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00:04:59 <Samu> i dunno what orderbackups are for, but I edited it anyway 00:19:18 *** orudge` has quit IRC 00:19:32 *** orudge` has joined #openttd 00:19:33 *** ChanServ sets mode: +o orudge` 00:29:41 *** chomwitt has quit IRC 00:51:44 *** HerzogDeXtEr has quit IRC 01:09:25 *** Samu has quit IRC 01:16:24 *** gelignite has quit IRC 01:30:05 *** Flygon has joined #openttd 01:32:03 *** Biolunar has quit IRC 01:57:34 *** Gustavo6046 has quit IRC 02:07:18 *** glx has quit IRC 03:02:14 *** ToffeeYogurtPots has quit IRC 03:02:41 *** ToffeeYogurtPots has joined #openttd 04:31:17 *** B_ has quit IRC 06:56:39 *** tokai has joined #openttd 06:56:39 *** ChanServ sets mode: +v tokai 06:58:52 *** andythenorth has joined #openttd 07:03:04 *** tokai|noir has quit IRC 07:07:47 *** HerzogDeXtEr has joined #openttd 07:51:00 *** PressureLine has joined #openttd 07:51:08 <PressureLine> So what did I miss? 07:52:34 <PressureLine> also! 07:53:37 <PressureLine> andythenorth: Road Hod 1.2.1 | Drumbeck Tanker Tram | uses electric sparks even though it is a steam tram 07:57:53 <andythenorth> how rude 07:58:02 <andythenorth> I'll fix it 08:00:57 *** gelignite has joined #openttd 08:08:27 *** DDR has joined #openttd 08:09:30 *** Alberth has joined #openttd 08:09:30 *** ChanServ sets mode: +o Alberth 08:15:05 <PressureLine> https://i.imgur.com/SfaNSmM.png 08:15:08 <PressureLine> much tramz 08:18:30 *** Breckett has joined #openttd 08:19:12 *** DDR has quit IRC 08:36:41 *** Progman has joined #openttd 08:43:23 *** Progman has quit IRC 08:44:36 *** Progman has joined #openttd 08:51:10 *** Breckett has quit IRC 09:24:36 *** Wolf01 has joined #openttd 09:28:08 <Wolf01> Moin 09:38:38 <Arveen> Moni 09:46:20 <Alberth> o/ 09:50:51 *** PressureLine has quit IRC 10:00:33 *** synchris has joined #openttd 10:16:08 *** Mahjong has quit IRC 10:23:15 <andythenorth> mostly tanks 10:28:37 <Alberth> tank train set :) 10:32:13 <Wolf01> https://en.wikipedia.org/wiki/Romney,_Hythe_and_Dymchurch_Railway#Armoured_train 10:33:03 <Wolf01> https://upload.wikimedia.org/wikipedia/commons/8/85/Romney%2C_Hythe_and_Dymchurch_armoured_train.jpg BTW, it looks ridiculous 10:40:33 *** Stimrol has joined #openttd 10:44:12 <Wolf01> http://www.gamebaz.com/images/ItemImage/4580124761309.jpg lol 10:47:21 *** gelignite has quit IRC 10:50:40 *** Samu has joined #openttd 10:50:46 <Samu> hello 10:51:41 *** Thanark_ has quit IRC 10:51:59 *** Biolunar has joined #openttd 10:55:53 *** JacobD88 has joined #openttd 10:58:45 *** JacobD88 has quit IRC 11:04:33 <Samu> Alberth: remember that code for airplanes I thought it was useless? I think I understand now what it was supposed to be doing. 11:04:55 <Samu> it's in the wrong place 11:05:25 <Samu> it should be placed right after leaving a terminal 11:07:38 <Samu> before heading to next destination, check if it needs autoservicing 11:08:38 <Samu> gonna try fix this 11:27:23 <Alberth> bbl 11:27:25 *** Alberth has left #openttd 11:42:27 *** Gja has joined #openttd 11:47:54 <Flygon> <Wolf01> https://upload.wikimedia.org/wikipedia/commons/8/85/Romney%2C_Hythe_and_Dymchurch_armoured_train.jpg BTW, it looks ridiculous 11:47:59 <Flygon> LEGO Army 11:50:23 <Eddi|zuHause> looks a bit like those large model trains where people can sit on it 11:51:00 <Wolf01> Yeah 12:03:12 *** frosch123 has joined #openttd 12:15:47 <Wolf01> Quak 12:15:55 <frosch123> moo 12:31:53 *** Wormnest has joined #openttd 12:53:03 <Samu> this is harder to fix than i thought 12:54:28 <Samu> when the aircraft enters a terminal, it v->BeginLoading(); 12:54:59 <Samu> BeginLoading is doing a lot of stuff... inclusing changing the next station to visit :( 12:55:08 <Samu> i wasn't expecting that :( 12:55:15 <Samu> including* 13:00:59 <Samu> if I do a check if aircraft needs auto servicing, it will be sending the aircraft to the next airport to visit, and not the airport it's currently at :( 13:01:11 <Samu> that's innefficient :( 13:31:20 *** andythenorth has quit IRC 13:31:39 *** Wolf03 has joined #openttd 13:31:39 *** Wolf01 is now known as Guest337 13:31:40 *** Wolf03 is now known as Wolf01 13:36:30 *** Progman has quit IRC 13:36:34 *** Guest337 has quit IRC 13:46:46 <Samu> CheckIfAircraftNeedsService function is becoming too big :( 13:58:12 *** Gja has quit IRC 13:59:06 *** Gja has joined #openttd 14:15:27 *** Gja has quit IRC 14:18:46 *** orudge` has quit IRC 14:25:49 *** Gustavo6046 has joined #openttd 14:26:08 *** orudge` has joined #openttd 14:26:09 *** ChanServ sets mode: +o orudge` 14:41:00 *** sla_ro|master has joined #openttd 15:13:32 *** Mahjong has joined #openttd 15:15:19 *** Gustavo6046 has quit IRC 15:31:25 *** Flygon has quit IRC 15:38:55 *** Gustavo6046 has joined #openttd 15:44:19 *** sla_ro|master has quit IRC 16:26:15 *** andythenorth has joined #openttd 16:30:34 <andythenorth> world of tanks is addictive 16:32:29 <V453000> made a smart rendering script for articulated vehicle consisting of 1 model 16:32:36 <V453000> of course there were errors :) 16:33:09 <V453000> and I was so confused that I even re-checked the blender camera setup because I though it's coming from that, even though the math in there is ultra trivial and everything is ultra consistent with the game 16:34:36 <V453000> hopefully fixed :) 16:35:13 <V453000> /me is back to train set after making PURR and building 700 trains over a few days on our welcome server for "testing purr scientific purposes" :D 16:36:09 <V453000> so 16:36:24 <V453000> andythenorth: do you know some way how to extract layers individually from PSD ? 16:38:01 <V453000> seems functional? https://pypi.python.org/pypi/psd-tools 16:40:01 <V453000> currently I was ordering sprites in After Effects but if I can export layers from photoshop automatically, shit's dope 16:40:38 <V453000> being able to remove Ae from the workflow would make it even easier to script ... I could make some exporting script for Ae in javascript but I don't want to touch js if I can avoid it for now 16:42:35 <andythenorth> V453000: never tried layer extraction 16:43:05 <V453000> will try Export a single layer: >>> layer_image = layer.as_PIL() >>> layer_image.save('layer.png') 17:37:39 *** Gja has joined #openttd 17:42:26 *** sla_ro|master has joined #openttd 17:42:59 *** Alberth has joined #openttd 17:43:00 *** ChanServ sets mode: +o Alberth 18:00:33 *** Snail has joined #openttd 18:01:13 <Snail> hey guys 18:01:57 <Snail> question for you… when does the recoloring callback get updated, for trains? 18:02:28 <Snail> it used to be the “callback 32 days” (CB_32DAY), but I believe things got quite messed up at a certain point... 18:03:40 <frosch123> the main misunderstanding is that it is only guaranteed when the cb is called 18:03:47 <frosch123> it is never said when it is not called 18:04:13 <frosch123> some newgrf authors assume that the coloring is stored persistently, but that is just plain wrong, and has always been wrong 18:05:20 <frosch123> the 32day flag means that the color is updated *at least* every 32 days 18:05:34 <frosch123> it does *not* mean that it is updated *at most* every 32 days 18:05:36 <Snail> well, to my understanding, the coloring is always cached, and only occasionally updated 18:05:41 <Snail> ok, got it 18:05:57 <Snail> so which other cases is the recoloring also updated in? 18:06:17 <Snail> for instance, I experience this happening when reaching a station… or when loading some cargo... 