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Log for #openttd on 1st February 2014:
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01:13:25  <Aristide> Hop o/
01:13:29  <Aristide> email to Sytral sended \o/
01:14:05  <Aristide> On webpage about tramway line T5, Sytral website show a T5 extension map, but with ... T2 line name x)
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01:29:15  <Tirili> Is there a way to save your standings in an online game and continue with your company one day later?
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01:30:10  <Hazzard> !playercount
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01:30:16  <Elyon> Tirili: just save your game?
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01:31:13  <Tirili> But when I reload in some days later, what will happen to the other players? Being taken over by ai?
01:42:03  <Elyon> oh, like that. No, they should still be in there
01:42:26  <Elyon> assuming they have their own companies, the companies will persist and continue existing
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02:39:36  <Tirili> Thank you!
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08:26:31  <planetmaker> moin
08:38:14  <Japa_> moin moin
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09:07:06  <andythenorth> @seen pikka
09:07:06  <DorpsGek> andythenorth: pikka was last seen in #openttd 10 hours, 18 minutes, and 23 seconds ago: <Pikka> psh. PBS is all you need!
09:07:18  <andythenorth> meh
09:07:21  <andythenorth> upside down land
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09:30:10  * LordAro mornings
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10:20:33  <Alberth> moin
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10:27:39  <planetmaker> moin
10:35:09  <Pikka> boin
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10:39:53  <Elyon> morning
10:40:43  <gogoprog> hoi
10:40:55  <LordAro> moin
10:41:57  <Elyon> another day, another nfo nightmare
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10:52:55  <andythenorth> bon Pikka chops
10:52:59  <andythenorth> so maths....
10:53:01  <Pikka> oui oui
10:53:05  <Pikka> not really
10:53:19  <Pikka> mostly fudge
10:53:29  <andythenorth> it's ok, I can do sums with fudge
10:53:57  * andythenorth currently toddler wrangling
10:54:00  <andythenorth> so no sums
10:54:01  <andythenorth> :P
10:54:08  <Pikka> incidentally, I just doubled the running costs for my trains (by increasing the multiplier by 1) ;)
10:54:10  <Pikka> fun times
10:57:09  <Pikka> I just realised I should put the vehicle I'm working on in a separate grf, rather than spend five minutes recompiling the whole thing every time I want to see my changes in-game...
10:58:46  <peter1138> just change the ini file
10:58:58  <peter1138> or was it xml?
11:01:45  <andythenorth> Pikka: same problem in FIRS, there's a compiler flag I use to get one industry
11:01:53  <andythenorth> otherwise I have to drink a lot of coffee
11:02:04  <Alberth> hyper andy :)
11:02:10  <andythenorth> let's have a non-compiled newgrf format :P
11:02:20  <planetmaker> xml?
11:02:43  <Alberth> users just type the newgrf bytes
11:02:58  <andythenorth> I would love writing code in xml :P
11:03:03  <andythenorth> that would be super
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11:03:11  <planetmaker> and we send sheets of ascii characters which they need to type in? cool :)
11:03:24  <Pikka> locomotion is xml... yuck.
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11:08:32  <andythenorth> <node>0F 0A 02 16 FA FF 0C 20 10 1A FF FF</node>
11:11:34  <planetmaker> sounds totally legible
11:14:51  <andythenorth> stupid OS X
11:14:56  <andythenorth> ran out of battery and shut down
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11:19:43  <Alberth> shouldn't it be like <node><byte base="16">0F</byte> <byte base="16">0A</byte> <byte base="16">02</byte> <byte base="16">16</byte> <byte base="16">FA</byte> <byte base="16">FF</byte> <byte base="16">0C</byte> <byte base="16">20</byte> <byte base="16">10</byte> <byte base="16">1A</byte> <byte base="16">FF</byte> <byte base="16">FF</byte></node> ?
11:21:25  <andythenorth> dunno, doesn't seem as user friendly as my suggestion
11:21:33  <andythenorth> I think they key here is user friendliness
11:22:01  <andythenorth> I could probably have the parser split on whitespace, write new nodes into the xml tree for the format you're suggesting
11:22:11  <andythenorth> in fact we could have a compile step for it
11:22:17  <andythenorth> Pikka:
11:22:24  <andythenorth> oops
11:22:28  <andythenorth> chep?
