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00:20:39 *** smoke_fumus has quit IRC 00:53:49 *** HerzogDeXtEr1 has joined #openttd 00:59:03 *** HerzogDeXtEr has quit IRC 01:52:57 *** grossing has quit IRC 02:02:44 *** glx has quit IRC 02:30:36 *** Flygon has joined #openttd 02:33:12 *** cosmobird has joined #openttd 02:59:53 *** grossing has joined #openttd 03:55:15 *** cosmobird has quit IRC 05:06:20 *** Cubey has quit IRC 05:22:28 *** cosmobird has joined #openttd 05:31:07 *** cosmobird has quit IRC 05:36:47 *** sla_ro|master has joined #openttd 06:20:06 *** andythenorth has joined #openttd 06:36:12 *** Biolunar has joined #openttd 06:36:44 <andythenorth> o/ 07:07:56 *** cosmobird has joined #openttd 07:18:07 *** cosmobird has quit IRC 07:21:16 <Flygon> Uurrf. Every time, I forget to copy over OpenTTD to new Windows install. 07:21:21 <Flygon> and I lose all settings along with. 07:21:45 <Flygon> Maybe I should start setting OpenTTD to save shit to my desktop, not to My Documents. :V 07:22:16 <Flygon> ...can't afford the SATA > USB enclosure atm :VVV 07:26:06 *** andythenorth has quit IRC 07:39:43 *** gelignite has joined #openttd 07:49:14 *** synchris has joined #openttd 07:59:13 <Eddi|zuHause> open the pc case, plug in sata directly? 08:04:37 *** wyldesyde has joined #openttd 08:20:59 *** cosmobird has joined #openttd 08:25:34 *** wyldesyde has quit IRC 08:54:00 *** gelignite has quit IRC 09:05:44 *** Wolf01 has joined #openttd 09:05:49 <Wolf01> Moin 09:20:28 *** debdog has quit IRC 09:21:23 *** debdog has joined #openttd 09:33:01 <Eddi|zuHause> GRÜẞE 09:33:19 <Eddi|zuHause> (does that look as weird to you as it does to me?) 09:34:20 <Flygon> Eddi: It's possible, but somewhat awkward. 09:34:33 <Flygon> Because you have two boot drives fighting to be the master Hard Drive. 09:34:53 <Flygon> And the one that's currently removed is actually failing. 09:34:59 <Flygon> Stalled read/writes for 30 seconds at a time ect 09:35:01 <Wolf01> Looks like a Sith fight 09:35:16 <Eddi|zuHause> Flygon: just boot linux, it should deal with that fine 09:38:14 <Flygon> Eddi: From a CD? 09:38:29 <Flygon> It's deal withable either way. It's just... kinda problematic. 09:38:40 <Flygon> And I need to get a 3.5in SATA enclosure somepoint anyway. 09:44:10 <Eddi|zuHause> "in the last year, german police shot at 52 humans, wounding 28 and killing 11, which is a slight increase over the previous years" 09:48:33 <Wolf01> Those are rookie numbers compared to our democracy overlords 10:00:42 *** Cubey has joined #openttd 10:07:43 *** Progman has joined #openttd 10:19:27 <Eddi|zuHause> yeah, about a factor of 20 (scaled for population) 10:20:04 <Eddi|zuHause> (maybe scaled for amount of policemen might be an interesting statistics) 10:20:18 <Eddi|zuHause> (or policewomen) 10:25:47 <Rubidium> or amount of prisoners 10:31:20 *** mescalito has joined #openttd 10:31:48 <Wolf01> https://img-9gag-fun.9cache.com/photo/a7DdrRq_460sv.mp4 >_> 10:32:59 <Eddi|zuHause> Wolf01: after that weird "straddle bus" thingie, it wouldn't surprise me if some chinese startup actually tried to build this 10:33:06 <Wolf01> :D 10:33:18 <Wolf01> The bus might have worked 10:34:01 <Eddi|zuHause> afaik they built a prototype in some "minor" chinese city (where "minor" means "less than 2 million inhabitants") 10:34:22 <Eddi|zuHause> and then the bosses left with all the investment money, leaving the prototype there clogging the road 10:36:02 <__ln__> that's modern day communism 10:36:34 <Eddi|zuHause> do they still call it communism? 10:38:04 *** andythenorth has joined #openttd 10:38:14 *** Hiddenfunstuff has joined #openttd 10:38:36 <Wolf01> o/ 10:41:01 <andythenorth> hi 10:42:00 *** Cubey has quit IRC 10:45:00 *** Gja has joined #openttd 10:56:46 <andythenorth> Wolf01: so how would combined catenary work? 10:56:49 <andythenorth> I can’t figure it out 11:02:53 <Wolf01> When different types of roadbits merge or when they are built together? 11:09:00 <andythenorth> either 11:09:15 <andythenorth> I guess the question is, how is the vehicle powered? 11:11:05 <Wolf01> The main problem might happen only when you have just 2 catenaries as you can't tell visually which one is present, if you have a third rail you should be able to see it there or missing 11:12:09 <Wolf01> But is the same problem that we already have 11:12:16 <planetmaker> andythenorth, I can't imagine how two concurrent catenaries would work at all 11:12:29 <Wolf01> ^ that's a point too 11:12:29 <planetmaker> neither ingame nor in real-life 11:12:49 <andythenorth> wait for Eddi to post his photos :) 11:13:16 <andythenorth> I’m not proposing two catenaries :) 11:13:25 <andythenorth> I just don’t understand how one can function, at the spec level 11:13:37 <andythenorth> it means building tram changes the label of the road 11:13:50 <andythenorth> it’s at least deterministic I guess, but it’s fricking weird 11:15:12 <andythenorth> hmm 11:15:22 <andythenorth> unless the approach changes more fundamentally 11:15:37 <andythenorth> ach 11:15:42 <Wolf01> If we move the electrification to a bitmask, then we should decide if the catenary powers both types at the same time or they must be set indipendently 11:15:46 * andythenorth thinks it’s all futile :D 11:15:59 <andythenorth> we’re boxed in by railtypes 11:16:09 <Wolf01> Yeah 11:16:40 <andythenorth> so once again, NRT goes back on the ‘not possible’ pile :) 11:16:54 <andythenorth> that’s what, the 4th failed attempt? o_O 11:16:54 <Wolf01> Nah 11:17:15 <Wolf01> Just don't fall in the trap "keep the same behavior of.." 11:17:34 <andythenorth> as per railtypes? 11:17:39 <Wolf01> Yes 11:17:47 <andythenorth> I can’t see it being acceptable for NRT to work differently to railtypes 11:18:15 <andythenorth> it’s already nearly impossible to understand railtypes 11:18:52 <Wolf01> That's because the whole powered thing is chinese, imho 11:19:04 <andythenorth> I don’t understand it 11:19:18 <andythenorth> but that’s a sign of it being clever no? 11:20:14 <Wolf01> It would be better if the powered thing is "I need a 1.5kv catenary to work" in a vehicle, and query the tile 11:21:05 <Wolf01> Instead of "hey, I have a catenary, vehicles of type x, y, and z can run on me" 11:22:35 <andythenorth> that’s not how railtypes do it afaik 11:22:43 <andythenorth> it’s via the label 11:23:05 <andythenorth> catenary is arbitrary eye candy, no? o_O 11:23:37 <Wolf01> You can have microwave powered vehicles, which is eletrification too, but invisible 11:23:51 <Wolf01> It's not the graphic which powers a vehicle 11:24:30 <Rubidium> andythenorth: definitely, see this Diesel driven train: http://www.eurailscout.com/global/eurailscout/afbeeldingen/news/2014%20news/ufm120-r8_.jpg 11:24:59 <andythenorth> Rubidium: why is it thermal cutting the rails at the front? o_O 11:25:10 <Wolf01> Removing ice? 11:25:21 <Eddi|zuHause> it's probably a construction/maintenance vehicle 11:25:26 <andythenorth> checking for mice 11:25:39 <Rubidium> it's light for a lightscan camera 11:25:51 <andythenorth> Wolf01: also your blue tow truck has now got reviews on EB 11:25:53 <Rubidium> that make 1 mm slices at 120+ km/h 11:25:54 <andythenorth> your name is on the door 11:26:00 <Eddi|zuHause> like measuring rail alignment 11:26:03 <Wolf01> :D 11:26:54 <Rubidium> so it has a very short shutter time which means you need loads of light 11:27:30 <andythenorth> how about “roads can’t have catenary” Wolf01 ? 11:27:36 <andythenorth> that solves the problem completely 11:27:42 <Rubidium> www.rene-rail.nl/images/Op pad met de Eurailscout UFM 120/album/medium/0003.jpg <- better angle for the catenary being eye candy 11:27:58 <Eddi|zuHause> andythenorth: depends on your definition of "the problem" :p 11:28:27 <Wolf01> <andythenorth> how about “roads can’t have catenary” Wolf01 ? <- do you want to anger supermop? 11:28:36 <andythenorth> all newgrfs die 11:30:00 <Wolf01> It isn't a problem, we could make it print all the electrifications on a tile, and just leave the hassle to grf designers 11:30:09 <Rubidium> andythenorth: interesting fact is that the first versions of that line scan system could not be stationary with the lights on for a long time or it would start igniting dried grass 11:30:17 <andythenorth> oops 11:30:24 <andythenorth> what does it do to the mice? 11:30:42 <Rubidium> but newer systems use more efficient lights 11:31:45 <Rubidium> mice probably have no problem, except when the train is stationary but then they start getting hot and arguably attempt to find a cooler place themselves 11:31:50 <andythenorth> Wolf01: that seems to mean abandoning labels? 11:31:58 *** grossing has quit IRC 11:32:14 *** grossing has joined #openttd 11:33:08 <Wolf01> Yes, but not entirely, we'll keep them for the pavement/track 11:33:20 <Wolf01> Just drop electrification and speed limit 11:34:04 <Wolf01> And that should be done for rail too, maybe with backward compatibility 11:34:29 * andythenorth can’t understand it :) 11:34:44 <andythenorth> how is compatibility determined except via the label? 