18:06:26 <Snail> it’d help to have a list of these events 18:06:36 <frosch123> it may also happen when the track type changes 18:06:44 <frosch123> the list is endless 18:07:01 <frosch123> if you want to make stuff depend on date, use the date of last service 18:07:17 <Snail> yes, I’m already using it for other purposes 18:08:04 <frosch123> caching is to make stuff faster by not updating them all the time, it is no storage 18:08:28 <frosch123> if we find a way to make ottd multi-core we may not cache it at all and always update it 18:08:53 <Snail> I was wondering if it was possible to add a functionality, that would allow us to update recoloring *only* every 32 days 18:09:00 <frosch123> no :) 18:09:11 <Snail> well, I guess it’d require a new callback? 18:09:21 <frosch123> use "days since last service" / 32 or something 18:09:55 <Snail> ok 18:10:01 *** Gustavo6046 has quit IRC 18:11:22 *** Gustavo6046 has joined #openttd 18:16:38 *** Gja has quit IRC 18:17:37 *** Gja has joined #openttd 18:18:28 *** Func_Vehicle has joined #openttd 18:18:41 <Func_Vehicle> Hello 18:19:19 <Gja> hi 18:20:10 <Eddi|zuHause> wasn't there a 30 day callback? or was that 30 ticks? 18:20:20 *** ToffeeYogurtPots has quit IRC 18:20:48 *** ToffeeYogurtPots has joined #openttd 18:21:13 *** ToffeeYogurtPots has quit IRC 18:21:40 *** ToffeeYogurtPots has joined #openttd 18:24:24 <frosch123> Eddi|zuHause: it exists, but as long there is no persistent storage, it's pretty useless 18:24:45 <Eddi|zuHause> ah, yeah, i can see the issue 18:25:02 <frosch123> it's some kind of indirection, call this callback first before calling the others 18:25:18 <frosch123> but you could achieve the same by just calling the other callbacks 18:34:51 <Snail> frosch123: the aim of CB32 was to get vehicles recolored at random times (as 32 days would be) 18:35:14 <Snail> if recoloring is also updated in countless other situations, what I just said would not work 18:35:39 <frosch123> if it is random, then use random bits? 18:35:46 *** sla_ro|master has quit IRC 18:35:50 <Snail> I meant at random times 18:36:18 <Snail> random bits can only be reinitialized at certain well-specified events (loading, building, servicing…) 18:36:43 <frosch123> there is also the 32day trigger for rerandomisation 18:37:58 <frosch123> if it is about updated, iirc supermob changed livery at "current date" > "date for new vehicle generation" + "random delay" 18:38:03 <frosch123> *updates 18:38:50 <frosch123> there vehicles get new liveries in certain years, but for individual vehicles the repainting is delayed by a random span 18:39:16 <Snail> yes, I’m also doing something similar 18:39:28 <Snail> I’m changing the liveries in waves 18:39:41 <Snail> but this only happens when a vehicle enters the depot, of course 18:39:51 <Snail> I was talking about wagons changing colors outside of the depots 18:40:01 <Snail> like when the train is moving 18:40:36 <Snail> so far, changing colors almost always occurs when the train reaches a station, because that’s one event trat updates the recoloring cache 18:40:58 <Snail> I would ideally require the recoloring not to be updated when it reaches a station, but only every 32 days 18:41:44 <frosch123> well, do not think about the update moment, but rather about how to get the coloring for every moment 18:42:43 <frosch123> assume the update would happen