11:22:29  <Pikka> andythenorth,
11:23:35  <andythenorth> Fast and Power I actually need to provide values for per vehicle?
11:25:30  <Pikka> yeah, they're the controls... if you leave them all the same, you'll get a progression of vehicles based on the year, but everything will be middle-of-the-road
11:25:53  <Pikka> you can dial down power to get a shunter, dial up fast to get an express loco, etc.
11:25:58  <andythenorth> hrm
11:26:10  <andythenorth> let's see
11:26:19  <andythenorth> I already have some fuel_run_cost_factor and fixed_run_cost_factor
11:26:24  <andythenorth> which is copied from shipses
11:26:33  <Pikka> :P
11:26:38  <andythenorth> maybe I can put that into your formula
11:26:46  <andythenorth> fixed_run_cost_factor = number of crew :P
11:26:55  <Pikka> such hybrid fudgery!
11:27:01  <andythenorth> for shame
11:27:05  <andythenorth> where is the realism?
11:27:11  <Pikka> dbset
11:27:58  <Alberth> andythenorth: I used a substitution expression  s/\([0-9A-F][0-9A-F]\)/<byte base="16"><\/byte>/g
11:28:12  <andythenorth> Alberth: I like that
11:28:20  <andythenorth> ideally we need more / and \ characters
11:28:26  <andythenorth> can we escape escapes?
11:28:46  <Alberth> \c\a\n\ \w\e\?
11:29:53  <andythenorth> Pikka: is 'fast' relative to other locos at the time, or is it a pure dibble?
11:29:53  <Elyon> \\c\\a\\n\\ \\w\\e\\?, you mean?
11:30:25  <Pikka> relative to other locos at the time
11:30:42  <andythenorth> k
11:31:19  <Japa_> is this some kind of automatic train grf generator?
11:31:39  <Pikka> train stat generator, Japa_
11:32:07  <Japa_> it should generate graphics
11:32:09  <Japa_> somehow
11:33:04  <andythenorth> that has been doen
11:33:06  <andythenorth> done *
11:33:13  <andythenorth> I have an automatic truck set generator
11:33:17  <andythenorth> but it was boring
11:33:21  <Pikka> andy: "chep" is a cost debuff for trains below the tech level. It was a control, but it's now just an intermediate calculated value.
11:34:48  * andythenorth does some codes
11:41:47  <Eddi|zuHause> i have crude boxy generated sprites
11:44:17  <andythenorth> some are better than crude?
11:44:22  <andythenorth> I saw some wagons somewhere
11:49:03  <Eddi|zuHause> everything that's better than crude is hand drawn
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12:04:39  <Wolf01> hi hi
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12:13:01  <Alberth> hi hi
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12:17:07  <Pikka> ho ho
12:17:09  <frosch123> moin
12:17:50  <planetmaker> moin
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12:45:11  <nicferirc> hu
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13:04:58  <andythenorth> Pikka: does this look right for chep? :P
13:04:58  <andythenorth>         return (2-(fast+power), 1)[fast+power<=1]
13:05:19  <andythenorth> you may point out that I have given you no language context :P
13:05:29  <Pikka> I may
13:05:32  <Pikka> it looks about right :P
13:05:45  <andythenorth> (False, True)[test]
13:05:54  <Pikka> si
13:06:58  <andythenorth> output numbers look right
13:07:00  <andythenorth> oh how funky
13:07:07  <andythenorth> I'm calculating wagon running costs too :P
13:07:29  <Pikka> I used much simpler calculations for wagons :P
13:08:08  <Pikka> particularly since I don't have any generations, so statting by year is out
13:09:21  <andythenorth> hrm
13:09:28  <andythenorth> my buy numbers are coming out differently now
13:09:39  <Alberth> hmm,  [fast|power] ?
13:10:03  <andythenorth> ?
13:11:14  <Alberth> fast+power<=1  is 1 if at least one of them is true, right?   fast|power is also true if at least one of them is true
13:11:29  <Alberth> s/also true/also 1/
13:12:21  <Alberth> perhaps s/|/ or /   if you're talking python
13:12:35  <andythenorth> does a value >1 still evaluate to True?