11:34:51 * andythenorth misses something 11:34:56 <andythenorth> maybe we need a pastebin spec 11:35:49 <Wolf01> As I said before, I see it as the vehicle which should look for the features of the tile where it wants to travel 11:36:02 <andythenorth> so we’d have labels for catenary? 11:36:06 <andythenorth> separately? 11:36:11 <Wolf01> Sort of 11:36:23 <Wolf01> An extensible system would be cool 11:37:06 <Wolf01> Also should be easier to check if an electrification mean is present in the game and throw a warning if not 11:38:52 <andythenorth> how does it solve the confusion problem when two types of catenary are needed on the tile? 11:39:09 <andythenorth> if bus is 1500v DC and tram is 25kv AC for example? 11:39:20 <andythenorth> routing is still broken 11:39:37 <andythenorth> player sees catenary, but either bus or tram don’t drive 11:39:40 *** cosmobird has quit IRC 11:39:40 <Wolf01> 1. just allow one: "place trolleybus catenary | place tram catenary", not both; 2. print both graphics and place both. 11:39:42 <Eddi|zuHause> you mean extensible system like https://www.tt-forums.net/viewtopic.php?f=68&t=59379 ? 11:40:22 <andythenorth> Eddi|zuHause: that doesn’t contain upgrade rules, unless I missed them? 11:40:32 <Wolf01> No, I mean you can add electrification types as objects via newgrf 11:40:45 <andythenorth> if I build ‘tram with 25kv AC’, the tile has to know how to upgrade the road to that 11:40:56 <Wolf01> And use them indipendently from the base road 11:41:12 <Eddi|zuHause> Wolf01: well, you can have that, if you completely abandon the concept of "store this information within X bits of an array" 11:41:30 <Wolf01> The base road should only tell if you can build catenary, third rail or whatever on it 11:42:03 <Eddi|zuHause> Wolf01: which means both storage space and access time of a tile will skyrocket 11:42:28 <Wolf01> Like maglev doesn't allow to build catenary on it, for example, but a DIRT road might allow 15kv to power mining trucks 11:44:33 <Wolf01> It might be, it needs to be designed very well 11:48:51 <andythenorth> what’s the benefit of splitting off catenary? 11:49:12 <Wolf01> Removing half of road/railtypes 11:49:20 <Eddi|zuHause> exporting the combinatorial explosion to make it someone else's problem 11:49:24 <andythenorth> hmm 11:49:31 <Wolf01> Also like Eddi said 11:49:38 <andythenorth> it’s ‘moved’ rather than ‘removed’ no? 11:49:52 <andythenorth> the information is the same, the complexity is higher? o_O 11:50:04 <Wolf01> TBH, it's already a combinatorial explosion, just limited to 16 types 11:50:15 * andythenorth wishes OpenTTD was just a game 11:50:21 <andythenorth> and not some half-assed simulator 11:51:18 *** Gja has quit IRC 11:52:02 <Wolf01> You grf devlolopers started that :D 11:52:19 <Wolf01> (and we also asked for that) 11:52:49 <Rubidium> is 25kV actually safe in tram lines? 11:54:28 <Eddi|zuHause> probably not 11:54:35 <Eddi|zuHause> most trams run 600V-ish 11:55:14 <Eddi|zuHause> easier to keep a safe distance 11:55:20 <Rubidium> so, effectively all are 1kV DC (+- 0.5 kV) 11:55:57 <Eddi|zuHause> it's probably rare to see trams >1kV 11:56:41 <andythenorth> ach 11:56:55 * andythenorth wondered if vehicles could check for tram label to determine powered 11:57:00 <andythenorth> but that’s not how it works 11:57:21 <andythenorth> how about the roadtype checks the tramtype? 11:57:25 <Wolf01> Nope, they check on their own label and it's compatibility list 11:57:37 <andythenorth> yeah, the roadtype should check the tramtype 11:57:40 <andythenorth> that’s the solution 11:57:46 <Wolf01> Not entirely sure 11:58:16 <Eddi|zuHause> andythenorth: so if you build unelectrified tram on a trolleybus road, electrified trams should go there? 11:58:27 <Wolf01> ^ 11:59:01 <Eddi|zuHause> that does not sound like The Right Thing (tm) 11:59:19 <Wolf01> Also tram and road types are in separate lists 11:59:26 <Wolf01> And can have same labels 12:00:56 <andythenorth> Eddi|zuHause: no the tram wouldn’t be electrified 12:01:09 <andythenorth> we should ban overlapping labels 12:01:10 <andythenorth> unless 12:01:12 <andythenorth> ha 12:01:17 <andythenorth> maybe the labels have to match? o_O 12:01:24 <andythenorth> for road and tram? 12:01:26 <Eddi|zuHause> ?? 12:01:32 <andythenorth> you can only build tram over road with same label 12:01:35 <Eddi|zuHause> ??? 12:02:03 <Eddi|zuHause> so to build tram on a cobblestone road, you need to have a cobblestone tram? 12:02:08 <Wolf01> XD 12:02:18 <Wolf01> Stonerail 12:04:55 <andythenorth> yes 12:05:10 <andythenorth> then the catenary will match 12:05:46 <andythenorth> ach, we should merge tram and road 12:05:56 <andythenorth> and just make them boolean toggles in the construction UI 12:06:04 <andythenorth> single bit 12:08:13 <Eddi|zuHause> i have an idea 12:08:46 <Eddi|zuHause> reduce the whole problem to one single bit. so bit=0 means "road" and bit=1 means "tram" 12:09:00 <Eddi|zuHause> remove all the crap about electrification, and types 12:10:02 <Wolf01> One bit for type, if electrification matches then it's set for both (and road graphics take precedence, like now), if there are catenary and third rail, you must set them indipendently 12:10:02 *** Gja has joined #openttd 12:10:23 *** smoke_fumus has joined #openttd 12:10:50 <Wolf01> The grf has the electrification as type: overhead, rail, whatever 12:10:57 <Wolf01> And you check that 12:10:58 <andythenorth> Eddi|zuHause: does that simplify to 1 type per tile? 12:11:38 <Eddi|zuHause> sure. that's even simpler than the current implementation :p 12:11:46 <Wolf01> Just like rails 12:11:57 <Wolf01> But then I want diagonal roads too 12:12:12 <andythenorth> Wolf01: I still don’t understand in your proposal how the vehicle knows if it’s powered? :) 12:12:57 <Wolf01> By checking if the type's electrification bit is set? 12:13:12 <andythenorth> but that assumes ‘powered == electrified' 12:13:19 <andythenorth> but that doesn’t hold :( 12:14:06 <Wolf01> No, you can still run diesel trucks on road, but for trolleybuses you need to check if it's paved road AND the electrification bit 12:14:59 <planetmaker> probably OpenTTD's approach to 'powered' is a bit too complicated, trying to be maximum flexible 12:15:01 <Wolf01> Ok, maybe any kind of road !OFFR/DIRT 12:15:36 <andythenorth> it’s remarkably complex eh? 12:15:47 <andythenorth> planetmaker: in NRT, there is no concept of ‘powered’ currently ;) 12:16:11 <Wolf01> There's only the concept of powered 12:16:14 <planetmaker> can you frame me in how the current implementation handles it? 12:16:22 <Eddi|zuHause> you don't need "powered"/"compatible" distinction if you don't have wagons 12:16:29 <Wolf01> There isn't the concept of compatible which is for wagons 12:19:38 <andythenorth> https://wiki.openttd.org/Frosch/NotRoadTypes 12:19:48 *** sla_ro|master has quit IRC 12:19:51 <Eddi|zuHause> andythenorth: so what you actually mean there is no concept of "compatible", so you renamed "powered" to "compatible" 12:20:18 <Wolf01> Yes, because it was the coolest thing to do 12:21:03 <andythenorth> yes 12:21:04 <planetmaker> ty 12:21:34 <andythenorth> I had my properties switched :P 12:25:49 *** grossing has quit IRC 12:27:11 <Wolf01> After this long talk, I'm sure we have done the best work without breaking all the things, it should just need some more fixes 12:27:27 *** grossing has joined #openttd 12:31:34 <andythenorth> I wonder if the ‘my trolleybuses are stuck’ issue really matters 12:32:15 <andythenorth> given a clean sheet, I would have done this: 12:32:24 <andythenorth> - labels are not unique per roadtype 12:32:35 <andythenorth> - vehicles determine compatibility, not roadtypes 12:33:16 <andythenorth> - maintaining vehicle newgrfs to handle new roadtype labels is not treated as the Worst Thing Ever 12:34:26 <andythenorth> this means, e.g. a whole range of road surfaces could be provided, all with ‘ROAD’ 12:35:19 <andythenorth> it also means that transitive roadtype compatibility is handled per vehicle, which is more interesting 12:35:48 <andythenorth> it also means that trolleybus could be upgraded over town roads without changing the label 12:36:39 <andythenorth> - catenary would be a bool, on the tile, available for both tram and road 12:37:00 <andythenorth> - vehicles would have a ‘requires catenary’ flag, and this would be separate from the road surface / tram rails 12:37:01 <Wolf01> And you can change the surface without changing the compatibility (power), just not change the ROAD to HWAY or HAUL 12:37:33 <andythenorth> - ‘electrified’ is treated as a single property at TTD scale, and no finer resolution of voltage etc is provided 12:37:49 <andythenorth> nor are any hacks for overhead monorail or any other crap supported via catenary 12:38:33 <andythenorth> - ‘types’ using, e.g. ROAD label, might provide catenary automatically on construction, XOR, we might make it a button on the construction toolbar 12:39:04 <andythenorth> - we diverge from railtypes spec, which is, imho, baffling anyway 12:39:20 <Wolf01> I must leave for a bit, I'll read it later 12:39:20 <andythenorth> but that’s all just theory and hot air :I 12:39:28 * andythenorth also 12:49:39 *** Gja has quit IRC 12:55:58 <andythenorth> hmm 12:56:11 <andythenorth> I should delete combinatorial processing in FIRS? 12:56:24 <andythenorth> it’s inconsistently used at secondary industries 12:56:26 <andythenorth> ‘illogical' 12:59:44 <planetmaker> andythenorth, but the handling sounds logical what you just sketched here 13:04:04 <andythenorth> it’s taking something frosch proposed and inverting it 13:04:36 <andythenorth> https://wiki.openttd.org/Frosch/NotRoadTypes#Non-constructible_rail-.2Froad-.2Ftramtypes_to_model_vehicle_compatibility.2Fpoweredness 13:13:48 *** frosch123 has joined #openttd 13:15:24 <andythenorth> quak 13:19:38 <frosch123> hoi 13:20:07 <frosch123> andythenorth: moving compatibility to road vehicles makes the convert-roadtype-type near impossible 13:20:14 <frosch123> *tool 13:20:32 <andythenorth> ok 13:21:03 <Eddi|zuHause> also, wouldn't that require the vehicle set author to know every possible roadtype out there? 