Log for #openttd on 15th August 2020:
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07:47:54  <andythenorth> yo
07:48:29  <Wolf01> o/
07:54:54  <andythenorth> more NARS Horse test
07:55:21  <Wolf01> Wow
07:55:22  <andythenorth> that's only a 4-6-6-4, the UP Big Boy is 4-8-8-4 and the sprite just looks wrong at 20/8 :)
07:56:46  <andythenorth> there are also these to consider
07:57:08  <andythenorth> that would be 20/8 if drawn 'realistic'
07:59:08  <andythenorth> could do the shorter version
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08:23:10  <andythenorth> 20/8 would really screw the buy menu and docs images :)
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08:28:42  <Eddi|zuHause> does the 20/8 include the tender?
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08:37:49  <andythenorth> yes
08:38:35  <andythenorth> US Set grf seems to have these engines at 20/8
08:38:40  <andythenorth> it has some length bugs so hard to tell
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11:02:48  <CornsMcGowan[m]> what does 8/8, 12/8, 20/8 etc. mean?
11:08:52  <nielsm> vehicle length
11:09:02  <nielsm> 8/8 is a regular half tile length, like all the default vehicles
11:09:20  <nielsm> 4/8 is half length, 16/8 is double length, and so on
11:09:44  <nielsm> fractions of 8 are also used when talking about cargo acceptance, but that's not as common a topic :)
11:11:07  <CornsMcGowan[m]> ahh
11:11:29  <CornsMcGowan[m]> TIL, i always thought it was some float or smth
11:11:44  <CornsMcGowan[m]> so i'd just buy 10 wagons to get an estimate of their length to 2 decimal places
11:18:30  <b_jonas> CornsMcGowan[m]: well, it's technically more complicated because the length can change depending on what you couple it to in some NewGRFs
11:19:11  <b_jonas> in particular, the universal wagons in the vactrain newgrf change length (and capacity and power and weight) depending on the engine type
11:19:31  <b_jonas> the weight is what bothers me, it's annoying to test because the interface only displays the weight of the entire train, not of each wagon
11:21:32  <CornsMcGowan[m]> o lawd
11:21:37  <CornsMcGowan[m]> sounds like a yr 7 maths problem HAHA
11:22:11  <b_jonas> it's not that bad, you just have to take one engine and put a single powered wagon on, then put a single unpowered wagon on, and read the weight in both cases
11:22:16  <b_jonas> it's just a small annoyance
11:37:52  <_dp_> It's a huge annoyance when you're trying to code anything with trains actually
11:43:16  <andythenorth> I dropped anything about changing length or weight in vehicles
11:52:45  <CornsMcGowan[m]> my youtube recommended is full of Garratts now
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12:29:18  <Eddi|zuHause> that's why i always watch random youtube videos in a private browsing window
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15:18:59  <b_jonas> I should learn how this autoreplace thing works
15:19:03  <b_jonas>
15:23:00  <b_jonas> oh nice, now even the last monorail engine is no longer supported, so I have to replace all other monorail lines too
15:23:03  <b_jonas> argh
15:34:47  <b_jonas> is there something that is like manual autorenew, where I pick a group of vehicles and give a command to replace its engines with the same type of engine *now* (when each train next visits a depot), like how autoreplace is manual, but to the same engine?
15:35:23  <b_jonas> but I want it for just one group of trains or road vehicles, not for everything any time like the autorenew option
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16:01:55  <andythenorth> replace vehicles on a group
16:02:59  <b_jonas> andythenorth: can that replace to the same type of vehicle? it doesn't seem to show the same engine on the right side where I choose what to replace to
16:03:06  <b_jonas> but I'll experiment more later
16:06:02  <andythenorth> no I misread
16:06:07  <andythenorth> you can't force to same now
16:06:14  <andythenorth> just change the autorenew setting in game
16:08:10  <b_jonas> pity. thank you.
16:08:17  <b_jonas> I'd also like an easy way to sell all vehicles in a group
16:08:31  <b_jonas> or even just tell one vehicle to go to a depot and sell itself
16:08:55  <nielsm> please vote on my PR:
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16:10:17  <b_jonas> nielsm: ah thank you
16:12:26  <andythenorth> why do you need to replace vehicles in a group to themselves?
