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00:07:02 *** FLHerne has quit IRC 00:24:32 <Wolf01> 'night 00:24:35 *** Wolf01 has quit IRC 00:42:34 *** Stimrol has quit IRC 00:44:21 *** HerzogDeXtEr1 has joined #openttd 00:50:52 *** HerzogDeXtEr has quit IRC 02:43:33 *** glx has quit IRC 03:16:03 *** sla_ro|master has joined #openttd 04:14:37 *** cosmobird has joined #openttd 04:49:55 *** sla_ro|master has quit IRC 05:42:45 *** mindlesstux has quit IRC 05:43:24 *** mindlesstux has joined #openttd 05:55:09 *** Cubey has quit IRC 05:59:28 *** roidal has joined #openttd 06:06:31 *** andythenorth has joined #openttd 06:30:06 *** Progman has joined #openttd 06:31:28 *** andythenorth has left #openttd 06:32:23 *** Hiddenfunstuff has joined #openttd 06:39:44 *** gelignite has joined #openttd 07:40:46 *** cosmobird_ has joined #openttd 07:43:43 *** cosmobird_ has quit IRC 07:47:08 *** cosmobird has quit IRC 07:48:42 *** Progman has quit IRC 08:55:28 *** zuzak has quit IRC 08:57:08 <planetmaker> o/ 09:05:15 *** tokai|noir has joined #openttd 09:05:15 *** ChanServ sets mode: +v tokai|noir 09:10:33 *** Stimrol has joined #openttd 09:12:08 *** tokai has quit IRC 09:24:18 *** Wolf01 has joined #openttd 09:24:54 <Wolf01> o/ 09:34:20 *** sim-al2 is now known as Guest581 09:34:23 *** sim-al2 has joined #openttd 09:38:17 *** Guest581 has quit IRC 10:49:45 *** Deactivated has joined #openttd 11:15:17 *** sla_ro|master has joined #openttd 11:39:20 *** frosch123 has joined #openttd 12:00:27 *** Defaultti has joined #openttd 12:31:42 *** Wormnest has joined #openttd 12:31:50 *** Deactivated has quit IRC 13:22:34 *** andythenorth has joined #openttd 13:31:05 <supermop_home> yo 13:31:26 <supermop_home> steam trams, diesel trucks, or bendy buses? 13:33:27 <Wolf01> Zeppelin trams 13:36:23 <andythenorth> o/ 13:37:07 *** frosch123 has quit IRC 13:37:43 <supermop_home> andythenorth I am dreading a slippery slope whereby I make an inferior remake of hog or egrvts 13:38:16 <supermop_home> but as is stands I feel trolleybi needs more, bigger vehicles, and conventional ones as well 13:40:03 <supermop_home> ogfx+ is all rigid half tile long vehicles, but I am tempted to add articulated trams and buses, semi-trucks, etc 13:40:25 *** frosch123 has joined #openttd 13:41:10 *** peter1138 has quit IRC 13:42:23 *** sim-al2 has quit IRC 13:45:22 <planetmaker> supermop, not sure that OpenGFX+ needs to stay rigidly to half-tile vehicles. The remade default ones should be for compatibility reasons. But newer additions could feature different lengths, I think 13:45:50 <planetmaker> IIRC for the trains there's even one engine which changes length to 7/8 in the OGFX+ train set (turbo train) 13:47:04 <planetmaker> supermop, but consider that the tram and bus stops work "best" (in terms of capacity / through-put) with half-tile vehicles (or full tile). 13:50:13 <supermop_home> planetmaker: yeah, an bunch of 9/8semi trucks could get annoying 13:51:05 <supermop_home> I could make all trams either .5 or 1 tiles depending on if they are bendy, 13:52:38 <planetmaker> probably it's just a balancing issue in that the longer vehicles should carry more. How long exactly they are then doesn't matter and is more a visual choice 13:53:39 <planetmaker> Anyhow, a lot of this is a matter of looks, I think. And a visually 9/8 vehicle could probably still be coded as 8/8 with a slight overlap ;) 13:54:50 <supermop_home> for a semi-truck, can the tractor and trailer overlap at the hitch? 