every tick 18:42:52 <Snail> that would solve my problem 18:43:05 <Snail> but unfortunately it doesn’t happen every tick :) 18:43:22 <frosch123> what does it depend on? 18:43:25 <frosch123> current date? 18:43:45 <Snail> difference between last depot visit and current date 18:43:59 <Snail> it’s already different from wagon to wagon, based on random bits 18:44:08 <Snail> that get reinitialized at every depot visit 18:44:58 <Eddi|zuHause> you mean something like it's dirty when it's not serviced after <x> days? 18:45:17 <Snail> something like that 18:45:27 <frosch123> hmm, i guess you can also drop the recoloring callback and use the vehicle stack recoloring capability 18:45:33 <frosch123> that one updates whenever the vehicle moves 18:45:44 <Snail> you mean at every tick? 18:45:54 <frosch123> at every movement step 18:45:58 <Snail> ah, nice 18:46:14 <frosch123> well, also at every loading step 18:46:20 <Snail> but that would require a majotr rewrite in the code :p 18:46:24 <Snail> *major 18:46:36 <frosch123> i don't know your code :) 18:46:47 <frosch123> but i would expect only changing like 3 lines 18:47:02 <Eddi|zuHause> per vehicle :p 18:47:10 <frosch123> possibly that 18:47:20 <Eddi|zuHause> and per livery 18:47:34 <Eddi|zuHause> and per magic push-pull-whatever 18:47:36 <Eddi|zuHause> :p 18:47:40 <V453000> frosch123: of course my rendering script had a bug 18:47:43 <Eddi|zuHause> it quickly becomes complicated :p 18:47:44 <frosch123> essentially: instead of linking the decision for the color to the callback, link it to the regular drawing chain and store the result in some register 18:47:55 <frosch123> Eddi|zuHause: no, not per livery 18:48:10 <frosch123> exactly once per callback-id switch 18:48:21 <V453000> I have a 3-part 24/8 vehicle and each of the 8/8 has it's own controller, it's final frame scaling was leaking to the next sequence frame 0 :) now it resets itself properly 18:50:21 <Snail> “its”, not “it’s” ;) 18:50:28 <andythenorth> free-to-play tank game 18:50:37 <andythenorth> most MP games are me, with low level tanks 18:50:48 <andythenorth> getting destroyed by people who've spent $$ to have OP tanks 18:51:06 <Eddi|zuHause> that's kind of a point of these games 18:51:13 <frosch123> andythenorth: i thought it's about recognising every tank and knowing the plating structure 18:51:19 <Eddi|zuHause> match the non-paying players with paying players, to get more of them to pay 18:51:56 <Eddi|zuHause> wasn't there recently an outcry about some company patenting such a matching algorithm? 18:53:57 <frosch123> yes, it was on jimquisition 18:54:16 <andythenorth> frosch123: I can't recognise the tanks :P 18:54:19 <andythenorth> I have NFI where to aim 18:55:07 <frosch123> andythenorth: isn't there some wiki? 18:55:34 <frosch123> also, as a brittish person, aren't you supposed to prefer battleships? 18:59:38 <andythenorth> probably 18:59:52 <andythenorth> I only have 13" laptop screen, I'd have to have the wiki open on a tablet 19:00:13 <andythenorth> judging by how many tanks don't move at game start, maybe lots of players are reading the wiki first :P 19:04:18 <frosch123> there is nothing weird with using your phone inside of a tank 19:04:26 <frosch123> try to get one with good wifi 19:06:25 <Samu> noob question 19:06:29 <Samu> if (a->FindClosestDepot(NULL, &destination, NULL) && o->GetDestination() != destination) 19:06:42 <Samu> what is the value of the 2nd destination in that block? 19:06:54 <Samu> the one returned from FindClosestDepot? 