13:21:17 <frosch123> road type classes :p 13:21:48 <andythenorth> Eddi|zuHause: isn’t that the same for railtype authors currently? 13:22:13 <andythenorth> it requires letting go of the idea that vehicle newgrfs aren’t maintainable 13:22:44 <Eddi|zuHause> andythenorth: uhm, some portion of that was intended to be solved with the universal railtype scheme 13:23:05 <andythenorth> how’s it going? :) 13:23:15 <Eddi|zuHause> i'd say it was a success 13:23:32 <Eddi|zuHause> but i haven't really checked development in the past ~4 years 13:24:25 <Eddi|zuHause> andythenorth: it allowed for some interchangability between vehicle and track sets 13:29:14 <andythenorth> ‘PACK’ for packaging cargo? o_O 13:30:15 <Eddi|zuHause> why not keep the old label? 13:30:27 <Eddi|zuHause> you're not changing functionality 13:30:38 <Eddi|zuHause> why risk breaking stuff? 13:31:27 <andythenorth> I might keep the label 13:31:33 <andythenorth> it’s an abuse of it mind 13:32:08 <andythenorth> but it’s probably not significant 13:32:13 <andythenorth> and it doesn’t break vehicle sets 13:32:28 <Eddi|zuHause> you could make a poll 13:32:50 <Eddi|zuHause> but beware that the result might be "boaty mcboatface" 13:36:26 <andythenorth> that’s ok 13:37:33 <Eddi|zuHause> also, the target audience of the poll should be vehicle set authors, because the label is your interface with them 13:38:21 <andythenorth> hopefully I can just delete the cargo in FIRS v4 13:38:27 <andythenorth> solving the problem :P 13:39:01 <Eddi|zuHause> 4? are you using exponential versions? or have i missed 3? 13:40:09 <andythenorth> I am working on 3 13:40:18 <andythenorth> although ^2 is not a bad version number system 13:40:21 <andythenorth> like 2048 :P 13:40:59 <Eddi|zuHause> i was trying to forget that... 13:45:43 <andythenorth> frosch123: http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/economies.html 13:45:51 <andythenorth> charts for basic economies are pretty good 13:46:03 <andythenorth> wondering whether to exclude passengers from charts 13:46:30 <andythenorth> there is a banned_cargos list, which includes pax, but can’t figure out what I intended with it 14:04:09 *** Lejving_ has joined #openttd 14:10:43 *** Lejving has quit IRC 14:29:30 *** FLHerne has joined #openttd 14:34:06 <Eddi|zuHause> so... peacock, flamingo or phoenix? 14:34:58 *** Gja has joined #openttd 14:36:11 <andythenorth> flamingo 14:36:54 <Eddi|zuHause> i was leaning towards peacock, actually 14:37:18 <Flygon> Guys. 14:37:19 <Flygon> Emu. 14:37:22 <Flygon> Go for Emu. 14:37:26 <Flygon> We once had a war against the Emus. 14:37:32 <Flygon> They totally deserve shit named after them. 14:38:14 <Eddi|zuHause> you people are weird... 14:38:27 <Flygon> No we're not. 14:38:27 <Flygon> :V 14:38:40 <Flygon> We just, somehow, lost a war to flightless birds. 14:39:20 <Eddi|zuHause> was that before or after the war against the rabbits that you brought in for "fun", and then they multiplied? 14:39:25 <andythenorth> maybe FIRS 3 is ‘the difficult third album’ 14:39:30 <andythenorth> somehow it’s a bit of a turkey 14:39:51 <Flygon> We're still officially at war with the Rabbits. 14:39:55 <Flygon> And Foxes, incidentally. 14:40:02 <Flygon> And Cane Toads. 14:40:16 <Flygon> There's a reason it's legal to play "Cane Toad Golf". 14:40:22 <Flygon> It's exactly what it sounds like. 14:42:11 * andythenorth considers a QLD economy 14:42:37 <Flygon> I want a VIC economy. 14:42:45 <Flygon> Where you transport Vegemite and Victorian Bitter. 14:43:29 <andythenorth> this is a disgrace http://bundles.openttdcoop.org/firs/push/LATEST/docs/html/cargoflow_extreme.html 14:43:39 <andythenorth> how was that ever a good idea? 14:43:41 <frosch123> don't look at it :p 14:43:57 <frosch123> andythenorth: it's for a different kind of player 14:44:12 <frosch123> i don't think extreme players look at the whole picture 14:45:04 <frosch123> i think they explore localy what stuff is avaialble for transport and are happy to find something different every time 14:45:09 <frosch123> like busy bee 14:45:18 <andythenorth> ah ok 14:45:32 <andythenorth> maybe I should censor the cargoflow chart 14:45:41 <andythenorth> remember ‘fog of war’ in Warcraft 1? o_O 14:45:53 <frosch123> no, it clearly tells people who care about graphs to not play that economy :) 14:45:54 <Flygon> So, basically. The busy bee players just naturally evolve an economy that becomes interlinked without outright planning it? 14:46:00 <Flygon> (Kinda like a real economy) 14:46:28 <andythenorth> pretty much 14:46:37 <frosch123> yes, i think some players look at the chart and plan what to produce/transport when 14:46:50 <frosch123> others just take stuff as they come 14:47:47 <frosch123> i used to play in a way, where i would first serve all forests on the whole map, before starting with the next cargo :) 14:48:14 <frosch123> like, one graph link at a time, until 100% complete, then the next link 14:48:57 <frosch123> but with firs supplies i have to play differently 14:49:13 <frosch123> first set up a supply chain, to make things stable 14:49:36 <Flygon> I tend to just go for what makes money. 14:49:39 <Flygon> Then makes more money. 14:49:48 <Flygon> Then I try to make sure the freight trunklines work well. 14:49:51 <Flygon> Then I make more connections. 14:49:56 <Flygon> And suddenly there's chains going on. 14:50:50 <frosch123> andythenorth: you should exclude the industries without graphics from the top panel :p 14:51:02 <andythenorth> or draw the graphics :P 14:51:34 <andythenorth> anyway, after some shenanigans 14:51:44 <andythenorth> I can now describe Supplies as a unique FIRS feature 14:52:07 <andythenorth> without introducing confusion about Manufacturing Supplies, which are gone L:P 14:52:21 <andythenorth> so maybe I can write the Get Started page better 14:52:42 <andythenorth> so in plain words, what do Supplies do? o_O 14:55:45 <supermop_> go on trucks 14:55:57 <supermop_> everything else goes on trains 14:56:00 <andythenorth> ‘Deliver supplies to boost production at mines and farms’ 14:56:05 <andythenorth> “Control production' 14:56:06 <andythenorth> bah 14:56:08 <andythenorth> dunno 14:57:11 <frosch123> production directly responds to players supplying industries 14:57:24 *** cosmobird has joined #openttd 14:57:27 <frosch123> production stays constants over time when constantly supplied 14:57:44 <frosch123> production depends on cargo delivered, not on cargo taken 14:57:56 <andythenorth> “Better production” 14:58:07 <andythenorth> “Production is more fun" 14:58:10 <frosch123> that's trademarked by sirkoz 14:58:18 <andythenorth> :) 14:58:24 <andythenorth> what would V453000 say? 14:58:28 <andythenorth> probably swearing 14:58:29 <frosch123> more slugs 14:59:26 <andythenorth> “FIRS: 100% Slug Free" 14:59:48 <frosch123> challenge: find the slug 15:00:16 <andythenorth> easter slug 15:00:37 * andythenorth bbl 15:00:46 <andythenorth> maybe NRT will be out of the ditch by then :P 15:02:09 <andythenorth> http://www.cargolaw.com/images/disaster2010.Wild.River8001.JPG 15:02:40 <supermop_> I would have left it down there 15:03:28 <supermop_> particularly ominous is the front end loader apparently trying to hold up the scree slope at left 15:05:08 * andythenorth will see what Wolf01 comes up with 15:05:12 <andythenorth> bbl 15:05:13 *** andythenorth has quit IRC 15:05:30 <supermop_> first anniversary is 'paper' 15:05:47 <supermop_> does that mean I can get like a ream of printer paper? 15:06:23 <supermop_> do people outside of the us have 'ream' as a unit of bulk paper sheet? 