13:57:01 <andythenorth> yes 13:57:15 <andythenorth> RH messes with lengths and offsets for semi-trucks 13:57:20 <andythenorth> seems to work fine 14:00:34 <supermop_home> andythenorth so you can draw the hitch extending to rear axle(s) ? 14:04:00 <andythenorth> http://dev.openttdcoop.org/projects/road-hog/repository/entry/src/graphics/vehicles/powerstock_template.png 14:05:05 <supermop_home> makes sense 14:08:30 * andythenorth shoudl finish fricking FIRS 14:08:33 <andythenorth> should * 14:09:53 <supermop_home> I cant believe I am making a truck set before a train set 14:10:15 * andythenorth did that 14:10:19 <andythenorth> we have enough trains 14:10:30 <andythenorth> also train lengths suck 14:10:38 <andythenorth> so making a set is demoralising 14:11:23 * supermop_home never really like trucks 14:11:32 <supermop_home> always loved trains 14:12:05 <supermop_home> I guess I am doing this out of a desire to force furtherance of nrt 14:13:03 <supermop_home> its illustrative of quirks of ELRD at least 14:13:40 <supermop_home> paradoxically, trolleybuses end up to be the hardest transit to build, 14:13:48 <andythenorth> what’s hard about them? 14:14:01 <supermop_home> have to remove town road 14:14:16 <supermop_home> can't just string up wires over a public street 14:15:12 <supermop_home> so ELRD ends up being most suitable for mining trucks, where the small capacity really shows 14:16:17 <supermop_home> you can 'cheat' by building roadstops on straight road to convert it to ELRD, but corners and intersection require destroying 14:16:44 *** peter1138 has joined #openttd 14:16:44 *** ChanServ sets mode: +o peter1138 14:17:50 <supermop_home> I might add dual mode vehicles to help with running through an ornery town that wont let you rebuild its roads 14:18:11 <andythenorth> can’t overbuild normal road? 14:18:18 <supermop_home> no 14:18:26 <supermop_home> well you can with road stops 14:18:39 <supermop_home> but not with the convert tool 14:19:19 <supermop_home> currently you cannot convert roads owned by others, including towns 14:19:31 <andythenorth> that makes sense somewhat 14:20:05 <supermop_home> otherwise i could convert a towns roads to elrd and not pay upkeep, which is fine, 14:20:28 <supermop_home> but a competitor could come by and downgrade them to dirt or something 14:20:35 <andythenorth> I don’t see any resolution to that 14:20:47 <supermop_home> that kind of griefing is probably livable 14:21:04 <supermop_home> but i think nrt might need support for some kind of hierarchy 14:22:12 <supermop_home> where roads are ranked by their sort order 14:22:19 <frosch123> i think we had a solution 14:22:30 <frosch123> like allow converting town road to anything that is compatible to ROAD 14:23:00 <supermop_home> frosch123that would work 14:23:26 <supermop_home> would be nice if you could enforce that the upgrade must have equal or greater powered ness 14:23:56 <supermop_home> but could live without that 14:25:39 *** roidal_ has joined #openttd 14:32:30 *** roidal has quit IRC 14:33:23 <supermop_home> or set a property for roads that sets them as town buildable 14:33:43 <supermop_home> and you can upgrade to those? 