19:07:29 <Samu> or the one before it? 19:13:44 <Samu> there's the vehicle vehicle, the real thing, and the vehicle engine, the model 19:13:50 <Samu> interesting 19:14:57 <Samu> i'm not entirely satisfied about helicopters servicing at helipads 19:15:17 <Samu> why does this setting even exist :8 19:15:41 <Samu> it ruins servicing 19:15:47 <Samu> automatic servicing, that is 19:24:20 <Eddi|zuHause> i imagine it's pretty boring inside of a tank most of the time 19:26:12 <frosch123> all military stuff is pretty boring most of the time 19:41:30 <Samu> i'm gonna change this helipad servicing a bit, instead of "on landing", i'm making it "on departing" 19:42:27 <Samu> avoids OT_LOADING crap always returning false 19:43:47 <Samu> how to detect helipads 19:43:49 <Samu> hmm 19:49:37 <Samu> why can't i autoreplace airplanes with helicopters? :( 19:49:49 <Samu> sometimes I don't mind that being possible 19:51:39 *** DDR has joined #openttd 20:04:46 <V453000> frosch123: my 20k+ RVs friend got his stuff raised by someone to 50k, but that's not why I write ... he was doing a test and he used roadhog vehicles vs. some longvehicles or something, he's assuming that using articulated parts slows down more than using full non-articulated vehicles. Is this the case, and is there something similar happening for trains? 20:06:14 <frosch123> a single articulated part is obviously less expensive than a full vehicle 20:06:28 <frosch123> it does not do pathfinding or acceleration, and also skips half of the properties 20:06:55 <frosch123> but a 3-part articulated vehicle is obviously more expensive than a 1-part vehicle which does the same job 20:07:00 <V453000> right 20:07:08 <V453000> is there any estimation how much? 20:07:11 <frosch123> so, the question is rather, what's the ratio between capacity and articulated parts 20:07:35 <frosch123> i have no idea. usually people test train performance :p 20:08:08 <V453000> :P I'm just wondering if making all vehicles split in 3 parts in a train set for big networks is that much of a good idea 20:08:17 <frosch123> and in train performance the acceleration was noticeable, which is only done by the front 20:08:38 <frosch123> essentially, the front part does stuff every tick 20:08:47 <frosch123> the other parts only do something when the front moves 20:08:56 <V453000> my vehicles move all the time :P 20:09:21 <frosch123> they do 1800 km/h? 20:09:30 <frosch123> (random number, don't know the limit) 20:15:16 <frosch123> V453000: so, in summary, 1/8 articulated parts are worse than 8/8 :) 20:15:33 <frosch123> 8 times the graphics to resolve for a train of same length 20:16:41 <V453000> even if graphics are only on 1 unit and rest has some 8bpp placeholder only? 20:18:13 <frosch123> traditionally ottd checks for new graphics also when vehicles are currently not visible 20:18:21 <frosch123> noone changed that yet 20:19:33 <V453000> :) ok 20:19:50 <V453000> so it's mainly drawing issues then? Since the other tasks seem to be relatively low performance 20:20:01 <V453000> esp with 32bpp/EZ + 4 layers 20:22:36 *** PressureLine has joined #openttd 20:23:46 <PressureLine> time to see if I can get NML to work :D 20:24:14 <frosch123> 4x does not affect performance for many trains 20:26:38 <PressureLine> oh goody. this nml file is commented... in russian. 