Log for #openttdcoop on 9th May 2018:
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11:21:27  <IvanLeshev> !players
11:21:27  <coopserver> IvanLeshev: The server is empty, no one is connected. Feel free to remedy this situation
11:21:32  <IvanLeshev> ._.
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14:23:21  <Maraxus> !pw
14:23:21  <coopserver> Maraxus: outway
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17:46:52  <happpy> !players
17:46:52  <coopserver> happpy: The server is empty, no one is connected. Feel free to remedy this situation
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17:53:52  <AlphaSC> !pw
17:53:52  <coopserver> AlphaSC: flight
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17:54:02  <happpy> Hi
17:54:15  <coopserver> <AlphaSC> hihi
17:54:33  <V453000> yoyo
17:56:09  <coopserver> <AlphaSC> ah god
17:56:12  <coopserver> <AlphaSC> some ppl
17:56:30  <coopserver> <AlphaSC> building at 10 spots at the same time
17:56:38  <coopserver> <AlphaSC> but nothing finished or done properly
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17:57:45  <happpy> how things going
18:13:41  <Arveen> yO slacklords
18:13:52  <Arveen> !pw
18:13:52  <coopserver> Arveen: manage
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18:14:39  <coopserver> <Ar-to-the-veen> shieeet, why is everything locked up ?
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19:07:24  <dr_gonzo> 2
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19:33:43  <V453000> 1pw
19:33:57  <V453000> !pw
19:33:57  <coopserver> V453000: livery
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19:34:12  <coopserver> <V453000> yo
19:34:18  <coopserver> <V453000> shit rekt?
19:34:37  <coopserver> <V453000> seems rekt. :D
19:34:58  <coopserver> <AlphaSC> for the greater good
19:34:59  <coopserver> <V453000> oh, there :)
19:35:19  <coopserver> <V453000> kk I'll just let you do your thing :)
19:35:37  <coopserver> <AlphaSC> hm? :o
19:35:41  <coopserver> <AlphaSC> anything wrong
19:35:52  <coopserver> <V453000> nono I mean I won't interfere :)
19:36:07  <coopserver> <V453000> making train models finally, so got enough fun on my end ;)
19:36:15  <coopserver> <V453000> just came to t ake a break
19:36:20  <coopserver> <AlphaSC> sure
19:36:35  <coopserver> <AlphaSC> i ll just upgrade 4 lines
19:36:44  <coopserver> <V453000> :)
19:36:45  <coopserver> <AlphaSC> since the traffic is that high already
19:36:51  <coopserver> <AlphaSC> with all the very close primaries
19:37:07  <coopserver> <AlphaSC> also need slh 02 to be doubled
19:37:30  <coopserver> <V453000> :)
19:37:33  <coopserver> <AlphaSC> probably 200 trains there or even more
19:37:39  <coopserver> <AlphaSC> and we can add alot more
19:37:55  <coopserver> <V453000> I've got a functional proof of concept for train set, now making models. Is shitload of work but it's going to be awesome
19:38:13  <coopserver> <V453000> most importantly this time I actually feel like it's realistic that it's going to happen :D
19:38:17  <coopserver> <AlphaSC> when will you make the blog you talked about
19:38:38  <coopserver> <AlphaSC> im curious to see some of your work
19:38:41  <coopserver> <V453000> when it's ready, the idea is that I finish graphics for 1 engine + a whole complete wagon generation for it
19:39:01  <coopserver> <AlphaSC> ah alright, thats still quite some effort i guess
19:39:04  <coopserver> <V453000> all engines / wagon generations will look the same for now, with that I will code 0.0.1 as a completely full prototype and release it
19:39:11  <coopserver> <V453000> it's going to be some weeks
19:39:24  <coopserver> <AlphaSC> uh, so close to release?