15:07:42 *** Alberth has joined #openttd 15:07:42 *** ChanServ sets mode: +o Alberth 15:07:58 <frosch123> https://de.wikipedia.org/wiki/Ries_(Papierma%C3%9F) <- supermop_ 15:08:14 <Alberth> o/ 15:08:28 <frosch123> 1 ream of A4 paper at weigt 80g/m² are 500 sheets 15:08:40 <frosch123> which is the usual unit you buy them packaged 15:08:48 <frosch123> Alberth: hoi :) 15:09:03 <supermop_> similar to here 15:09:24 <frosch123> supermop_: i never heard the term before though :) 15:09:48 <supermop_> a ream is generally roughly always the same mass, if you buy nicer paper you get fewer sheets 15:10:52 <supermop_> frosch123: we use it for the paper wrapped up package of paper that is a maybe 6cm or so tall 15:11:15 <supermop_> and the a standard box you'd have in the office has I think 10 of those in it 15:11:44 <frosch123> yeah, but i would just call it pack of paper :) 15:12:00 *** cosmobird has quit IRC 15:12:11 <frosch123> maybe i will now annoy my coworkers by searching for an opportunity to use the scientific term :p 15:12:21 <supermop_> I think among most people younger than baby boomers or gen x, ream is less common these days 15:12:21 <Alberth> :) 15:12:41 <Alberth> never heard that term either 15:12:45 <supermop_> unless it's by someone who does a lot of work with paper 15:13:00 <Alberth> of course 15:13:28 <supermop_> us younger people never had to print so much, or reorder lots of paper for offices 15:15:41 <supermop_> interesting that the 'short' ream of 480 sheets comes from hand made paper being made from big sheets and folding it into 8 15:16:57 <LordAro> ream of paper is a thing in the UK, generally for rolls 15:17:27 <supermop_> that is a small roll of paper 15:19:04 <planetmaker> \o 15:19:44 <frosch123> moi 15:21:01 <planetmaker> Ries... there's no end to learning. And there are units... which are plain weired :) 15:26:40 *** FLHerne has quit IRC 15:28:58 <Alberth> some people would argue that "light year" is weird :p 15:37:42 <planetmaker> let them argue ;) 15:37:51 *** FLHerne has joined #openttd 15:46:22 *** FLHerne has quit IRC 15:50:17 <Wolf01> <frosch123> andythenorth: moving compatibility to road vehicles makes the convert-roadtype-type near impossible <- I would like to figure out how they do it in R-world.. maybe they just don't give a shit :P 16:04:58 *** Biolunar has quit IRC 16:12:46 <Alberth> simple, they close down the entire block, take out the whole street, put down a new street, remove all blockades, and leave again 16:16:24 <Alberth> preferably that happens at several nearby streets at the same time 16:19:17 <Wolf01> I mean the compatibility 16:21:23 *** tokai|noir has joined #openttd 16:21:24 *** ChanServ sets mode: +v tokai|noir 16:25:29 *** cosmobird has joined #openttd 16:28:08 *** tokai has quit IRC 16:38:13 *** Flygon has quit IRC 16:50:49 *** sla_ro|master has joined #openttd 17:14:16 <Alberth> transport companies write out an order for new trains that has to run on their type of tracks, obviously 17:14:42 <Alberth> in particular, they don't buy from $random supplier just because it exists at the same time 17:15:53 <Alberth> $manufacturer supplies trains to any track that the customer wants 17:16:56 <Alberth> as such, just because in history a company bought $xyz train at $pqr tracks, that doesn't mean it's impossible to by a $xyz' from the same supplier that runs at $abc tracks, it's just that in history nobody did that 17:21:01 <Alberth> unfortunately, that gets interpreted as $xyz train cannot run at $abc tracks 17:35:14 *** gelignite has joined #openttd 17:38:21 *** Progman has quit IRC 17:48:17 *** Hiddenfunstuff has quit IRC 17:59:43 *** sla_ro|master has quit IRC 18:04:30 *** sla_ro|master has joined #openttd 18:12:30 <supermop_> Alberth I don't think there is a good way unless you make 'can run' more nuanced 18:21:27 *** cosmobird has quit IRC 18:30:34 *** Wormnest has joined #openttd 18:31:48 <Alberth> I'd say make it less nuanced 18:32:15 <Alberth> eg 3rd rail may be relevant in RL, but in the end it's just electric powered track 18:32:39 <Wolf01> Point 18:32:48 <Wolf01> It is only eyecandy 18:34:12 <Alberth> people try to push RL into the OpenTTD model, but that is never going to work, since it doesn't aim to be a realistic simulator 18:34:28 <Alberth> it's a game, you buy trains, you transport stuff 18:38:02 <Alberth> 45 degrees angles is no problem, but not having 2 pixels 3rd rail, oh no, that's bad! 18:41:01 *** andythenorth has joined #openttd 18:41:17 *** mescalito has quit IRC 18:41:22 <andythenorth> Wolf01: did you solve it? o_O 18:41:36 <Wolf01> Nope 18:41:41 <Wolf01> Still thinking 18:41:59 <Wolf01> Or stinking... 18:43:45 <supermop_> Alberth: what i meant, is that unless you give rail vehicles a property like 'gauge' and then also apply that to rails, it will be impossible to have a model of compatibility that makes sense 18:44:17 <Eddi|zuHause> Alberth: i don't think telling people "you should not want <X>" is the solution to any problems 18:45:31 <supermop_> but sometimes people are not going to want to care if a tram is 600, 1000, or 1435 mm gauge 18:45:49 <supermop_> they just want 'trams go on tram tracks' 18:46:27 <andythenorth> if we’re playing relative weighting 18:46:35 <Wolf01> I've come to some conclusions, but they aren't TT at all 18:46:47 <andythenorth> I concluded we need to make a different game :P 18:46:50 <andythenorth> like an actual _gam_ 18:46:55 <andythenorth> _game_ * 18:47:49 <andythenorth> not a bad isometric version of https://train-simulator.com/ 18:48:28 *** glx has joined #openttd 18:48:29 *** ChanServ sets mode: +v glx 18:56:57 <supermop_> damn the house we rented in melb is now worth over a 1Maud 18:59:49 <frosch123> houses increase in worth after you lived there? 19:00:33 <Wolf01> I could rent you one :P 19:06:18 * andythenorth plays openttd 19:08:54 <Eddi|zuHause> <supermop_> but sometimes people are not going to want to care if a tram is 600, 1000, or 1435 mm gauge <-- sure, then they just don't use a track set that distinguishes those, but one that unifies them 19:09:33 <Eddi|zuHause> there's no reason for roadtypes to actively prevent distinguishing the gauges, though 19:09:57 <andythenorth> that’s a straw man anyway 19:10:06 <frosch123> why are there no road gauges? 19:10:12 <andythenorth> there are axle weights 19:10:33 <andythenorth> and max heights 19:10:40 <frosch123> why are american cars not 4m wide? 19:11:06 <andythenorth> they wouldn’t fit the drive through 19:11:44 <frosch123> so car size is limited by garage size? 19:11:50 <andythenorth> mcdonalds 19:12:39 <frosch123> i guess cars are generally two horses wide 19:13:13 <frosch123> never heard of a car with 3 or 4 horses in parallel 19:16:45 <debdog> http://www.bz-berlin.de/data/uploads/multimedia/archive/00253/wagenrennen_253899a-768x432.jpg 19:16:46 <Eddi|zuHause> frosch123: even back in ancient rome, horsecarts had standardized sizes 19:19:56 <frosch123> that's only europe though 19:20:06 <Eddi|zuHause> frosch123: it would have been very impractical for any one place to start making them bigger than usual, because they were meant to go to different cities 19:20:14 <frosch123> what roadsize did ancient india use? 19:20:50 <Eddi|zuHause> frosch123: also, american cars are generally a bit larger than european cars (mostly longer rather than wider, though) 19:20:57 <andythenorth> frosch123: http://www.douglas-self.com/MUSEUM/LOCOLOCO/patiala/pat5.jpg 19:21:00 <andythenorth> Indian 19:21:20 <andythenorth> https://en.wikipedia.org/wiki/Patiala_State_Monorail_Trainways 19:21:24 <frosch123> is that a car or a tram? :) 19:21:31 <Eddi|zuHause> andythenorth: not ancient enough :p 19:21:53 <andythenorth> is a guided busway a car or tram? o_O 19:22:01 <andythenorth> no overtaking, probably a tram 19:23:16 <Eddi|zuHause> i seem to recall a similar system being operated in lissabon 19:23:27 <Eddi|zuHause> where it was called "tram" 19:29:00 <__ln__> known as lisbon in english 19:29:32 <frosch123> http://www.gigapolis.com/zauberwald/wolf/bilder/china19.jpg <- hah! broad gauge road 19:35:19 <andythenorth> ha 19:35:40 <andythenorth> what was the problem again? 19:35:59 <andythenorth> people can’t distinguish tram catenary from trolleybus catenary? 19:36:37 <Wolf01> ^ 19:37:08 <frosch123> i wondere whether there exist roadtypes at all :p 19:37:56 <frosch123> is there narrow gauge and broad gauge cobblestone road? 19:38:39 <andythenorth> there were different gauges for cobble roads, yes 19:39:51 <frosch123> narrow gauge cars can run on broad gauge road? 19:40:45 <frosch123> narrow gauge road vehicles allow a tram to overtake in the middle? 19:42:00 <andythenorth> eye-candy NRT? 19:42:07 <andythenorth> all types are compatible, but they can look different? 19:42:43 <planetmaker> doesn't sound like a bad idea actually 19:42:59 <planetmaker> keep the tram type and the road type 19:43:18 <planetmaker> but have all roads compatible to current road and all trams to current trams. Just allow co-existing different looks 19:43:26 <frosch123> there could just be a ground type 19:43:29 <Wolf01> Still the problem about telling which one has the catenary 19:43:46 <planetmaker> make that a 3rd road type :) 19:43:54 <planetmaker> which can co-exist with the former two 19:43:55 <frosch123> 64 ground types, 3 flags for road, tram, catenary 19:44:11 <frosch123> the ground type provides graphics for road, tram and road+tram 19:44:25 <frosch123> i.e. no independent road/tram track graphics 19:44:34 <planetmaker> we have that now, though 19:44:54 <planetmaker> I like the idea to compose ground + road + tram (in that order) on top of an arbitrary ground tile 19:44:54 <Wolf01> Not really, road+tram graphics might be a problem 19:45:20 <planetmaker> though currently we only compose (ground+road) + tram 19:45:34 <planetmaker> (ground with road) + tram 19:45:44 <planetmaker> and (ground w/o road) + tram 19:45:47 <andythenorth> how do we determine poweredness? 