13:12:38  <andythenorth> I assume so
13:12:58  <Alberth> in python it does
13:13:16  <Alberth> although I am against use of boolean values :)
13:13:21  <Alberth> +such
13:13:59  <Alberth> but "fast or power"  is just false or true
13:14:56  <Alberth> hmm  return 2-(fast or power)    should work too
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13:17:50  <Elyon> is there something I should know about building sprite indices when using advanced sprite layouts? I've tried both the +42D approach, the \d0 approach, and the \d80000000 approach, all I get is random game sprites instead of the custom sprites I've loaded
13:17:59  <Elyon> topic: newgrf/NFO
13:21:30  <Elyon> haha
13:21:46  <Elyon> it was the +42D approach plus the \dx80000000 approach
13:21:50  <Elyon> well nevermind :D
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13:30:16  <efess> Any admins here from tt-forums.net?
13:30:51  <LordAro> probably
13:33:55  <Alberth> if you don't have login problems, usually, the easiest way is to press the ! button, and type them a pm
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13:35:23  <efess> email activation isn't working :(
13:36:04  <efess> also, seems like someone fixed this one, what's the process of getting it into trunk? http://bugs.openttd.org/task/5866
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13:37:36  <LordAro> orudge: ^
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13:39:59  <andythenorth> oic
13:40:02  <andythenorth> oh he's gone :)
13:43:51  <Pokka> who is?
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14:04:44  <andythenorth> Pikka: HP - calculated? o_O
14:04:58  <Pikka> everything is calculated
14:05:08  <Pikka> except the fast and power controls :P
14:05:22  <andythenorth> that makes sense
14:05:28  <andythenorth> I didn't notice that at first :P
14:06:20  <Pikka> and the introduction year
14:06:28  <andythenorth> it's appealing to me because I'm lazy
14:06:34  <andythenorth> but Dan likes to specify specific HP
14:06:39  <Pikka> well
14:06:41  <andythenorth> so I might hack at the formula a bit more
14:06:54  <Pikka> you can wiggle the power control until you get the hp you want
14:07:01  <Pikka> if you're targetting a particular hp
14:07:06  <andythenorth> I am +1 to this, deciding stats is boring :P
14:07:11  <Pikka> and it will adjust the costs, weights, etc, accordingly
14:07:34  <Pikka> and you can wiggle the fast control if you're targetting a particular mph :P
14:07:56  <andythenorth> I might steal this for SomeTruckSet
14:08:12  <Pikka> do you want my spreadsheet for someothertruckset to look at?
14:08:21  <andythenorth> why not
14:08:57  <Pikka> let me prettify it a little first
14:10:20  <andythenorth> MU capacity?
14:10:25  <andythenorth> hmm
14:10:28  <andythenorth> might ignore that for now
14:10:42  <Pikka> it just adds a little to the running cost, it's fairly ignorable
14:11:56  <andythenorth> ooh
14:12:00  <andythenorth> negative running costs
14:12:07  <Pikka> you broke it!
14:12:07  <andythenorth> that's funky
14:12:17  <andythenorth> I am not using calculated stats, it's breaks it :P
14:12:31  <andythenorth> speed and power disagree with your table currently
14:12:41  <Pikka> if you turn the knobs too hard it breaks, for sure
14:12:54  <Pikka> prototypical HPs might be out of range
14:13:13  <Pikka> real trains are way too powerful for TTD, trains which reach top speed half a tile out of the station and just stay there are boring :P
14:13:43  <andythenorth> I think it's the wagons :)
14:13:51  <andythenorth> they all have the same calc applied
14:13:56  <andythenorth> hmm
14:14:04  <Pikka> oh, wogans
14:14:05  <andythenorth> anyone know how to uncrash python? o_O
14:14:15  <andythenorth> ctrl-c is not worky
14:14:50  <Alberth> the >>> prompt?
14:15:07  <andythenorth> nah, it's runing a script
14:15:18  <andythenorth> the error handling crashes horribly
14:15:46  <Alberth> you don't want a stack dump or so?
14:15:54  <Alberth> how "crash" ?
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14:19:13  <Alberth> perhaps exception handling of nml can be inspirational :)   https://dev.openttdcoop.org/projects/nml/repository/entry/nml/main.py#L316
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14:24:11  <andythenorth> Alberth: gtg, but I'll paste something later ;)
14:24:21  <andythenorth> somebody broke the error handling in python somehow
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15:50:05  <planetmaker> Alberth, in which package do I find g++ on fedora20?