20:27:46 <Wolf01> Usually comments are for the one who wrote the code, not for others :P 20:28:52 <PressureLine> luckily nml is actually quite readable without the comments anyway 20:29:08 <PressureLine> reminds me a bit of lua 20:29:20 *** qwebirc37680 has joined #openttd 20:29:35 <PressureLine> okeydokey 20:29:49 <qwebirc37680> asd 20:30:30 <PressureLine> so. for lazy nml method: "The easy route is to extract all the NML program files in the same directory as your NML project" 20:30:43 <V453000> well theoretically I guess I can make a paramter for using articulation? Although it's something that I guess would completely fuck with grf compatibility with itself 20:31:05 <V453000> probably best to just ignore any needless articulation for no w 20:31:14 <V453000> main reason would be the bending in curves for 24 rotations 20:31:16 <frosch123> V453000: i'll make a profile for psg325 20:31:47 <PressureLine> <V453000> main reason would be the bending in curves for 24 rotations 20:31:53 <PressureLine> sounds like the timecube! 20:32:16 <V453000> frosch123: interested :) 20:32:21 <V453000> waiting for rezults :P 20:32:21 *** PressureLine has quit IRC 20:32:26 <V453000> making offsets work meanwhile 20:32:29 <frosch123> so we can see how much cpu is eaten by vehicle fronts, vehicle parts and industry animation 20:32:45 *** PressureLine has joined #openttd 20:32:58 <V453000> industry animation 98% :> 20:33:02 <Samu> i hate service at helipad setting :( 20:34:11 *** qwebirc37680 has left #openttd 20:34:11 *** PressureLine has quit IRC 20:34:26 *** PressureLine has joined #openttd 20:34:36 <PressureLine> marginally embarassing :< 20:34:50 <PressureLine> so 20:35:01 <PressureLine> if im being lazy with NML install 20:35:16 <PressureLine> and i have "F:\NML" folder 20:35:30 <PressureLine> and downloaded source of grf from devzone 20:35:58 *** sla_ro|master has joined #openttd 20:36:23 <PressureLine> do I just wallop the contents of the E:\Downloads\xussr-r6494-source.tar.xz\xussr-r6494-source.tar\xussr-r6494-source\ folder straight into the NML folder? 20:36:58 <PressureLine> or do put the folder inside the .tar into the nml folder 20:42:23 <Alberth> depends on how xussr finds nmlc 20:43:12 <PressureLine> I don't even know how to answer that :D 20:43:20 <Alberth> and how easy it is to customize it to your setup :p 20:44:05 <Alberth> ie there is no fixed place for a project relative to nml 20:44:26 <Alberth> nml is a generic compiler you typically use it in multiple projects 20:55:36 <Wolf01> Reboot 20:55:39 *** Wolf01 has quit IRC 20:55:49 <frosch123> xussr uses make and cpp and stuff 20:56:08 <frosch123> so you will have a hard time to compile it on windows 20:56:24 <PressureLine> oh goody 20:56:38 *** Alberth has left #openttd 20:58:26 *** Wolf01 has joined #openttd 20:59:06 <PressureLine> would it just be easier to write an override grf for the speed check then 21:01:22 <frosch123> hmm, 63% of cpu time in a game month is used for resolving trains sprites (doing the switches, not doing the drawing) 21:01:30 <frosch123> i did not remember it being that bad 21:01:53 <frosch123> damn, i wanted do to other stuff, not optimising this :/ 21:02:05 *** rima has joined #openttd 21:02:33 *** rima has quit IRC 21:03:12 <V453000> holy shit 21:03:24 <V453000> my new train set is supposed to have shitloads of graphical switches :D 21:04:49 <V453000> is that considering pathfinding frosch123 ? 21:05:23 <frosch123> pathfinder is like 3.5% 21:06:28 <V453000> I expected like 90% on that 21:07:46 <frosch123> well, it can be a good thing, it's a big opportunity for optimising ottd 21:08:11 <V453000> good point :? 21:08:13 <V453000> :> 21:09:19 <V453000> well that would explain why some people say NUTS is performance demanding for them 21:09:27 <V453000> NUTS uses a lot of graphics switches for wagons especially 21:09:37 <frosch123> well, two 21:10:06 <V453000> right, but big ones 21:10:11 <frosch123> in one game months it resolved 53million vehicles sprites 21:10:24 <V453000> is the number of switches or big amount of switch outcomes worse? 