14:33:46 <supermop_home> idk 14:34:24 <andythenorth> time for new FIRS cargo icons :P 14:35:07 <andythenorth> Cement, Coke, Explosives, Fertiliser, Kaolin, Peat, Pig Iron, Pipe, Quicklime, Slag, Soda Ash, Steel, Sulphur, Vehicle Bodies, Zinc 14:35:20 <andythenorth> supermop_home: feel inspired to draw an icon? o_O ^ 14:49:30 <andythenorth> bbl 14:49:32 *** andythenorth has quit IRC 14:50:54 *** Alberth has joined #openttd 14:50:54 *** ChanServ sets mode: +o Alberth 14:56:46 <frosch123> o/ 14:57:22 *** nekomaster has joined #openttd 14:57:26 <nekomaster> Herpderp 14:57:52 <nekomaster> Anyone around that knows how to code railtypes in NML? 14:59:22 <nekomaster> I was wondering how to add Narrow Gauge railtype to my Nars Add-on set 15:02:04 <frosch123> you add a railtypetranslation table to your grf 15:02:10 <frosch123> and then specfiy the railtype for the vehicles 15:02:15 <nekomaster> I have that 15:02:21 <frosch123> load some other grf which provides narrow gauge and you are done 15:02:27 <nekomaster> I already have Metro support 15:03:03 <nekomaster> I just need the code thingy for it like how theres RAIL, ELRL, MTRO, 3RDR 15:03:10 <nekomaster> would ir be NGRL? 15:03:50 <planetmaker> what does the newgrf wiki suggest? 15:04:06 <planetmaker> what do other railtype NewGRFs use? 15:04:12 <nekomaster> I can't find anything 15:04:14 <frosch123> https://newgrf-specs.tt-wiki.net/wiki/RailtypeLabels 15:04:26 <nekomaster> ahh 15:04:34 <nekomaster> I'm still waking up, so I dont know what to search up 15:16:09 <nekomaster> Thanks for the help guys 15:16:11 *** nekomaster has left #openttd 15:52:59 *** andythenorth has joined #openttd 15:56:05 *** Cubey has joined #openttd 16:16:15 *** sla_ro|master has quit IRC 16:18:10 *** gelignite has quit IRC 16:28:46 *** sla_ro|master has joined #openttd 16:39:20 <Wolf01> o/, quak 16:42:17 <Wolf01> Alberth, interested? https://www.packtpub.com/packt/offers/free-learning 16:42:26 <Wolf01> Andy too, maybe 16:49:25 *** glx has joined #openttd 16:49:25 *** ChanServ sets mode: +v glx 16:51:15 *** gelignite has joined #openttd 16:57:42 <Alberth> nah, have programmed too much Python already :) 16:58:21 <Alberth> did pickup the robot book yesterday 17:00:39 <frosch123> aren't important books usually named by the color of their cover? 17:02:01 <Alberth> don't own such books 17:02:34 <Alberth> I do own the dragon book though, if that counts 17:03:33 <Alberth> and a few others, but they go by title or authors afaik 17:04:24 <Alberth> and a whole lot non-famous books :p 17:08:18 <quiznilo> krushia: Buy Tucson Steel™ 17:11:07 <frosch123> @op 17:11:07 *** DorpsGek sets mode: +o frosch123 17:11:19 *** frosch123 sets mode: -b Bhootrk_!*@* 17:11:42 *** frosch123 sets mode: -b *!~oftc-webi@159.20.215.242 17:12:50 *** frosch123 sets mode: -b *!*@*.tor-irc.dnsbl.oftc.net 17:12:56 <frosch123> @deop 17:12:56 *** DorpsGek sets mode: -o frosch123 17:15:47 <quiznilo> https://en.wikipedia.org/wiki/Drake_Well 17:31:46 *** sla_ro|master has quit IRC 17:40:49 *** Coobies has joined #openttd 17:45:48 *** Markk has quit IRC 17:46:04 *** Cubey has quit IRC 17:51:31 *** sla_ro|master has joined #openttd 17:51:31 *** Gja has joined #openttd 17:55:14 *** Markk has joined #openttd 18:16:32 *** Alberth has left #openttd 18:19:25 *** oskari89 has joined #openttd 18:36:38 *** smoke_fumus has quit IRC 18:47:08 *** MGHKHIO\ has joined #openttd 18:47:40 *** MGHKHIO\ has quit IRC 19:09:24 *** FLHerne has joined #openttd 19:43:46 *** chomwitt2 has quit IRC 19:49:12 <supermop_home> yo 20:15:25 *** Hiddenfunstuff has quit IRC 20:19:50 *** sla_ro|master has quit IRC 20:25:10 *** sim-al2 has joined #openttd 20:27:10 *** andythenorth has quit IRC 20:59:02 *** FLHerne has quit IRC 20:59:16 *** FLHerne has joined #openttd 21:07:31 *** sla_ro|master has joined #openttd 21:08:44 *** oskari89 has quit IRC 21:12:38 <supermop_home> I don't see a cb in specs for current rail type 21:13:05 <supermop_home> how do I have a switch to increase power/decrease running cost when on ELRD? 21:17:09 *** sla_ro|master has quit IRC 21:17:42 <FLHerne> supermop_home: There's a track_type variable 21:18:22 <FLHerne> No 21:19:04 <frosch123> there is 21:19:15 <supermop_home> current_railtype ? 