19:45:57 <frosch123> planetmaker: my point is, judging by current grfs, we have tons of ground types, 2 road types (andy's haul, well and normal road), and tramtypes have too little pixels to make a real difference 19:45:59 <planetmaker> road vehicle / tram vehicle. Like now 19:46:21 <andythenorth> planetmaker: so tram always gets catenary? o_O 19:46:24 <frosch123> i do not see how 16 tramtypes would make sense 19:46:25 <andythenorth> and no trolleybuses? 19:46:56 <planetmaker> agreed, frosch. I don't see the need for many different tram types. Though people will argue they want different-looking tram tracks for different towns 19:47:10 <andythenorth> it’s not the look 19:47:11 <planetmaker> but I don't get your argument about ground types 19:47:15 <frosch123> but the graphics are mostly defined by the road, not by the tram 19:47:15 <andythenorth> trams have different gauges 19:47:21 <frosch123> road or ground 19:47:24 <andythenorth> and trams have multiple voltages 19:47:25 <Wolf01> Different ground, tram tracks are the same 2 grey lines every time 19:47:31 <andythenorth> THESE ARE VERY IMPORTANT 19:48:08 <planetmaker> andythenorth, I'd make 'catenary' a separate flag (additional to road or tram). And just have the vehicle give a flag 'needs catenary'. That solves the power problem 19:48:34 <andythenorth> eh, but what about the voltages? 19:48:37 <andythenorth> :P 19:48:39 <planetmaker> so a vehicle is powered if it has the proper road type (road/tram) and catenary (if it requires it) 19:48:47 * andythenorth isn’t making a case that andythenorth believes in 19:49:20 <planetmaker> voltage... in German I can make a word game with that: Spannungen zu unterscheiden oder nicht führt nur zu Spannungen ;) 19:49:44 <Wolf01> Also, what if you have trolleybus + a tramway which supports 3rd rail on the same tile? Both will become electrified? With a single bit, that is 19:49:54 <planetmaker> ~: to differe between voltages/tensions you will create tension 19:50:31 <planetmaker> wolf: kinda 19:50:48 <supermop_> andythenorth I dont think there is enough variety in tram power to make a difference 19:51:02 <supermop_> seems nearly all systems are 600-750 VDC 19:51:13 <Wolf01> Then 2 bits, one for type like the original idea by andy 19:51:45 <Wolf01> But there is still the problem about telling if there's trolleybus or tram 19:52:18 <supermop_> Wolf01 currently trolleybus wires overrule tramway wires 19:52:25 <Wolf01> I know 19:52:35 <andythenorth> can’t people just draw them red and blue or something? 19:52:49 <supermop_> it doesn't bother me 19:52:51 <Wolf01> And when bot are present is yellow? 19:52:55 <Wolf01> *both 19:53:05 <andythenorth> yes 19:53:12 <Wolf01> Or an overlay which tells what is missing? 19:53:34 <andythenorth> or that 19:53:38 <supermop_> because two trolley bus wires with one tram wire in the middle looks basically the same as just two trolleybus wires 19:53:59 <frosch123> i think allowinging combining road and tramtrack graphics from different grfs was a mistake 19:54:14 <andythenorth> how else do I build trams in towns? 19:54:22 <andythenorth> oh, from different grfs? 19:54:25 <supermop_> anything more and you can't see through the wires 19:54:33 <supermop_> frosch123 why? 19:54:33 <andythenorth> different grfs are always a mistake :P 19:54:40 <frosch123> currently i prefer a single newgrf type per tile, which provides all road, tram and electrifcation graphics 19:54:40 <Wolf01> frosch123: nah, we should only find a better way to tell what there is on a tile 19:55:11 <supermop_> I am happy to add sprites for tram+trolley wires superposition if supported 19:55:20 <frosch123> electrification type could be catenary or some other method within the road, but it makes no sense to have independent electrifcation for road and tram 19:55:22 <supermop_> but I am not bothered by lack of it 19:55:46 <planetmaker> yes... But does it need to be from different NewGRF? 19:55:53 <Wolf01> frosch123: from the gameplay pov you are completely right 19:56:00 <supermop_> frosch123 trolley buses cannot run on tram wires 19:56:07 <planetmaker> if road is separate from tram is separate from catenary... it's the players fault if it looks weired 19:56:13 <andythenorth> frosch123 I can’t find a compelling argument that electrification isn’t just a tile property 19:56:27 <andythenorth> but that makes vehicle compatibility a mess? 19:56:34 <frosch123> andythenorth: you want to distinguish catenary from different electrifcation like 3rd rail 19:56:39 <andythenorth> I don’t want to 19:56:40 <supermop_> i feel like that distinction is much more important than track gauge 19:56:46 <andythenorth> I think other people want to 19:56:48 <frosch123> one has pantographs, the other has a third slot in the track 19:57:06 <frosch123> it makes a visual difference 19:57:14 <frosch123> gauge is invisible for trams 19:57:15 <Wolf01> I'm fine with the electrification as tile property, but for sure somebody will say "I don't want ELRL and trolleybuses" 19:57:27 <frosch123> it's barely visible for trains, and tram has even fewer pixels 19:57:34 <andythenorth> Wolf01 are they volunteering to write the spec? 19:57:38 <andythenorth> :) 19:57:41 <supermop_> gameplay wise 3rd rail is not in anyway meaningfully distinct from overhead wire 19:57:53 <Wolf01> Ask SimYouLater :P 19:58:04 <Wolf01> He wants to write a lot 19:58:28 <supermop_> but there is is definitely a gameplay effect from saying trolleybus can drive wherever electric tramway is 19:59:28 <Wolf01> Also allowing trams travelling on tiles without catenary but 3rd rail 19:59:58 <Wolf01> It's electrified, but is uncanny 20:00:00 <supermop_> I for one certainly would prefer road electrification to somehow be independent of tram power 20:00:21 <supermop_> who wants 3rd rail trams anyway 20:00:28 <Wolf01> People? 20:00:33 <andythenorth> what about rope tramways? 20:00:37 <Wolf01> That too 20:00:37 <supermop_> that's easy 20:00:44 <andythenorth> why are we fixating on electrification? 20:00:54 <andythenorth> we already know it just resolves to the label 20:00:55 <supermop_> cable cars are simple 20:01:08 <Eddi|zuHause> it makes more gameplay sense if trolleybus only goes where trolleybus catenary was installed, not simply where tram catenary is installed 20:01:12 <Wolf01> And don't forget people will ask for wetroads, metro, and pipelines 20:01:27 <supermop_> Eddi|zuHause exactly 20:01:41 <andythenorth> Eddi|zuHause: we’ve convinced ourselves the opposite 20:01:43 <Wolf01> Eddi|zuHause: like it's now 20:01:45 <andythenorth> what’s the evidence base? 20:01:51 <supermop_> trolleybus needs two wires 20:01:52 <Eddi|zuHause> even if that means it may be tricky to find the spot where you forgot to place the catenary 20:02:01 <andythenorth> has anyone actually encountered the problem? 20:02:15 <Wolf01> That's easily solvable with an information layer 20:02:20 <supermop_> idk I think i am the only player who plays with trolleybuses 20:02:31 <Wolf01> And it would be useful for rails too 20:02:46 <Eddi|zuHause> i think you will find enough people who want to play with trolleybus 20:03:05 <supermop_> Eddi|zuHause they do not seem to have yet found the buses 20:03:17 <Wolf01> I usually convert big parts of the rail infrastructure to electric when it becomes available, and I always miss a spot 20:03:37 <Wolf01> With NRT this will apply to roads too 20:03:57 <supermop_> with nrt, making cable cars is trivially easy though, 20:04:06 <supermop_> make tramway type Rope 20:04:13 <supermop_> make cable car, 20:04:16 <Eddi|zuHause> Wolf01: once upon a time there was a tile highlighting patch, where you could have two layers of information displayed by coloured frames around a tile 20:04:28 <supermop_> cable car has max hp and TE when on rope 20:04:28 <Wolf01> I remember that one 20:04:34 <Wolf01> I'm older than that :D 20:04:39 <Eddi|zuHause> i never quite understood why that wasn't included 20:04:54 <supermop_> and ROPE has high infrastructure cost 20:05:13 <Wolf01> Because it tried to tell up to 4 things at the same time, adding complexity 20:05:59 <Eddi|zuHause> anyway, that could easily display unelectrified rail in one colour and electrified in another colour 20:06:31 <Wolf01> We should just add 2 transparent tiles, one green and one red, then with a new tool ask "where in the map is this *type present?" 