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Log for #openttd on 3rd November 2022:
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00:11:24  *** WormnestAndroid has joined #openttd
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01:22:28  <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10114: Feature: Variable interface scaling https://github.com/OpenTTD/OpenTTD/pull/10114#pullrequestreview-1166178432
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01:41:36  <DorpsGek> [OpenTTD/OpenTTD] PeterN updated pull request #10114: Feature: Variable interface scaling https://github.com/OpenTTD/OpenTTD/pull/10114
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05:54:56  <DorpsGek> [OpenTTD/team] COOKIEMONSTRR opened issue #356: [et_EE] Translator access request https://github.com/OpenTTD/team/issues/356
06:19:32  <pickpacket> I can't find a plane that's refittable to carry new kinds of cargo. Is any base plane using cargo types yet?
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06:39:39  <EmperorJake> I think you want the "Usable default aircraft" GRF for that
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08:28:29  <DorpsGek> [OpenTTD/OpenTTD] niklasva opened issue #10125: OpenTTD is causing excessive syncing to iCloud drive https://github.com/OpenTTD/OpenTTD/issues/10125
08:44:06  <DorpsGek> [OpenTTD/OpenTTD] krysclarke opened pull request #10126: CodeChange: Move Sound Driver paramater name listings https://github.com/OpenTTD/OpenTTD/pull/10126
08:48:18  <pickpacket> I've tried out my tea mod a lot now, and it's hard to make it profitable. Tea leaves need to be delivered fresh in reality, so I've set them to start out at a decent cargo payment rate but decreasing rapidly. Even on a medium distance they make terribly little money, sadly. Tea -- the finished product -- starts out at about the rate of goods and
08:48:18  <pickpacket> decreases very slowly. It should theoretically be really good for long hauls, but at least on cargo ships in 1950 they're very unprofitable
08:48:54  <pickpacket> I don't know how to adjust the rates. I could set tea leaves to decrease less of course, even though that makes it a lot less realistic
08:49:19  <pickpacket> it's hard to decide how it should compare to other cargoes as well
08:49:44  <pickpacket> does it start decreasing in value when it's been loaded or when it leaves the station?
08:56:15  <DorpsGek> [OpenTTD/OpenTTD] krysclarke closed pull request #10126: Codechange: Move Sound Driver paramater name listings https://github.com/OpenTTD/OpenTTD/pull/10126
09:13:51  <DorpsGek> [OpenTTD/OpenTTD] krysclarke opened pull request #10127: Codechange: Move Sound Driver parameter name listings https://github.com/OpenTTD/OpenTTD/pull/10127
09:17:09  <petern> Hmm, is LTO enabled for Linux builds?
09:25:30  <pickpacket> EmperorJake: sounds reasonable, but would it be possible to fix the default airplanes in the game?
09:26:38  <LordAro> petern: should be
09:27:27  <EmperorJake> pickpacket: They already allowed the default road vehicles and trains to be refitted to custom cargo, not sure why they didn't for aircraft
09:28:20  <petern> I don't see "-flto" anywhere, but it might be on by default theses days, or some other option enables it.
09:31:36  <EmperorJake> EmperorJake: Actually I just tested it, it seems the default aircraft are intentionally limited to cargos marked with the Express cargo class
09:31:52  <LordAro> petern: IPO_FOUND, top level cmakelists
09:33:12  <petern> Ah, "some other option" πŸ™‚
09:41:39  <pickpacket> EmperorJake: huh. Odd.
09:41:44  <pickpacket> but that explains it
09:43:30  <petern> How does one debug the wasm build?
09:49:48  <LordAro> by asking TB
09:52:42  <petern> πŸ˜„
10:33:40  <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #9901: Fix: Improve performance when calculating company value https://github.com/OpenTTD/OpenTTD/pull/9901#pullrequestreview-1166638325
11:37:22  <glx[d]> petern: Check how it's done in workflows
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13:22:03  <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #10125: OpenTTD is causing excessive syncing to iCloud drive https://github.com/OpenTTD/OpenTTD/issues/10125
13:23:10  <DorpsGek> [OpenTTD/team] glx22 commented on issue #356: [et_EE] Translator access request https://github.com/OpenTTD/team/issues/356
14:17:04  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #9901: Fix: Improve performance when calculating company value https://github.com/OpenTTD/OpenTTD/pull/9901#pullrequestreview-1166994754
14:23:37  <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10058: Feature, Change: [UI] Split AI/Game Script configuration windows and add them to world gen window https://github.com/OpenTTD/OpenTTD/pull/10058#issuecomment-1302191040
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15:15:50  <DorpsGek> [OpenTTD/OpenTTD] orudge commented on issue #10125: OpenTTD is causing excessive syncing to iCloud drive https://github.com/OpenTTD/OpenTTD/issues/10125
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17:27:55  <pickpacket> I'm looking at https://wiki.openttd.org/en/Manual/Game%20Mechanics/#delivery-payment-rates but there's something that's unclear to me: when is the delivery time count starting? Is it when cargo is dropped off at the source station, when it's loaded onto the transport, or when the transport leaves the station?
17:28:35  <TallTyler> When it’s loaded, I believe
18:00:16  <pickpacket> oh... that explains a lot
18:01:00  <pickpacket> standing at the station waiting for a full load can be pretty costly then
18:05:07  <glx[d]> you need to adapt capacity so you can always have a vehicle loading, but not taking to long to fully load
18:15:34  <frosch> iirc cargo only ages when inside vehicles
18:15:43  <frosch> so it ages while the train is waiting for full load
18:15:53  <frosch> but it does not age when no vehicle is loading
18:18:02  <Merni> weird
18:18:39  <Merni> so would it be better in that sense to have a very infrequent service so that there is always a full load when the train comes around
18:18:49  <Merni> I guess that wouldn't make the station rating happy though
18:22:47  <frosch> yes, no train waiting is bad for rating
18:23:01  <frosch> but having a way too long train that takes longer to load than to drive, that is bad as well
18:23:51  <frosch> but ofc. if you play on 4kx4k, then the cargo age is maxed out anyway, and it makes no difference anymore
18:25:40  <petern> 256 forever
18:38:04  <glx[d]> I do all my tests on 64 (because it's faster to generate)
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