16:12:32  <andythenorth> trying to win the high score table?
16:13:20  <nielsm> usually when they need replacement, you're playing with breakdowns enabled, and there's nothing better yet
16:13:48  <b_jonas> andythenorth: no, I want to replace them because they're old, but I don't want to replace every vehicle automatically when they're old, I want more manual control, because vehicles becoming old periodically is a good reminder so I don't forget about any line and sometimes look at it and see if it still works efficienctly
16:14:03  <b_jonas> yes, I am playing with breakdowns enabled
16:14:16  <b_jonas> and there's no better engine that I want to replace it with
16:17:17  <andythenorth> everyone has their own style I guess :)
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16:41:49  <b_jonas> yeah. I like breakdowns enabled.
16:41:54  <b_jonas> I know most people disable them.
16:43:54  <andythenorth> they're an interesting mechanic in small maps
16:44:12  <andythenorth> with simple networks
16:44:24  <DorpsGek_III> [OpenTTD/OpenTTD] zimbatm commented on issue #8029: Black screen on SDL2-enabled OpenTTD, Sway and SDL_VIDEODRIVER=wayland
16:48:59  <andythenorth> Timberwolf yo
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17:18:10  <andythenorth> hmm, seems I favour DB Schenker livery for 2020 Horses
17:18:50  <andythenorth> it does look sharp though
17:35:09  <Timberwolf> andythenorth: ?
17:44:55  <andythenorth> there's also the ex Norwegian Di8 Maks at Scunthorpe (GBRF own them I think) too big for UK network but eh
17:45:13  <andythenorth> Corus have a thing called a Trojan, and there are some Hunslet bo-bos in steel works also
17:45:28  <andythenorth> there was a class 14 registered for mainline shunting also
17:45:34  <andythenorth> and there's the re-engined 73s
17:46:10  <Timberwolf> cool!
17:46:21  <andythenorth>
17:46:40  <andythenorth> Iron Horse kinda started because Pikka 'noped' me on 1000hp engine for 2020 or so
17:46:50  <Timberwolf> Heh.
17:47:19  <andythenorth> there was also the CargoSprinter in Horse 1
17:47:52  <andythenorth> which is a Windhoff MPV (didn't add it to Horse 2, maybe I should)
17:48:47  <andythenorth> possibly the new Clayton CBD things can be mainline registered, we'll see
18:08:04  <FLHerne> andythenorth: Don't forget the Hope Cement locos
18:08:10  <andythenorth> Big John
18:08:39  <FLHerne> Yes
18:08:56  <FLHerne> And some little ones
18:09:53  <FLHerne> Like
18:10:18  <andythenorth> they also had some YEC stuff
18:10:29  <FLHerne> They've also had a couple of 20s with interesting kit fitted
18:10:40  <FLHerne> (nose-end cameras and I think remote working on one of them)
18:10:44  <FLHerne> But you have 20s
18:11:18  <andythenorth> there's a few threads about UK industrials
18:11:34  <andythenorth> the steel mill ones are the most interesting I found
18:11:48  <FLHerne> Eastleigh's class 07 is mainline registered
18:11:49  <FLHerne> Or was
18:11:58  <andythenorth> yeah wikipedia said so
18:12:02  <andythenorth> I nearly drew it
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18:14:15  <FLHerne> Yeah, I don't think any of the other private rail systems are as big as Scunthorpe
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18:14:22  <FLHerne> The MoD used to have several
18:14:44  <FLHerne> But I think they're mostly redundant now (or used for stock storage only)
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19:26:17  <andythenorth> meh
19:26:32  <andythenorth> I'm including a 59 and 66, but obvs. they look identical :x
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20:10:47  <b_jonas> hmm, so in 2065, not even the SH-40 is supported, so I couldn't run electric trains even if I wanted to, nor monorails. it's all maglev and vactrain now.