15:50:31  <Alberth> ccache-3.1.9-4.fc20.x86_64
15:51:05  <Alberth> very logical :p
15:51:36  <Alberth> just install all c/c++ development stuff :)
15:52:05  <planetmaker> I installed gcc as package description said it has also g++... but... well :)
15:52:10  <planetmaker> thanks :)
15:53:05  <Alberth> it probably does, ccache sounds like it's just caching complilations
15:55:49  <TinoDidriksen> Yeah, ccache merely depends on gcc-g++
15:55:55  <planetmaker> ah... gcc-c++
15:58:20  <planetmaker> package names are a bit strange at times. But the system runs out-of box quite nicely
15:58:43  <planetmaker> only custom partitioning didn't didn't work out on install
16:04:50  <Alberth> upgrading to the next version also fails for me, I normally just re-install the OS from scratch
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16:05:55  <planetmaker> it wasn't upgrade. Virgin hard disk, no 'old' disks connected which could confuse it
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16:11:28  <Alberth> just telling you :)
16:12:01  <planetmaker> :)
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17:45:01  <peter1138> "i.e. a Factory can accept: Steel, Copper (rafined from Copper Ore), Aluminium (rafined from Bauxite), Lumber, Rubber, Plastic, Paper to produce goods"
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17:45:06  <peter1138> cos "Metal" is too complex?
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17:47:44  <Alberth> to make one big central do-everything factory :)
17:50:02  <slee> ugh, i just realized you can't remove these antennas
17:51:03  <frosch123> it's their only purpose
17:52:05  <Sacro> sigh
17:52:14  <Sacro> I need path based presignals
17:52:27  <Sacro> I want a train to reserve through multiple signals
17:52:57  <Alberth> how is that different than one long block?
17:56:49  <Sacro> Alberth: can get a shorter headway
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17:57:49  <Alberth> I don't understand, if a train has to reserve through 5 blocks, it cannot move until it has a path through 5 blocks, right?
18:01:51  <slee> reading up on stand alone(dedicated) server for openttd...i can't find whether or not map size is still limitted to 2048x2048....can you make the map bigger on a server? i'm thinking of setting up a personal server on my mythbuntu box
18:02:34  <Sacro> Alberth: yep
18:02:41  <Sacro> but the train behind can go when it has cleared the first block
18:02:50  <Sacro> not wait for it to clear the 5th
18:02:58  <frosch123> Sacro: i believe there are two patches for that
18:03:48  <Alberth> how is the 2nd train going to reserve the block with the first train ?
18:06:08  <glx> slee: dedicated is just a client without video
18:06:20  <Sacro> Alberth: you wouldn't have as many as 5 really
18:06:21  <glx> all calculation are done on both
18:06:25  <Sacro> more like 2/3 on the entry to a station
18:06:30  <slee> thanks
18:06:35  <frosch123> Sacro: http://www.tt-forums.net/viewtopic.php?t=42675 <- patches in first and third post
18:07:31  <Sacro> frosch123: thanks, but i'm fed up with patching
18:07:49  <Sacro> I want infrastructure sharing, daylength, timetable seperation
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18:07:54  <Sacro> and it to not desync constant
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18:08:32  <frosch123> at least you do not want copy&paste :p
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18:22:52  <slee> i installed the north american roads set and dropped one of each bridge to see what they looked like, the wooden bridge graphics are flawed..anyone experiencing that?