21:19:21 <FLHerne> current_railtype 21:19:28 <supermop_home> can I use current_roadtype? 21:19:48 <frosch123> https://wiki.openttd.org/Frosch/NotRoadTypes#Variables <- there is current_roadtype 21:19:58 <frosch123> you can check it in the "power" callback 21:20:24 <supermop_home> if I ask if it is ELRD, do I also need a list of roads that are potentially compatible? of does the roadtype newgrf handle that 21:22:17 <supermop_home> also just on gut feeling, do you feel that dual mode trolley trucks should come after each of the last two trolley trucks, before, or same time 21:23:20 <frosch123> it only works for exact match 21:23:27 <supermop_home> like if trolley truck generations are 1,2,3,4, should dual mode trucks be 2.5, 3.5, or 3.5, 4.5? 21:24:15 <supermop_home> frosch123 so I need to include every possible electric road i know of? 21:24:36 <frosch123> yes 21:25:15 <frosch123> not sure whether dual-mode works well in game 21:25:20 <supermop_home> well currently i think I am the only person who has made non elrd electric roads, so at least I have complete knowledge 21:25:52 <supermop_home> frosch123 thats te point of trolleybi - to test how well electric RVs actually work 21:28:40 *** roidal_ has quit IRC 21:31:27 *** chomwitt has joined #openttd 21:36:06 <planetmaker> hm... that indeed makes a LARGE list of tracks to check for at the start of vehicle NewGRFs :) 21:36:38 <planetmaker> But it's basically a one-time setup... write a switch which is called by all vehicles just the same 21:36:43 <frosch123> for trains you just attach two engines to the consist 21:36:49 <frosch123> one regular, one electric 21:37:09 <planetmaker> Well... a regular also works on electric... no need for two 21:37:10 <frosch123> though, that is kind of only more power, not switching 21:37:28 <planetmaker> that's handled via the compatible_ and powered_railtype variables, isn't it? 21:38:03 <planetmaker> in the tracksets 21:38:09 <frosch123> the point is that you can have multiple train engines, but only one rv engine 21:38:11 <Wolf01> Yes, but at consist level in case of trains, for RVs it's extremely experimental 21:38:46 <frosch123> for a single engine, switching does not work for rail engines either 21:39:16 <frosch123> but we could add some new variable to test poweredness for some other rail/road/tram type 21:40:07 <Wolf01> It's already there, just check the existing one 21:40:53 <Wolf01> We should add a table, calculated on grf load 21:41:27 <Wolf01> A sort of reverse powered_roadtype 21:41:36 <planetmaker> Hm, I can't change power depending on track type for a single vehicle? 