolf01> @calc 6+5 23:01:54 <DorpsGek> Wolf01: 11 23:01:59 <Wolf01> Seem like that 23:02:36 <Samu> wow, it was easier than I thought 23:03:00 <Samu> do { len += v->gcache.cached_veh_length; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL; } while (v != NULL); 23:03:11 <supermop_> Eddi|zuHause: what should i call that 23:03:20 <supermop_> TORF? 23:04:23 <Eddi|zuHause> "torf" is apparently called "peat" in english 23:04:43 <Samu> v was nullptr --- what is this? 23:05:31 <supermop_> i drew creosote soaked wood poles for cheap crappy wire 23:05:46 <Wolf01> That you need to do "do while() {}" and not "do {} while()" 23:08:16 <Samu> ah it was something else, I can't use v 23:08:22 *** matt11235 has quit IRC 23:08:28 <Samu> v must not be modified 23:08:48 <Samu> but i need a copy of v when do while is running 23:11:32 <Samu> it's actually a do { do {} while() } while() 23:11:46 <Samu> articulated parts are getting in the way 23:13:40 *** bwn has quit IRC 23:14:58 <Samu> the first do while is for the vehicle, but a vehicle in itself can be articulated, so i need another do while to account for it 23:15:13 *** bwn has joined #openttd 23:18:18 <Samu> a multi-headed vehicle apparently is 2 vehicles in this situation 23:19:38 *** JezK_ has joined #openttd 23:23:25 *** bwn has quit IRC 23:25:45 *** bwn has joined #openttd 23:30:55 *** chomwitt has quit IRC 23:39:01 <Samu> I got a train of lenght 48, in which 42 doesn't have a running cost assigned 23:39:17 <Samu> 6 * 8 = 48 23:39:35 <Samu> 1 engine + 5 wagons 23:39:48 <Samu> only the engine have the running cost 23:41:20 <Samu> what should be the running cost of the 5 wagons 23:41:39 <Samu> hmm must think 23:42:54 <Samu> only 8/48 of the train got running cost, the other 42/48 must be based on the running cost of 8/48 23:43:19 <Samu> hmmm help me formulate a formula 23:46:46 *** UntouchedWagons has quit IRC 23:54:53 <Samu> i found my very old post https://www.tt-forums.net/viewtopic.php?f=32&t=65246&p=1074470#p1074177 23:55:06 <Samu> 2013, it was 4 years ago 23:55:20 *** Tenu has joined #openttd 23:59:47 *** Tenu has quit IRC 23:59:50 *** Tenu has joined #openttd