20:10:52  <b_jonas> it's strange
20:11:15  <b_jonas> I like monorails, but I'd also like the choice
20:11:24  <b_jonas> I mean I like maglevs
20:13:26  <nielsm> yeah the original vehicle set just isn't designed for endless play
20:13:35  <nielsm> most of the vehicles have end of availability years
20:13:55  <b_jonas> yeah
20:14:02  <nielsm> so eventually nobody will remember how to build a road vehicle or a ship
20:14:14  <b_jonas> oh, the road vehicles too? let me check
20:14:22  <nielsm> I think
20:14:41  <b_jonas> road vehicles are still available it seems
20:14:43  <nielsm> there's some newgrf's that replace the original vehicles with identical models that just don't have end years
20:14:49  <b_jonas> yeah
20:14:51  <openttdguest> (Send download URL via API #29) -- is this to have a new web route?
20:15:36  <b_jonas> I'll have to look for one of those for trains then
20:15:52  <nielsm> openttdguest: I'm not sure I understand what you're asking
20:16:08  <b_jonas> one that's compatible with opengfx+ trains to convert the wagons to FIRS then
20:16:13  <openttdguest> nielsm: Like '/download/{content_id}
20:16:24  <b_jonas> do you happen to know which newgrf does that?
20:17:02  <b_jonas> or perhaps I should try a different train set, but I'd like one that's simple and easy to learn, not the crazy unrealistic set with rainbow slugs
20:17:35  <b_jonas> also powerful, I don't want to have only slow trains
20:17:41  <b_jonas> I like these powerful fast trains in the base set
20:18:25  <b_jonas> I'm also fine with end years if there's something to replace it
20:18:27  <nielsm> most sets only bother with regular rail, and then there's a few that specialise in monorail or maglev
20:18:51  <nielsm> so if you want it all you'll have to mix multiple sets
20:18:57  <andythenorth> moar slugs
20:19:05  * andythenorth should add slugs to horse
20:19:22  <b_jonas> but I just had to upgrade all my remaining monorails to maglev
20:19:22  <b_jonas> I can mix multiple sets, sure
20:19:23  <b_jonas> but I don't know which ones to look at
20:19:32  <nielsm> openttdguest: I'm not sure that issue requires a new route in the web app, but rather it needs to be described what the basis for asking for those download urls should be at all
20:19:45  <b_jonas> meanwhile, I should figure out what to do with this milk train line because it doesn't seem to work well
20:20:10  <DorpsGek_III> [OpenTTD/bananas-api] nielsmh commented on issue #29: Send download URL via API
20:20:33  <openttdguest> nielsm: I believe for the bananas website, to have a download url instead of 'ingame'
20:21:20  <b_jonas> I'll probably need a double track most of the way
20:21:37  <andythenorth> here's a slug I made earlier :P
20:21:52  <nielsm> anyway you're better off pinging TrueBrain when he's here :) or really just writing in the issue to keep things documented
20:21:54  <andythenorth>
20:28:52  <andythenorth> hmm we need black CC for LoadHaul
20:29:00  <andythenorth> nvm, such realism another day
20:30:17  <nielsm> specialcase dark gray?
20:31:33  <andythenorth> recolour purple?
20:31:58  <andythenorth> purple is the only really unusable company colour
20:32:09  <andythenorth> I noticed there are weightings for company colour choices in the code somewhere :P
20:34:25  * andythenorth has ideas
20:34:29  * andythenorth rejects them
20:34:40  <andythenorth> Horse grf is quite big enough, doesn't need more spritesets :P
20:36:02  <b_jonas> andythenorth: there's a black company color newgrf
20:36:07  <andythenorth> I know :)
20:36:18  <andythenorth> there are a couple of grfs that mod colours
20:39:25  <andythenorth> eh I might need to redesign Horse
20:39:34  <andythenorth> OpenTTD has changed since it was designed
20:39:43  <andythenorth> oof
20:40:39  <b_jonas> in my current game I'm using 7 company colors for train groups. sometimes I use even more
20:40:58  <b_jonas> I wish I could set a company color that's used only for signs, and one that's used only for stations
20:41:24  <b_jonas> or maybe separately for different types of stations and their signs
20:41:35  <b_jonas> would be fancy
20:41:39  <b_jonas> but the trains are the most important
20:42:45  <nielsm> it's certainly possible to change the general company colour remap in the baseset grf, by modifying the remap sprites, but can you override those by newgrf possibly?
20:42:55  <nielsm> with the baseset sprite override action
20:43:07  <nielsm> since those aren't normal sprites
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