18:24:10  <planetmaker> known issue. newgrf bug
18:24:28  <slee> k
18:24:57  <slee> wasn't sure if maybe i had conflicting grfs(i'm a noob to openttd)
18:45:22  <DorpsGek> Commit by translators :: r26288 trunk/src/lang/polish.txt (2014-02-01 18:45:14 UTC)
18:45:23  <DorpsGek> -Update from WebTranslator v3.0:
18:45:24  <DorpsGek> polish - 1 changes by wojteks86
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18:59:04  <Pikka> always the same problem with creating newgrfs
18:59:33  <Pikka> you get about 60% done, then you just sit there watching the trains go by
19:00:19  <Alberth> that also happens to me when playing an OpenTTD game :)
19:01:35  <Pikka> isn't that what you're supposed to do when playing an OpenTTD game? :P
19:02:28  <Alberth> it is for me :)
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19:16:27  <planetmaker> that sounds very familiar, Pikka :)
19:18:48  <Pikka> http://i.imgur.com/1B0IoiE.png
19:18:57  <Pikka> I suppose it has been a fairly productive couple of weeks, though :)
19:22:12  <planetmaker> 623M	pota-ghat/
19:22:12  <planetmaker>  ;)
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19:25:24  <Pikka> with 32bpp/ez becoming mainstream, the people who load up every newgrf they can find are going to find themselves running out of memory :)
19:26:55  <Taede> remember theyll want to play on 2048x2048 maps, or bigger
19:32:20  <FLHerne> Pikka: Not really, OTTD uses far less memory than most other things these days
19:33:07  <FLHerne> I suspect the 'every grf' mindset may carry over into hardware, too
19:35:49  <Pikka> hmm
19:39:42  <planetmaker> Pikka, there's at most 4GB of sprite memory which OpenTTD allows to allocate. And you can limit it further (but slowing things down)
19:40:45  <Pikka> so I should be aiming to make a 4gb newgrf, is what you're saying?
19:41:00  <planetmaker> :D better not :)
19:42:16  <Xaroth|Work> planetmaker: even on the x64 builds?
19:42:42  <planetmaker> Xaroth, yes... that's the max OpenTTD will try to allocate
19:43:09  <Xaroth|Work> pff :P
19:46:47  <efess> 4gb is so last year
19:47:01  <efess> (joke)
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19:49:48  <FLHerne> I keep making silly design mistakes in my hobby-project that make it eat GBs on a whim :-/
19:50:21  <FLHerne> I guess designing things that don't need million-element arrays of things is one of those important coding skills :P
19:52:09  <planetmaker> @calc 60000 * 256*128*4 / 1024/1024
19:52:09  <DorpsGek> planetmaker: 7500
20:12:23  <frosch123> Taede: map size is irrelevant to memory usage compared to graphics
20:12:46  <frosch123> and i think we do not support more than 2GB of sprite cache
20:12:52  <frosch123> its all signed integeres or so :p
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21:15:09  <Alberth> V453000: are you supposed to have 2 Educated Horses after each other? (nuts 0.6.2) there is a hole between them in -- direction
21:16:54  <Taede> i believe that is intentional, so that each engine is either half or full tile
21:17:12  <Taede> so that you are never stuck with fractional trains (eg, 2.7 length)
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21:21:52  <Alberth> ah, makes sense, although I don't mind "weird" lengths
21:22:09  <Taede> its to do with cornering speed as well
21:23:13  <Taede> afaik a train with lots of short wagons, will corner a lot slower than an equal lenght train of longer wagons
21:24:21  <Alberth> higher train mathematics :)
21:25:04  <Taede> it annoyed V
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21:25:39  <Alberth> sounds like something he may get annoyed with :)
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21:31:26  <Eddi|zuHause> i thought it went faster because there are more wagons between the bends
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22:09:38  <DanMacK> Hey all
22:09:40  <Xaroth|Work> o/
22:09:44  <DanMacK> @seen andythenorth
22:09:44  <DorpsGek> DanMacK: andythenorth was last seen in #openttd 7 hours, 45 minutes, and 22 seconds ago: <andythenorth> somebody broke the error handling in python somehow
22:09:53  *** DanMacK [~488ac98b@188.cimarosa.openttdcoop.org] has quit []
22:24:38  <Tirili> At which year does building planes start in openttd?
22:25:58  <planetmaker> http://wiki.openttd.org/Aircraft
22:26:06  <glx> 1928
22:27:45  <Pikka> unless you're using a newgrf which changes that
22:27:50  <planetmaker> 1945 in toyland
22:27:54  <planetmaker> or newgrfs, yes
22:33:29  <Tirili> Thank you :)
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23:48:21  <slee> does anyone know off the top of thier head when the first update for egrvts start? i started in year 1800...wondering if i started waaaay to early
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23:50:58  <slee> or is there a url that lists what years vehicles update? vanilla and egrvts
23:52:37  <glx> 1800 is indeed early
23:53:50  <slee> ok, what is a good year to start?
23:58:06  <slee> nm, i see the first steam train starts in 1925, that'll work

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