19:39:26  <coopserver> <V453000> but I think having a playable early version with the blog article is fitting
19:39:54  <coopserver> <AlphaSC> yeah sure whatever u like, i was thinking of a little teaser
19:40:12  <coopserver> <V453000> I've been dreaming about it for years, making a blog article is like writing about an abstract dream. Having a playable 0.0.1 with it is different
19:40:32  <coopserver> <V453000> I'll show you personally :)
19:40:40  <coopserver> <AlphaSC> nice! xD
19:41:17  <coopserver> <AlphaSC> btw, 4+4->3
19:41:18  <coopserver> <V453000> so like all my other projects, this one is also on devzone, it's not that secret now since it's there :P
19:41:35  <coopserver> <V453000> the important page now is
19:41:50  <coopserver> <V453000> initial work on graphics
19:42:10  <coopserver> <V453000> the name is PART Assembled Road Trains. The key ideas are:
19:42:36  <coopserver> <V453000> 1. One engine class, the stats of the trains are adjusted by wagons - power parts, speed pats, traction parts, capacity parts
19:42:56  <coopserver> <V453000> 2. graphics accord to that - the  locomotive changes visuals based on attached bonuses
19:43:32  <coopserver> <V453000> 3. many different railtypes - currently planning Rail, ElRail, Dirt Road, Stone Road, Asphalt Road, Maglev rails
19:43:45  <coopserver> <V453000> the vehicles change their wheel part visually when going from one railtype to another
19:44:02  <coopserver> <V453000> ... the roads are coded as railtypes, just look like roads - basically WETRail
19:44:16  <coopserver> <V453000> I might add WETRail at some point in the future if I see it as being useful
19:44:31  <AlphaSC> 1.) the whole trainset contains only 1 engine, do i understand it right?
19:44:50  <coopserver> <V453000> 1 engine class, but you get multiple engines in that class
19:45:12  <coopserver> <V453000> what that means is that you get 1 engine in year 1900, but about every 20 years you get a new engine which is better in about every way
19:45:27  <coopserver> <V453000> so you do get time progression but not choice, choice is made by wagons
19:45:52  <AlphaSC> i could add power wagon, and speed
19:46:02  <AlphaSC> or just 1
19:46:14  <coopserver> <V453000> you can add any number of wagons of course
19:46:17  <coopserver> <V453000> no  stupid limitations
19:46:18  <AlphaSC> also multiple of 1 type?
19:46:31  <coopserver> <V453000> in any combination yes
19:46:37  <AlphaSC> eh ok
19:46:53  <AlphaSC> so it is kinda a disadvantage to have short trains?
19:46:59  <coopserver> <V453000> I'm still working on the exact number formula, I'm working with a version where the more wagons you add, their efficiency reduces
19:47:10  <AlphaSC> oh ok
19:47:11  <coopserver> <V453000> which basically counteracts that, and makes it more balanced
19:47:21  <coopserver> <V453000> I have a couple of other alternate solutions in mind
19:47:24  <AlphaSC> yep, that makes sense in some way
19:47:35  <happpy> !pw
19:47:35  <coopserver> happpy: errors
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19:47:50  <coopserver> <V453000> for example if the front engine is heavy, and the wagons are very heavy, adding every extra wagon doesn't go so well if you make a long train
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19:47:56  <AlphaSC> and if i add alot of power wagons, i ll have a slug? xD
19:48:05  <coopserver> <V453000> Slugs are planned
19:48:09  <coopserver> <V453000> the question is how exactly
19:48:21  <coopserver> <V453000> the mostl ikely is same as NUTS implementation, you get a SLUG locomotive in 2100
19:48:44  <AlphaSC> but that the wagon concept is destroyed, no?
19:48:49  <AlphaSC> than*
19:48:56  <coopserver> <V453000> alternatively there could be a secret cheat code of specific wagon sequence to get a slug, but that sounds too limited in usage, you couldn't use TL2 slugs for example
19:49:21  <coopserver> <V453000> no, SLUG would still get any wagons. Same as in NUTS, wagons can change graphics dynamically to fit any leading engine
19:49:51  <AlphaSC> hm
19:50:15  <AlphaSC> to me it sounds, it would destroy the wagon idea
19:50:16  <coopserver> <V453000> I can even make the slugs have different curve speed limits compared to everything else, yet have them run on any of the track types :P
19:50:41  <coopserver> <V453000> but how would it destroy the idea?