21:41:39 <supermop_home> planetmaker presumably not all trucks would get the same power boost though. i was thinking something like a 400hp truck that has 1000hp with electric power, and then the 600 hp truck has 1500hp 21:41:41 <frosch123> Wolf01: newgrf can only check for labels they know 21:41:48 <frosch123> they cannot check for stuff which they do not know 21:41:57 <Wolf01> Newgrfs yes, but the game knows everything 21:42:12 <frosch123> planetmaker: you can, but you have to know the exact tracktype 21:42:35 <planetmaker> supermop, yes, but I mostly meant the switch "is proper road type" which might return "ok to boost" and "no boost" 21:42:37 <frosch123> planetmaker: supermop wants to check for "is compatible to ELRD", not "is ELRD" 21:42:48 <Wolf01> They could ask via callback something like "I'm roadtype X, am I powered on the roadtypes of the current tile?" 21:42:54 <frosch123> only the latter is currently possible 21:43:20 <supermop_home> Wolf01what do you mean 21:43:20 <planetmaker> yes... so indeed: make a switch which checks for ELRD, DUAL, ... and returns either "1" or "0". And then in the calling switch - depending on that - set the vehicle-specific boost 21:43:45 <planetmaker> and when you learn of a new tracktype label which should also act as powered, then add that in that one "is it a compatible road" switch 21:43:49 <frosch123> so, let's add var 63 to the list 21:44:25 <planetmaker> frosch123, not "compatible" but "powered on" 21:45:06 <planetmaker> at least that's how I understand his use case? 21:45:17 <supermop_home> pm so I could do "power: boost_switch" 21:45:17 <Wolf01> supermop, I mean that the grf doesn't need to know which roadtypes there are, they ask the game for that, the game just returns true or false by checking between all the combinations of all the grfs 21:45:18 <frosch123> planetmaker: "compatible" and "powered" are equivalent for roadtypes 21:45:58 <supermop_home> and then boost switch asks, "current_roadtype = ???" 21:46:06 <planetmaker> hm ok :) 21:46:43 *** gelignite has quit IRC 21:46:45 <planetmaker> supermop, yes something like that 21:46:47 <supermop_home> Wolf01 does the game do anything like that in any other cases? 21:47:15 <Wolf01> I don't know, but we might add callbacks like this for both road and rail 21:49:12 <Wolf01> This might help to make easily even dual type engines for rails 21:49:22 <frosch123> https://wiki.openttd.org/Frosch/NotRoadTypes#Vehicle_variable_to_test_.22poweredness.22_for_certain_road.2Ftram.2Frailtype 21:49:23 <supermop_home> like rack engines 21:49:38 <supermop_home> increase TE when on rack rail? 21:50:39 <Wolf01> Wherever you want to use the result on the grf 21:50:49 <Wolf01> Increase TE, speed.. 21:56:32 <Wolf01> I don't think is possible to have the same power of the closures of other languages, but if we can pass a parameter to a function and get a result back then there are a lot of possibilities 21:57:46 <Wolf01> If we can only read, then... well... that's limited 21:59:10 <supermop_home> currently i can do this? 21:59:11 <supermop_home> https://paste.openttdcoop.org/psb6a1gee 22:00:30 <Wolf01> I do a lot of async programming which uses extensively this method, with the right braces :P 22:00:50 <Wolf01> Usually javascript 22:01:50 <frosch123> supermop_home: in the "property" section you must give a constant 22:02:16 <frosch123> then you add another "power"/cost" to the "graphics" section 22:03:47 <Wolf01> The problem is to choose the default values for the property section 22:04:09 <supermop_home> is default the unpowered case, or the powered case? 22:04:54 <Wolf01> Eh, depends on the depot from which you are purchasing the engine 22:05:12 <supermop_home> https://paste.openttdcoop.org/pwtxxsyg0 22:05:35 <supermop_home> assuming this is a diesel truck first, and an electric truck second 22:06:11 <frosch123> as long as the thing in the graphics section always returns a value, the value in the property section does not matter 22:06:16 <frosch123> it only needs to be some value 22:06:24 <frosch123> "1" would do 22:06:30 <Wolf01> Good then 22:07:46 <supermop_home> so what I have works now, only for elrd? and NRT needs to change to allow it to work on compatible roads? 