21:10:25 <frosch123> which involved 94million switches 21:10:28 <frosch123> so, two on average 21:10:35 <V453000> ok that's not so bad I guess 21:10:43 <PressureLine> damnit. where did they hide the variable running costs code 21:13:17 <V453000> so theoretically is 1 giant switch for all cargo labels worse or better than many less outputs in 4 individual switches in 4 vehicle layers? 21:16:36 <frosch123> currently 10% is finding the right case within a switch 21:16:53 <frosch123> but that is also something that can be optimised in theory 21:25:22 <V453000> is it like a sequence going one by one and as soon as it finds a right value it returns it? 21:25:30 <V453000> so I could use more likely things at the front? 21:26:09 <V453000> also does the store_temp somehow do bad things like extra performance if I do it for every train multiple times? 21:29:16 <frosch123> putting the more likely ones first is better 21:29:57 <frosch123> store_temp as expensive as say "+" 21:30:02 <V453000> at least something :P 21:30:11 <frosch123> it's nothing special compared to everything else 21:30:16 <V453000> ok 21:34:06 *** sla_ro|master has quit IRC 21:36:02 *** Snail has quit IRC 21:36:28 <frosch123> 3% faster by moving a single line 21:51:12 <V453000> offsets are pain. Looking forward to have this done :D 21:51:15 <V453000> for now gnight 21:55:41 * andythenorth enough tanks 21:55:42 <andythenorth> bed 21:55:44 *** andythenorth has quit IRC 21:59:48 *** chomwitt has joined #openttd 22:05:50 *** Gja has quit IRC 22:05:55 *** Snail has joined #openttd 22:21:54 *** Snail has quit IRC 22:24:14 <Samu> _settings_game.order.serviceathelipad... why do u exist :( 22:24:36 <PressureLine> for helicopters that *never* land at an airport 22:25:01 <Samu> it breaks autorenew 22:25:19 <Samu> or autoreplace 22:25:59 <Samu> it can get to the point it's serviced too often, and never triggers autoreplace :( 22:26:32 *** Wormnest has quit IRC 22:27:53 <Samu> i have another issue with this... airports without helipads, if the heli is going between these, my fix will fail 22:28:15 <Samu> i can't assumer the heli goes to every place with helipags 22:28:17 <PressureLine> what does your fix fix? 22:28:18 <Samu> pads 22:28:55 <Samu> my idea was to ignore the service interval cycle checking, and only check if it needs replacing 22:29:20 <PressureLine> but what does that *fix* ? 22:29:37 <Samu> fixes autoreplace 22:29:50 <PressureLine> what about it is broken? 22:29:57 <Samu> if it services too often, it would never autoreplace 22:30:13 <Samu> i fix one thing, but break another :8 22:30:35 <PressureLine> isnt autorepace tied to the *age* of the vehicle, not the reliability 22:30:47 <Samu> nope 22:31:26 <Samu> autoreplace is checked inside the v->needsautomaticservice 22:31:33 <Samu> or whatevr its called 22:31:52 <Samu> bool Vehicle::NeedsServicing() const 22:32:34 <PressureLine> "Autorenew when vehicle is [time] after max age." [Y/N] 22:32:45 *** Thedarkb has quit IRC 22:33:18 <Samu> that thing is still part of "NeedsServicing" 22:33:19 <PressureLine> "Autorenew vehicle when it gets old. [Y/N]." 22:33:44 <PressureLine> doesnt it still work when you send it manually to a depot? 22:33:59 <Samu> manually, yes 22:34:16 <PressureLine> which you can do regardless of whether it needs serviceing or not 22:34:23 <Samu> automatically, it would depend on the servicing interval 22:35:05 <Samu> if the heli travels too fast between helipads, it resets the interval 22:35:24 <Samu> and never gets the chance to see if it needs autoreplacing 22:35:47 <PressureLine> have you actually checked to see if it *does* break autoreplace? 