20:06:54 <Eddi|zuHause> or you select a railtype, it will draw "same", "powered", "compatible" and "incompatible" in different colours 20:07:55 <Wolf01> Yes 20:08:41 <Eddi|zuHause> (where by "colour" i always mean the regular highlighting frame sprite, with a recolour map applied) 20:10:09 * andythenorth was going to re-implement HEQS trams as industrial tramtype 20:10:13 <andythenorth> might wait :P 20:10:48 <supermop_> well at least the steam ones shouldn't change 20:10:53 <supermop_> brb 20:11:08 <frosch123> andythenorth: what makes industrial tram look different to other trams? 20:11:10 <Eddi|zuHause> andythenorth: what distinguishes industrial tram rails from regular tram rails? 20:11:16 <frosch123> :p 20:12:08 <Alberth> size, power, carried cargo, and probably place of tracks 20:12:27 <Wolf01> Above or below? 20:12:49 <Alberth> difference between trams 20:13:06 <frosch123> Alberth: tramtracks, not trams :) 20:13:57 <Alberth> simpler design, most likely 20:14:57 <Alberth> but at pixel level, not much, except perhaps the amount of rust :p 20:17:23 <Eddi|zuHause> Alberth: nothing of that justifies introducing a (incompatible) tram type specific for industrial trams to go 20:19:03 <frosch123> he, i was just wondering about the graphics? 20:19:30 <frosch123> i can only imagine ground types, hardly any tramtypes 20:20:50 <Eddi|zuHause> frosch123: but if you only introduce industrial tram as visual tram type, then there's no reason to recode HEQS for that, you can simply introduce the type as compatible to regular tram 20:21:16 <frosch123> Eddi|zuHause: i hoped andy had some graphics in mind 20:21:59 <Wolf01> PEAT 20:22:23 <Eddi|zuHause> some HEQS trams are inspired by "Feldbahn" 20:22:25 <Wolf01> https://i.ytimg.com/vi/V39JFjexSUk/hqdefault.jpg 20:23:00 <Alberth> Wolf01: nah, PEAT doesn't use trams, they would sink, gorund is too wet 20:23:01 <Wolf01> http://www.users.waitrose.com/~jraby/pin1.jpg uh... does this even has tracks? 20:23:51 <Alberth> could just be stone guiding the wheels 20:24:20 <Alberth> andy once also had pictures of stone rails :) 20:24:25 <Wolf01> Me too 20:24:35 <Alberth> oh, maybe it was you :) 20:24:41 <andythenorth> difference of trams 20:25:14 <andythenorth> in my view, a key part of the game is contention for tile space between different route types 20:25:32 <andythenorth> it’s a core mechanic (and it’s also why ships suck) 20:25:51 <Wolf01> Nice that you look for "stone rails" on google and you get chalk/cement fences, actual rails and a factorio picture 20:26:31 <andythenorth> newgrf vehicle authors tend to think the choice is between many kinds of wonderful locomotive 20:26:43 <andythenorth> but the choice is already made when you choose the type of route 20:28:04 <andythenorth> so the purpose of another tram type is to add range to the available routes 20:28:23 <Wolf01> Difference of trams: no signals to bother of, consists already available (just select the length you need) 20:28:31 <Wolf01> And compactness 20:28:46 <andythenorth> industrial trams would be slow, high capacity, and relatively long 20:29:04 <andythenorth> they would actually have crap throughput, measured per tile 20:29:10 <andythenorth> but they would look impressive 20:29:37 <andythenorth> mining trucks on HAUL would have *much* more capacity 20:29:44 <andythenorth> (throughput) 20:30:38 <Eddi|zuHause> andythenorth: i think the advantage of industrial trams would be that they're available much earlier than useful trucks 20:30:54 <Eddi|zuHause> even if they then don't reach the truck peak 20:31:02 <frosch123> you mean you have to decide in advance whether you want vehicle A or B, because you cannot just switch or mix them on the same track? 20:31:06 <andythenorth> yes 20:31:21 <andythenorth> this has worked so far in Iron Horse 20:31:33 <frosch123> incompatibility as feature :) 20:31:39 <andythenorth> as long as there are consistent characteristics to the vehicles of that type 20:31:39 <Wolf01> :) 20:31:44 <andythenorth> the mistake is ‘balancing’ 20:31:53 <andythenorth> trying to provide a range of vehicles in the type is BS 20:32:07 <andythenorth> or at least, a wide range 20:32:46 <andythenorth> hmm 20:32:53 * andythenorth counts on fingers 20:32:56 <Eddi|zuHause> andythenorth: i don't see why "city bus" (high capacity, slow) and "long range bus" (low capacity, fast) would require incompatible road types 20:33:10 <andythenorth> they don’t, they’re a totally valid edge case 20:33:20 <andythenorth> took me a while to figure that case out 20:33:45 <andythenorth> although a case could be made for ‘highway’ roadtype, for express buses only 20:33:48 <andythenorth> maybe 20:34:12 <Eddi|zuHause> andythenorth: but similarily, "passenger tram" and "industrial tram" are already significantly distinguished by what areas they go to, they don't need separation by track type 20:34:40 <frosch123> Eddi|zuHause: long range busses have same capacity, but slower loading 20:34:52 <frosch123> long range busses usually have two decks 20:35:00 <frosch123> while short distance ones are articulated 20:35:00 <andythenorth> RH provides pax and freight trams, but all of roughly same speed, and moderate capacity 20:35:11 <andythenorth> industrial rail would be different 20:35:12 <frosch123> except the brittish did it weird 20:35:12 <Eddi|zuHause> frosch123: i think the general idea was that with local busses, you allow standing places, but long range does not 20:35:22 *** Alberth has left #openttd 20:35:23 *** FLHerne has joined #openttd 20:36:13 <Eddi|zuHause> i think there's a law where if you allow standing places, you can't go faster than 60km/h 20:36:16 <andythenorth> I can justify 3 or 4 tram types (2 types, with and without catenary) 20:36:25 <andythenorth> but I can’t find any rationale for more than 2 roadtypes 20:36:34 <andythenorth> unless, again, with and without catenary 20:36:35 <andythenorth> hmm 20:37:34 <Eddi|zuHause> andythenorth: if we're still discussing NRT design choices, then you're probably too focused on a single use-case 20:37:42 <andythenorth> I am yes, I am biased 20:37:53 <andythenorth> I am not the right person to get this out of the ditch 20:38:10 <andythenorth> at least we have evidence now, in the form of playable grfs 20:38:14 <andythenorth> not just hot air 20:38:40 <frosch123> andythenorth: i guess you get more roadtypes when adding speed bs 20:38:52 <andythenorth> yes I guess 20:39:07 <andythenorth> unrelated: removing MNSP from FIRS Basic economies => win 20:39:08 <frosch123> but maybe speed is a property of the groundtype 20:39:14 <andythenorth> Basic is now more relaxing 20:39:18 <frosch123> it's obviously shared by road and trams 20:39:33 <frosch123> and it depends on the surroundings, i.e. walkway vs. planks 20:39:56 <andythenorth> I am the wrong person to comment 20:40:10 <andythenorth> I find the idea of restricting speed redundant :P 20:40:17 <andythenorth> vehicles already have speed limits 20:40:41 <frosch123> it's a passenger thing :) 20:41:00 <frosch123> if you connnect towns with busses, they may drive at different speeds throughout the route 20:41:41 <andythenorth> for realistic towns? 20:41:58 <Eddi|zuHause> andythenorth: speed limits are so there's no benefit to running a fast bus for inner-city travels 20:42:15 <andythenorth> ok 20:42:20 <andythenorth> no counter argument here 20:42:28 <andythenorth> they’re the least of the current problems eh? 20:42:32 <Eddi|zuHause> and to have a reason to have separated tram routes 20:43:13 <Eddi|zuHause> frosch123: i think the "ground type" argument can easily be solved if you always take the minimum of the two speeds 20:43:17 <frosch123> i guess fast roads would not supply houses 20:43:26 <frosch123> so you can build fast routes inside a town, but houses die along them 20:43:29 <andythenorth> can I do HAUL as a ground type? :P 20:43:53 <Eddi|zuHause> frosch123: i think i did originally suggest something like that, not sure if it was considered for implementing 20:44:20 <frosch123> Eddi|zuHause: i do not try to solve the groundtype issue :p i think ground types are the solution :p 20:44:20 <Eddi|zuHause> frosch123: a flag "this type will be considered by the town growth algorithm" 20:44:25 <FLHerne> andythenorth: My bet is that the high-ish limit will be reached fairly easily with misc. not-actually-road types 20:44:37 <FLHerne> e.g. pipes would make vastly more sense as a road 20:44:43 <FLHerne> Than the current rail ones 20:45:21 <frosch123> hmm, pipes :) 20:45:50 <frosch123> sounds again like a ground type, you cannot combine it with other road or tram 20:47:28 <Eddi|zuHause> pipes should be a separate transportation type 20:47:37 <Eddi|zuHause> but that's a different issue 20:48:00 <FLHerne> Yes, "continuous" systems would be nice 20:48:11 <Eddi|zuHause> pipe/conveyor/ski lift/... 20:48:12 <frosch123> pipes are already pretty meh in factorio 20:48:23 <FLHerne> But until that glorious day, they'll all be roadtypes 20:48:23 <frosch123> i guess they are like ships in ottd 20:48:25 <FLHerne> Hm 20:48:31 <frosch123> stuff just flows independently 20:48:38 <FLHerne> For cosmetic-only purposes, can NRT roads be animated? 20:48:48 <Eddi|zuHause> you have one "station" that continuously emits new vehicles, and another station which consumes them 20:48:57 <frosch123> FLHerne: what do you want to animate? 