22:08:20 <frosch123> yes 22:08:32 <Wolf01> Yes, only for ELRD, the problem is that you can't know other roadtypes 22:08:40 <Wolf01> At least not those from other grfs 22:09:20 <frosch123> well, you can add all the types which you know when writing the grf :) 22:09:34 <supermop_home> should I wait until there is a better way? 22:09:43 <Wolf01> Which are just ROAD, ELRD, RAIL, ELRL 22:10:43 <supermop_home> will also need a switch for raising/lowering the pantograph 22:10:43 <Wolf01> Or just guess there are HAUL, HWAY etc 22:12:34 <Wolf01> You need a function like switch(hascatenary(current_roadtype)) 22:13:26 <supermop_home> hmmm 22:13:28 <Wolf01> Or just an if 22:13:33 <supermop_home> that exists? 22:13:41 <Wolf01> I don't think 22:14:15 <Wolf01> If it existed for catenary then it should exist for every other possible feature too, like third rail, rack 22:14:37 <supermop_home> although someone may (mis)use catenary for some decorative thing on roads that has nothing to do with power 22:15:16 <Wolf01> Or do some electrified road without catenary graphics but with a rail 22:15:31 <Wolf01> So your pantograph is useless there 22:17:11 <supermop_home> well presumably whoever makes a 3rd rail road would not set it as compatible with a trolley wire road 22:17:27 <supermop_home> so if we could check some table, it wouldn't be an issue 22:18:00 *** smoke_fumus has joined #openttd 22:24:21 <Wolf01> But you can't check the table from the grf, as you don't know anything about other types, and if you can ask the game about that then you can only get a boolean, because you can't assign different values to unknown roadtypes 22:24:43 <supermop_home> but i can't yet ask the game 22:26:29 <supermop_home> if I do enumerate every known electric road type, does my switch then have a return line for each of those? 22:26:40 <frosch123> yes 22:27:21 <Wolf01> And if you encounter an unknown roadtype it just return the default 22:29:16 <supermop_home> did andy make an e-HAUL yet? 22:29:31 <Wolf01> Not as I know 22:30:04 <supermop_home> going to check forums for the other two road sets 22:31:09 <Wolf01> There is another, really evil possibility: hardcode 15 different roadtypes and grfs just change the graphics and costs XD 22:31:27 <supermop_home> ha 22:31:32 <Wolf01> And remove canals, of course 22:31:50 <supermop_home> add 15 canaltypes, none of which are buildable 22:32:39 <supermop_home> I wonder what andy will name e-haul in the future 22:32:45 <supermop_home> wonder if i can guess it 22:33:10 <supermop_home> EHAL? EHUL? 22:33:18 <supermop_home> EHHR? 22:33:24 <Wolf01> ELHL 22:33:26 <supermop_home> EHLR 22:33:33 <supermop_home> oh that's better Wolf01 22:33:35 <frosch123> HAUL does not allow other roadvehicles 22:33:46 <frosch123> so, no point in checking for it 22:34:14 <supermop_home> frosch123 a future ELHL may allow trolley assist mining trucks 22:34:35 <Wolf01> Only because andy made it so, but if supermop wants to make his own HAUL which allows something other... 