22:36:07 <Samu> yes, it breaks it 22:37:34 <PressureLine> simpler 'solution' 22:37:48 <PressureLine> change the helptext for the service @ helipad optiion 22:38:01 <PressureLine> ++(breaks autoreplace) 22:39:30 <Samu> ok, that is an idea, in the case I can't come up with a better solution 22:39:38 <Samu> a warning is better than nothing 22:39:44 <PressureLine> easiest to 'code' too 22:39:46 <PressureLine> but 22:40:14 <PressureLine> are there any reports from users of that being an issue? 22:41:00 <Samu> yes, let me find 22:41:23 <PressureLine> i believe 22:42:03 <PressureLine> ohh 22:42:11 <PressureLine> if a heli is old 22:42:15 <Samu> https://bugs.openttd.org/task/6493?string=heli&project=1&search_name=&type%5B0%5D=&sev%5B0%5D=&pri%5B0%5D=&due%5B0%5D=&reported%5B0%5D=&cat%5B0%5D=&status%5B0%5D=open&percent%5B0%5D=&opened=&dev=&closed=&duedatefrom=&duedateto=&changedfrom=&changedto=&openedfrom=&openedto=&closedfrom=&closedto= 22:42:22 <Samu> ops, giant link 22:42:24 <PressureLine> ie past autorenew threshold 22:42:36 <Samu> FS#6493 22:42:41 <PressureLine> with helipad servicing 22:42:43 <PressureLine> on 22:43:09 <PressureLine> and it gets either a "goto depot" by clicking the button 22:43:24 <PressureLine> or via a go to depot order in the order queue 22:43:45 <PressureLine> does autorenew work? 22:44:23 <Samu> yes, if you send it to a depot manually, yes 22:44:52 <PressureLine> what about in the order queue? 22:45:16 <Samu> if the order to depot is from it's orders, yes, it will renew 22:45:24 <Samu> the problem is only for automatic servicing 22:45:55 <PressureLine> i think it may be because the 'service' doesnt happen in a depot 22:46:06 <PressureLine> not a proper one anyway 22:46:38 *** synchris has quit IRC 22:46:44 <PressureLine> f-ex you can't buy a new helicopter at the helipad 'station' 22:46:48 *** Stimrol has quit IRC 22:48:13 <PressureLine> so if you can't buy a new vehicle there, there's no mechanism for the aurorenew to work 22:48:47 <Samu> i somewhat tried to solve that problem of helis on 2 heliports. It will search for a hangar from another source, but this may break aircraft range on the way back 22:49:28 <PressureLine> aircraft range is a broken mechanic anyway imo 22:49:31 <Samu> i tried to limit the range which it can search 22:49:47 <Samu> not sure if it's enough 22:49:54 <Samu> meh, lots of things to test yet :( 22:53:11 *** Progman has joined #openttd 22:53:54 <frosch123> 8% faster 22:59:15 <Samu> gonna try fracture bool Vehicle::NeedsServicing() const into two functions 22:59:21 *** chomwitt has quit IRC 22:59:43 <Samu> just because of the ugly serviceathelipad 23:00:26 <PressureLine> imo 23:00:35 <PressureLine> better to just add user warning to setting 23:01:21 *** chomwitt has joined #openttd 23:01:31 <PressureLine> "Aircraft using helipads will not autoreplace/autorenew without an explicit order to enter depot/hangar" 23:13:51 *** chomwitt has quit IRC 23:19:49 <Samu> introducing: bool Vehicle::PendingReplace() const 23:19:49 *** Smedles has quit IRC 23:19:53 *** Smedles has joined #openttd 23:19:56 <Samu> keks 23:20:12 <Samu> helicopterinos will check this after landing 23:20:34 <Samu> effectively going thru the interval cycle 23:21:05 <Samu> or, not going through 23:21:08 <Samu> my english 23:29:06 *** Flygon has joined #openttd 23:34:28 *** frosch123 has quit IRC 23:38:19 *** chomwitt has joined #openttd 23:39:45 *** Snail has joined #openttd 23:55:28 *** Thedarkb has joined #openttd