20:49:03 * FLHerne doubts that many people actually care if their ski-lifts move passengers around 20:49:05 <Eddi|zuHause> and a path inbetween without switches/crossings 20:49:24 <FLHerne> So if the road tiles can be animated, you could do ski-lifts without any real vehicles 20:49:35 <frosch123> you can do that with objects 20:49:43 <FLHerne> Oh, right :P 20:49:54 <Eddi|zuHause> i'm pretty sure that GRF already exists 20:49:55 <FLHerne> It's been done with objects, even? 20:50:13 <frosch123> i have seen ski lifts as objects 20:50:14 <FLHerne> Yeah, I remember it now 20:50:18 <Wolf01> Yes, better use objects if there isn't the need to use stuff along with vehicles 20:50:22 <frosch123> but it were only screenshots, so no idea whether animated 20:51:06 <frosch123> the road funiture object grfs would work better as groundtypes though 20:51:23 <Eddi|zuHause> but i think working ski lifts would be nice for some tourist industries 20:52:04 <Eddi|zuHause> frosch123: so you need an additional "road decoration type"? 20:52:46 <frosch123> hah, i was talking about that all day :p 20:52:52 <Eddi|zuHause> frosch123: or alternatively, an Object that allows to place a road on top of it 20:53:29 <Eddi|zuHause> or an object that behaves like a road (with state machine) 20:54:00 <Eddi|zuHause> (as a byproduct of newgrf road stations) 20:55:22 *** sla_ro|master has quit IRC 20:58:37 <Eddi|zuHause> (with these road-objects you can then do "fun stuff" like onramps, roundabouts, ...) 20:59:05 <Eddi|zuHause> (i possibly talked about these before) 20:59:12 <Wolf01> Too bad they are just eyecandy 20:59:44 <Eddi|zuHause> (also in the context of ship-locks, drawbridges, ...) 21:02:17 <andythenorth> frosch123: so do ground types have any labels, or how does it work? o_O 21:03:07 <frosch123> ground types may have multiple labels 21:04:46 <frosch123> this ground can act as road, rail, elrl, road+rail, road+elrl 21:05:25 <frosch123> that ground can act as hway 21:06:01 <frosch123> some ground can act as hway, rail, elrl, but not combined (inner city high speed) 21:06:39 <frosch123> ground would define how it transforms when you add/remove road or tram, or convert road or tram 21:09:23 <andythenorth> so each tile can only have content from a single grf? 21:09:38 <frosch123> yes, that's the main difference 21:10:18 <frosch123> it assumes that combining road from grf 1 and tram from grf 2 will never look right, unless tram pixels are insignificant 21:11:14 <frosch123> it can provide trolley and tram catenary, can allow both or make them exclusive 21:11:34 <andythenorth> I can’t see any argument against it 21:11:35 <frosch123> but it puts all the blame on a single grf to make them visually distinct 21:11:42 <andythenorth> yes 21:11:47 <andythenorth> whilst allowing flexibility 21:12:01 <andythenorth> removes any need for social contract 21:12:31 <andythenorth> how do I construct it? :P 21:13:24 <andythenorth> unified icon on main toolbar? 21:13:32 <andythenorth> then object/station style UI chooser? 21:13:56 <frosch123> from a bit point of view: current nrt allows choosing 16 road and 16 tram independently where the majority of combinations are useless. ground types allow choosing 256 combinations of road+tram pre-filtered by the grf author for stuff that makes sense 21:14:32 <frosch123> andythenorth: i think toolbar would still be separate 21:14:41 <frosch123> you build road and tram independently 21:14:54 <frosch123> just the groundtype tells whether it is possible to combine them, and what happens if you do 21:15:26 <andythenorth> is there a lot ‘this type cannot be built here’? o_O 21:15:41 <frosch123> otoh, maybe main toolbar has only one icon, but the construction toolbar itself has buttons to build road and tram? 21:16:04 <frosch123> though that would be weird for bridges/tunnels/depots 21:16:26 <andythenorth> I wonder if they’re on/off flags like one-way road 21:16:42 <andythenorth> or if they’re actually like stations, you choose a type, then sub-menu 21:17:03 <andythenorth> and you literally get a preview of ‘road’, ‘tram’, ‘road+tram’, ‘electrified road+tram’ etc 21:17:14 <frosch123> yeah, maybe like that 21:17:34 <andythenorth> could it not fill the screen on 2x zoom? o_O 21:17:35 <frosch123> you pick a ground type, then have some suboptions to select 21:17:41 * andythenorth complicates the issue :P 21:17:43 <frosch123> andythenorth: would need some toggle button 21:17:48 <frosch123> expand/collapse 21:17:53 <andythenorth> windowshade :P 21:18:01 <andythenorth> I patched that for stations :P 21:18:26 <andythenorth> hmm 21:18:32 <andythenorth> I guess it needs a spec 21:18:52 <andythenorth> if the spec works, and a patch works, and we test it, and it makes trunk... 21:19:00 <andythenorth> …can we throw away railtypes? 21:19:01 <andythenorth> :P 21:19:12 <frosch123> then you can have your mining ground type, which allows to select haul road, or feldbahn 21:19:24 <andythenorth> yes 21:19:30 <andythenorth> it’s better 21:19:35 <andythenorth> they overlap the same concern 21:19:46 *** Offlithium has joined #openttd 21:19:55 <Offlithium> hello 21:20:06 <frosch123> hoi 21:20:21 <andythenorth> so if I choose auto-road button, is that when a chooser UI appears, with one type already selected? 21:21:07 <frosch123> andythenorth: i think you select the road toolbar, and there is a select ground button at the end, which opens a bigger window, where you select stuff, close it again, and then build with the selected stuff 21:21:40 <frosch123> maybe you can select favorites, which are then selectable from the main toolbar 21:22:05 <frosch123> so, only one main toolbar button, and user-filtered choices in the dropdown 21:22:21 <andythenorth> ok, so that’s potato/potato compared to choosing from main toolbar, except you get a visual preview 21:22:31 <frosch123> while the complete selection is multi-dimensional instead of a 1-dimensional list 21:22:37 <andythenorth> it basically moves a dropdown menu 21:22:43 <andythenorth> and expands it 21:25:21 <andythenorth> so do all of supermop’s roads collapse to ‘road’? 21:25:39 <andythenorth> and then it’s literally like a station set to choose the road surface? 21:25:56 <frosch123> something like that 21:26:39 <frosch123> maybe road/tram types are filters 21:26:54 <frosch123> you select what road/tram you want, and you get a filtered list of available groundtypes for that combination 21:27:32 <andythenorth> a picture would avoid ambiguity, but that reads like what I am imagining 21:27:57 <andythenorth> select HAUL -> see stuff 21:28:27 <andythenorth> I dunno, ‘concrete HAUL’, ‘mud HAUL’, ‘concrete + tram HAUL’ etc 21:28:59 <andythenorth> still not convinced that tram / road / catenary aren’t boolean toggles 21:29:36 <andythenorth> so like a station set, all tiles for a roadtype label could just be grouped in one menu? 21:29:52 <frosch123> supermob wanted one-wire tram catenary, two-wire trolley catenary, three-wire combined catenary or something 21:29:57 <Eddi|zuHause> no, because there may still be functionally different tram types 21:30:09 <Eddi|zuHause> instead of just visually different 21:30:33 <andythenorth> eh, but then aren’t they different labels? 21:30:37 <andythenorth> or do I miss something again? 21:30:44 <frosch123> concreate ground would also allow selecting third rail tram, while mud-ground would not 21:30:52 <andythenorth> how do we provide for functional difference, except by label? o_O 21:31:08 <frosch123> andythenorth: i think road and tram would keep their current labels 21:31:14 <andythenorth> ok 21:31:16 <frosch123> but multipe grounds supply the same labels 21:31:28 <frosch123> you do not need to change the label to provide a different ground 21:31:32 <andythenorth> no 21:31:41 <andythenorth> so then we can just filter on sets of labels, no? 21:31:46 <andythenorth> that was my naive assumption 21:32:13 <Eddi|zuHause> so tram type "has" a label, ground type "supports" a label, and a vehicle is "powered" on a label 21:32:24 <frosch123> yes, you select "trolley road" and "electrified tram", and the ground type says: impossible combination :p 21:32:37 <andythenorth> Eddi|zuHause: that’s roughly how I’m understanding it 21:33:01 <andythenorth> ‘no ground tiles are available for this combination' 21:33:44 <andythenorth> bit like the new filter in auto-replace, but with 2 dimensions? 