22:34:42 *** Progman has joined #openttd 22:35:24 <supermop_home> frosch123 aslo I could add a bunch of scooters, mopeds, and rickshaws that are compatible on both ROAD and HAUL just to mess with him 22:35:47 <Wolf01> Caterpillars on DIRT and HAUL, maybe on ROAD too just to piss off some fast bus lines 22:36:18 <supermop_home> the country roads set makes dirt and haul compatible I think 22:36:45 <Wolf01> HAUL should be able to run on DIRT, not vice versa 22:37:40 <Wolf01> As it opens the possibility to have every possible vehicle on HAUL too, since every ROAD vehicle can travel on DIRT 22:38:08 <Wolf01> I don't even know if that is possible :P 22:38:28 <frosch123> it's the other way around 22:38:31 <supermop_home> I've been thinking of making dirt not compatible with road per se 22:38:34 <frosch123> DIRT vehicles can drive everywhere 22:38:42 <frosch123> your f1 car cannot go on dirt 22:39:04 <supermop_home> frosch123maybe very slowly pushed byy hand 22:39:08 <frosch123> your 5mph DIRT bike can take the highway just fine 22:39:36 <frosch123> the other vehicles will happily slow down behind it 22:39:37 <Wolf01> HAUL: powered->DIRT, ROAD: powered->DIRT? 22:40:08 <frosch123> https://wiki.openttd.org/Frosch/NotRoadTypes#Compatibility.2FPoweredness <- it's named OFFR there 22:41:04 *** nekomaster has joined #openttd 22:41:05 <supermop_home> In my mind dirt =/ off-road 22:41:10 <nekomaster> Herpderp 22:41:26 <Wolf01> Early ROADs were dirt :P 22:41:31 <nekomaster> Drunk Question : Can you change the diesel or steam smoke sprites in NML? 22:41:39 <supermop_home> i can drive slowly on a dirt road in a regular car, but if it is really rough, I need a jeep or a tank 22:41:51 <supermop_home> nekomasterthink so 22:42:05 <nekomaster> or i could just use the diesel smoke effect 22:42:23 <nekomaster> how would I get a steam engine to use diesel smoke? 22:42:33 <Wolf01> Also I really must to bed... I must wake up early 22:42:33 <nekomaster> without changing the class? 22:42:49 <Wolf01> 'night 22:42:53 *** Wolf01 has quit IRC 22:43:09 <supermop_home> visual_effect_diesel 22:43:28 <nekomaster> This is what I have 22:43:29 <nekomaster> visual_effect_and_powered: visual_effect_and_powered(VISUAL_EFFECT_DISABLE, 0, DISABLE_WAGON_POWER); //Set from graphics file 22:43:43 <nekomaster> where would I put the diesel effect? 22:44:07 <supermop_home> visual_effect: VISUAL_EFFECT_ELECTRIC; 22:44:18 <supermop_home> is what my trolley buses use 22:45:06 *** frosch123 has quit IRC 22:46:07 <nekomaster> i tried VISUAL_EFFECT_DIESEL instead of VISUAL_EFFECT_DISABLE and i still get steam 22:46:17 <supermop_home> hmm 22:46:29 <supermop_home> maybe trains work different 22:46:56 <supermop_home> with RVs there really isn't much else that makes them steam/diesel/whatever 22:47:24 <nekomaster> i mean the easiest way is to change the class but that will change the class the passenger cars for color too 22:47:40 <supermop_home> oh yeah RVs don't have that 22:49:15 *** Gja has quit IRC 22:51:02 <nekomaster> nope, changing the class did not change the steam sprite 22:55:26 <nekomaster> For now, if anyone wants a taster of my steam engines here you go 22:55:26 <nekomaster> https://www.dropbox.com/s/fahhl6r2qy0hhhp/nars_add_on_set.tar?dl=0 22:55:48 <nekomaster> Its basically a new version of NARS ADD-ON set 22:56:26 *** Wormnest has quit IRC 22:58:26 <nekomaster> Oh yeah, and theres a EMD Model 40 in my set already 22:59:53 <nekomaster> Heres what I have with the NARS ADD-ON SET 2CC Now 22:59:54 <nekomaster> https://www.dropbox.com/s/5f4ufet897rlhbu/derp.png?dl=0 23:03:28 *** Progman has quit IRC 23:03:50 *** FLHerne has quit IRC 23:28:14 *** nekomaster has left #openttd