19:51:00  <coopserver> <V453000> the slugs would also have stat bonuses per wagon, just different formulas than the other engines
19:51:04  <AlphaSC> because than the engine "slug" would define who the trains acts
19:51:18  <AlphaSC> who=how
19:51:34  <coopserver> <V453000> yes if it's a cheat code of specific wagon order as I said
19:51:47  <coopserver> <V453000> but that's why I say it's more likely to have a unique SLUG engine
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19:52:11  <coopserver> <V453000> but the SLUG really is something unique, so even if it was specific formula only, it would be ok-ish
19:52:21  <AlphaSC> ah
19:52:29  <AlphaSC> let me put it this way
19:52:32  <coopserver> <V453000> but as I said, it's most likely that THE SLUG will simply be just a separate engine
19:52:41  <AlphaSC> you said, that you get a new train every 20 years
19:52:46  <coopserver> <V453000> yes
19:52:58  <AlphaSC> and every train is an upgrade to the ones before
19:52:59  <coopserver> <V453000> 1900-2100 should be about 10-11 engines
19:53:04  <coopserver> <V453000> yes
19:53:18  <AlphaSC> and if there are trains after slugs, they must be better
19:53:30  <coopserver> <V453000> the slug would of course be the last one
19:53:31  <AlphaSC> but the slug exceles in certain situation etc
19:53:40  <AlphaSC> hm ok
19:53:45  <coopserver> <V453000> and also, the slug would not be the best. Just most curve / acceleration friendly
19:53:48  <coopserver> <V453000> almost certainly not fastest
19:53:59  <coopserver> <V453000> the capacity of the wagons behind it might be lower too or something
19:54:20  <coopserver> <V453000> the slug would almost certainly be very different from the other "normal" engines
19:54:34  <coopserver> <V453000> it should be the only unique engine so that's easy to achieve
19:55:39  <coopserver> <V453000> well, that's the concept :) the modular trains should allow for a ridiculous amount of adjustability you can do with your trains
19:56:00  <coopserver> <V453000> it's not for everyone, but doing another set someone already made is not interesting :)
19:56:19  <coopserver> <V453000> NUTS2 is an option but it would be a lot of work for not much fundamentally new
19:56:38  <AlphaSC> endgame you can choose between latest train (slug) and the one before that
19:56:57  <coopserver> <V453000> pretty much
19:58:00  <coopserver> <V453000> Oh also, one of the questions that are still open is the whole issue of passenger trains. There it would be really useful to somehow adjust loading speed of trains, which I currently don't have a way of... And overall, city netwoks are a place where train variety is never enough.
19:59:14  <coopserver> <V453000> guess a loadspeed part would make sense too
19:59:36  <coopserver> <AlphaSC> indeed
19:59:58  <coopserver> <V453000> the problem is that I have capacity parts
20:00:11  <coopserver> <V453000> and if you increase capacity, currently the loading speed automatically increases as well
20:00:30  <coopserver> <V453000> but if you want to reduce that by another loading part...
20:00:34  <coopserver> <V453000> I guess it could work :)
20:00:42  <coopserver> <V453000> I'll write it into my notes
20:00:48  <coopserver> <V453000> for city networks that could be real useful
20:02:07  <coopserver> <V453000> the part that I felt weird about was that the loading speed wagon reduces the loading speed of the whole train, not just itself
20:02:08  <coopserver> <V453000> :D
20:02:10  <coopserver> <V453000> but eh
20:02:34  <coopserver> <V453000> I guess having trains convert from rail to road in a blink of an eye isn't much different
20:02:55  <coopserver> <AlphaSC> xD
20:04:33  <coopserver> <V453000> Also, what do you think about a bit-of-everything part?
20:04:40  <coopserver> <V453000> it's conceptually pointless
20:04:51  <coopserver> <V453000> it's just an easy mode for people who don't want to play with the numbers
20:05:05  <coopserver> <AlphaSC> hm good question
20:05:11  <coopserver> <AlphaSC> i guess we  ve to play it first
20:05:17  <coopserver> <V453000> if I get feedback that people feel interested in it, I will probably add it, it requires no new graphics, just code
20:05:22  <coopserver> <AlphaSC> once playing, u might feel the need of it, or not
20:05:29  <coopserver> <AlphaSC> :))
20:05:32  <coopserver> <V453000> fair point
20:05:41  <coopserver> <V453000> I might add it regardless
20:07:49  <coopserver> <V453000> Anyway, thank you for asking, I'm sure I flooded you with so much random shit :P
20:08:40  <coopserver> <AlphaSC> no problem. anytime
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20:10:54  <V453000> "0
20:10:57  <V453000> :)
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22:01:43  <happpy> hoow the network going alphasc
22:01:50  <happpy> how#
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