Log for #openttd on 28th August 2019:
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12:26:06  <andersd> Hi all, is there a way to store dialogs (or windows?) across openttd launches? I like to have a handful of pinned dialogs always visible, and it would be nice not to have to reopen and reposition for each openttd restart.
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12:41:30  <planetmaker> I don't think so
12:43:30  <andersd> ok, thanks!
12:43:40  <peter1139> Might make a nice PR ;-)
12:43:55  <andersd> might make for a nice dive into the sources :)
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12:54:02  <andythenorth_> Hmm
12:54:27  <andythenorth_> Realism is not fun gameplay
12:54:45  * andythenorth_ back to thinking :p
12:56:15  <Eddi|zuHause> if you want to save it outside the savegame (like in openttd.cfg) you might have to restrict it to some general windows (like no specific vehicles)
12:56:57  <Eddi|zuHause> and if you want to put it into the savegame, you have to restrict it to not happen in multiplayer
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13:01:27  <peter1139> Has he eaten since the last time I asked if it was lunchtime?
13:05:43  * Sacro is hungry
13:08:43  <planetmaker> the restrictions of course can be dropped on where to put the window placement info, if you can live with the fact that non-matching / possible ones are silently ignored (e.g. for vehicles not accessible etc)
13:15:12  <andersd> Eddi|zuHause, planetmaker: Thanks for your thoughts, out of the gate it seems to be most suited for openttd.cfg
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13:26:11  <andythenorth_> peter1139 I have been forced to decide about lunch for myself
13:26:21  <peter1139> Shocking.
13:26:26  <andythenorth_> No help from internet friends
13:26:33  <peter1139> But just macaroni cheese, eh?
13:26:39  <andythenorth_> Due to connectivity
13:26:45  <Eddi|zuHause> damn these internet "friends"
13:27:08  <andythenorth_> Mac & cheese is not available here :p
13:27:55  * andythenorth_ currently skipping lunch, this may need to change
13:29:30  <andythenorth_> also newgrf trains
13:31:11  <andythenorth_> how else can I differentiate engines besides power and speed?
13:31:37  <andythenorth_> Run cost is boring
13:31:45  <Eddi|zuHause> racing stripes
13:31:46  <andythenorth_> Reliability?
13:31:54  <arikover> andythenorth_: Look
13:32:06  <Eddi|zuHause> the red one is faster
13:32:13  <arikover> andythenorth_: Always!
13:32:17  <andythenorth_> How about model life?? o_O
13:32:35  <Eddi|zuHause> model life is when you want more generations
13:32:44  <andythenorth_> train wears out in 10, 20, or 40 years?
13:32:48  <arikover> andythenorth_: Reliability maybe?
13:33:04  <Eddi|zuHause> i don't think you can set reliability that way
13:34:09  <Eddi|zuHause> but what do you need more than power and speed?
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13:35:05  <Eddi|zuHause> you could do cost, but cost is meaningless most of the time, i think
13:35:21  <andythenorth_> Speed will most likely work
13:35:56  <andythenorth_> But it might lead to some odd choices about which cargos can go faster
13:36:58  <andythenorth_> for example, is steel a high speed cargo?
13:37:01  <arikover> You could make the trains fast, but not too powerful so that they only reach top speed on really long distances. Then it's worth coupling more depending on track declivity.
13:37:24  <arikover> Yeah, a bit like NARS2
13:37:41  <Eddi|zuHause> andythenorth_: cargo specific speeds can be done by wagon speed limits?
13:38:32  <andythenorth_> yes
13:39:13  <andythenorth_> I need a heuristic for what’s “fast-but-not-fastest”
13:39:39  <andythenorth_> Fastest is easy: food, mail, alcohol, milk, supplies
13:40:48  <Eddi|zuHause> fast is anything that is light or decaying
13:41:09  <Eddi|zuHause> steel is neither of those
13:42:10  <andythenorth_> define light?
13:42:15  <andythenorth_> Low density?
13:42:23  <andythenorth_> High value to weight ratio?
13:42:32  <Eddi|zuHause> yeah, something like that
13:43:09  <andythenorth_> high value items
13:43:18  <andythenorth_> Might be the best heuristic
13:43:53  <andythenorth_> So anything with high payment rate? And/or steep decay curve
13:44:53  <andythenorth_> IRL this is not how US railroads operate :p
13:45:12  <andythenorth_> Everything except intermodal containers is just slow
13:45:15  <Eddi|zuHause> yes, those cargos don't go by rail
13:45:22  <Eddi|zuHause> they'd go by plane
13:45:44  <andythenorth_> And intermodal, they take anything that goes in a standard ISO box
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13:46:50  <andythenorth_> Hence realism is again a poor gameplay template :p
13:49:26  * andythenorth_ considers allowing any cargo
13:49:55  <andythenorth_> My intent was to reduce wagon capacity on “faster” wagons
13:49:59  <Eddi|zuHause> denying cargos is bad gameplay
13:50:29  <andythenorth_> So longer trains would be needed, taking more network space
13:51:08  <andythenorth_> So the choice would be shorter and slower, or longer and faster
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16:29:25  <LordAro> hmm, DorpsGek_II dead again
16:29:44  <LordAro> latest crash report's stack trace doesn't seem to make much sense
16:30:09  <LordAro> (#7706)
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21:13:53  <andythenorth_> Hmm
21:14:21  * andythenorth_ deletes more realism :|
21:16:27  <andythenorth_> US railroads tend to use the least power possible (hp / ton)
21:17:02  <andythenorth_> Just enough to prevent the train stalling on steepest slope en route
21:17:16  <andythenorth_> This is very boring in a game :p
21:18:06  <andythenorth_> Brit freight trains are more interesting, they have to go fast to avoid blocking pax trains (or having to pay more track access charges)
21:18:30  <andythenorth_> Better for game purposes :p
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