21:34:05 <frosch123> you convert existing tram to electrified tram, and the groundtype either allows it, or if not either it is rejected or the groundtype is replaced 21:34:43 <frosch123> i guess 3 conversion tools: convert road, convert tram, convert ground 21:34:58 <andythenorth> interestingly complex:P 21:35:04 <frosch123> each fail if the resulting combination is not allowed 21:35:29 <frosch123> maybe complex, but handcrafted complexity 21:35:45 <frosch123> it's no combinatio of any 16 types with any 16 types, but a human selection 21:36:55 <andythenorth> yes 21:37:15 *** Wormnest has quit IRC 21:39:03 <frosch123> i am not sure how depots would work 21:39:39 <frosch123> currently depots have a single explicit road/tramtype, which defines which vehicles you can build 21:39:40 <andythenorth> interesting case 21:39:52 <andythenorth> multi-type depots? o_O 21:40:00 <frosch123> would ground types result in depots being able to have both road/tram? 21:40:07 <andythenorth> is there any reason not to? 21:40:27 <andythenorth> the current arrangement has no particular upsides or downsides 21:40:47 <frosch123> you can already build compatible roadtypes in the same roaddepot 21:40:58 <frosch123> so i guess separating road and tram is kind of arbitrary 21:41:06 <frosch123> so, let's say it's a good thing 21:41:37 <frosch123> to allow both 21:43:33 <frosch123> hmm, ground types would also be able to supply new station graphics 21:44:47 <andythenorth> yes 21:44:51 <Eddi|zuHause> i think you should leave station graphics out of the patch 21:45:08 <andythenorth> I have never been convinced of the benefits of complete NewStations spec for roads 21:45:15 <andythenorth> not that anyone has tried it :) 21:45:23 <andythenorth> but eh 21:45:43 <Eddi|zuHause> tram turning loops... 21:45:52 <frosch123> the problem with newstations are the nontrack tiles :) 21:47:56 <andythenorth> solved problem :) 21:47:56 <andythenorth> it’s total hax, but it works 21:47:56 <Eddi|zuHause> frosch123: yes, but that's because they were put in as an easy hack, before a proper general solution could be discussed 21:47:56 <andythenorth> ideally they’d just be ‘station tiles’ and available in all route construction menus :P 21:47:56 <andythenorth> the only negative is having to switch building tool 21:47:56 <andythenorth> autorail -> 9 -> build :P 21:47:56 <Eddi|zuHause> "a,9" is a terrible key combination 21:47:56 <frosch123> which should be objects or something 21:47:56 <Eddi|zuHause> too far apart 21:48:13 <Eddi|zuHause> frosch123: but objects don't extend catchment area 21:48:23 <frosch123> exactly 21:48:37 <frosch123> station walking is a terrible thing 21:48:47 <andythenorth> frosch123: for roadstop graphics, if we need one grf controlling the tile for appearance of road/tram stuf, then it’s odd to let an arbitrary grf decide the station in sprites future 21:48:53 <andythenorth> sprites / in /s 21:48:58 <frosch123> i have always dreamed of reducing airport area to zero, and only allow transfers 21:49:03 <Eddi|zuHause> frosch123: no, it's not :p 21:50:04 <Eddi|zuHause> frosch123: well, that would require station catchment radius being only applied to the tile that induces it, not to the whole station 21:50:18 <andythenorth> so I’ll have to patch nml again? o_O 21:50:27 <frosch123> that's also something on my todo list, i don't know why it is not done yet 21:50:31 <Eddi|zuHause> so a bus station at an airport would not cause a catchment area around the airport 21:50:40 <frosch123> so many people talked about catchment preview, but noone fixed it 21:50:56 <andythenorth> talking doesn’t need QA :P 21:51:07 <frosch123> i do not even consider the catchment fix particulary hard 21:51:43 <Eddi|zuHause> frosch123: but that again works against your non-track argument, because obviously a representative train station building should have a catchment area much larger than a simple platform 21:53:41 <frosch123> no 21:53:59 <frosch123> maybe a representative train station would accept/consume tourists 21:54:04 <Eddi|zuHause> frosch123: also, you'll clash with the kind of people that would just encircle an airport with train station tiles so it goes back to having a catchment area 21:54:15 <frosch123> but it certainly does not affect cargo transport 21:55:09 <Eddi|zuHause> frosch123: i've seen people walk quite long distances to train stations, even though tram/bus systems were available 21:55:15 <andythenorth> frosch123: ground types does nothing for the compatibility issue eh? 21:55:25 <andythenorth> e.g. ROAD can’t go on HAUL 21:55:37 <frosch123> andythenorth: it massively reduced the amount of labels you have to consider 21:55:51 * andythenorth is not sure that transitiveness really matter 21:55:54 <andythenorth> matters * 21:56:02 <andythenorth> although players discovered it straight away 21:56:42 <andythenorth> anybody made a mixed gauge railtype yet? :P 21:56:51 <Eddi|zuHause> andythenorth: the non-transitive cases are exactly what makes upgrading hard 21:57:25 <andythenorth> because…? 21:58:41 <Eddi|zuHause> for example if railtype A is present on a tile, and is used by a train of railtype B, then you build a railtype C over that tile, which is compatible with A but not B 21:59:02 <Eddi|zuHause> the upgrade algorithm determines that C can overbuild A because it's compatible 21:59:20 <Eddi|zuHause> but that breaks the route for B 22:01:48 <Eddi|zuHause> if it were transitive, it would be fine, because C compatible with A and A compatible with B means C compatible with B 22:02:56 <andythenorth> how can B be compatible with A but not C? 22:03:17 <andythenorth> that makes no sense 22:03:37 <andythenorth> [as a design choice] 22:03:55 <Wolf01> You are thinking about A->B->C, but think it as normal->catenary->3rd rail 22:05:12 <Wolf01> (it makes no sense to "upgrade" catenary to 3rd rail, but one train that can run with catenary might not run on 3rd rail) 22:06:15 <andythenorth> why? 22:06:20 <andythenorth> who’d do that? 22:06:50 <Eddi|zuHause> andythenorth: maybe C is like "high speed rail without freight trains" 22:07:37 <Eddi|zuHause> or B is "oversized train that cannot run under catenary" 22:07:55 <Eddi|zuHause> or all sorts of weird combinations 22:07:56 <andythenorth> ok, but all the cases presented are rational 22:08:04 <andythenorth> and the player has made a dumb choice 22:08:20 <andythenorth> player chooses to break their route, that’s up to them 22:08:31 <Eddi|zuHause> that's not the problem 22:08:48 <Eddi|zuHause> the problem is that the algorithm cannot determine the case reliably 22:09:04 <Eddi|zuHause> so the game behaves inconsitent/wrong from the view of the player 22:09:11 <Wolf01> The problem is that he didn't know it until tried to convert track under a train 22:09:51 * andythenorth didn’t realise there were upgrading algorithms 22:10:01 <andythenorth> I thought it just built what I wanted? 22:10:38 <Eddi|zuHause> andythenorth: build a rail in X direction, build an electrified rail in Y direction. watch the magic happen 22:10:58 <Eddi|zuHause> andythenorth: then build electrified rail first, and normal rail second 22:10:58 <frosch123> andythenorth: there is a difference between the convert tool and adding trackbits 22:11:57 <Eddi|zuHause> andythenorth: and then the problems begin when you have complicated railtypes with weight, different AC/DC catenary, 3rd rail, ... 22:12:22 <Eddi|zuHause> andythenorth: there might be a "universal" railtype, but the game cannot possibly find that automatically 22:12:35 <andythenorth> why should it? o_O 22:12:46 * andythenorth is confused as to the problem being solved there 22:12:52 <andythenorth> magic rarely works 22:12:56 <andythenorth> don’t try, mostly 22:12:57 <Eddi|zuHause> there are algorithms for finding that, but they require the graph to be transitive 22:13:10 <Eddi|zuHause> and the graph is not transitive (in general) 22:13:49 <andythenorth> don’t attempt magic 22:14:04 <andythenorth> sometimes magic is necessary :( 22:14:47 *** Gja has quit IRC 22:15:28 <Eddi|zuHause> andythenorth: but the current overbuilding algorithm is clearly better than requiring the player to switch railtypes when connecting electric and non-electric rails 22:15:50 <Eddi|zuHause> which makes junction building really annoying in mixed networks 22:16:42 <andythenorth> understood 22:17:07 * andythenorth must sleep 22:17:46 *** synchris has quit IRC 22:17:55 <andythenorth> bye 22:17:56 *** andythenorth has quit IRC 22:18:25 *** frosch123 has quit IRC 22:21:05 *** Offlithium has quit IRC 22:21:21 *** Offlithium has joined #openttd 22:30:16 <Wolf01> I want to drive a EMD DDA40X :| 22:30:53 <Eddi|zuHause> sounds heavy 22:30:59 <Wolf01> It is 22:31:09 <Eddi|zuHause> DD as in axle scheme? 22:31:20 <Wolf01> Let me check trainz simulator 22:31:42 <Wolf01> Is the Centennial 22:32:25 <Eddi|zuHause> yeah, axle scheme Do'-Do' 22:34:41 <Wolf01> If I have it I must use it on freeplay, and that isn't interesting :( 22:42:05 <Wolf01> How do I drive a diesel locomotive? I'm too used with coal ones :P 22:42:51 <Wolf01> Too many brakes 22:43:30 <peter1138> what 22:44:22 <Wolf01> It's moving \o/ 22:48:38 <Wolf01> Ok, ok, I was in easy mode :( 22:48:59 <Wolf01> That's just a cog to rotate 23:03:12 *** HerzogDeXtEr1 has quit IRC 23:06:11 *** cHawk has joined #openttd 23:08:20 *** FLHerne has quit IRC 23:10:17 *** gelignite has quit IRC 23:29:07 <Wolf01> 'night 23:29:09 *** Wolf01 has quit IRC 23:40:27 *** mindlesstux has quit IRC 23:40:56 *** mindlesstux has joined #openttd 23:54:00 *** Progman has joined #openttd 23:55:50 *** mindlesstux has quit IRC 23:56:24 *** mindlesstux has joined #openttd