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Log for #openttd on 23rd April 2010:
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00:31:40  <DanMacK> Hey all
00:34:01  <Eddi|zuHause> Rhamphoryncus: i don't buy that argument... especially with objects it makes it sometimes very difficult to statically find the context
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00:39:29  <Eddi|zuHause> if i have "NFORenum v3.4.6 r2111" how horribly outdated is that?
00:39:39  <Rhamphoryncus> Sometimes objects link you to large amounts of state.  Usually they don't
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00:50:23  <Eddi|zuHause> but if you have a good coding style, usage of global variables can also easily be spotted
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08:27:57  <Terkhen> good morning
08:29:33  <__ln__> correct
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09:10:51  <KloBass> why does openttd still using midi?
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09:13:09  <Terkhen> why is using midi a problem?
09:13:11  <Mazur> Because it's programmed that way?  Dunno, just guessing here.
09:14:08  <KloBass> well midi seems a little bit obsolete now
09:14:22  <peter1138> bwahaha
09:14:22  <Mazur> Possible reason ro do so: because openttd wants to be free (Cue F. Mercury & co.) and it's easier to create free MIDI music.
09:14:43  <Eddi|zuHause> ... everything people don't understand is automatically obsolete...
09:14:48  <Terkhen> it sounds good for me :)
09:15:14  <Mazur> Yes, for me to. If I want to play piano, I just have to tell my MIDI.
09:15:50  <KloBass> well ogg is free also
09:15:58  <Eddi|zuHause> damn you, now i have that song in my head
09:15:58  <peter1138> "tell your MIDI"...
09:16:18  <Mazur> Yes, but can you choose a random instrument and play it over ogg?
09:16:23  <Eddi|zuHause> Mazur: MIDI is an interface, not an object
09:16:24  <Terkhen> besides, OpenTTD original (midi) songs fit in 1 MB... a version of them in MP3 that is somewhere in the forums requires 72 MB
09:17:01  <Mazur> It's an interface to samples of instruments.
09:17:01  <KloBass> Terkhen: thats good argument
09:17:08  <Terkhen> I don't know if ogg compression is better, but I doubt it can reach 1 MB
09:17:14  <peter1138> no, it's an interface
09:17:32  <peter1138> samples of instruments is just one particular implementation of a midi-controlled synthesizer
09:18:15  <Mazur> If you insist, you're probably right, as I don't know mucch about the sound systems.
09:18:52  <Mazur> Can you control that synthesizer through an ogg interface?
09:18:57  <KloBass> dunno :)
09:18:58  <Eddi|zuHause> i've seen roller organs controlled by midi ;)
09:19:26  <Eddi|zuHause> Mazur: you're asking the wrong question
09:19:33  <KloBass> but have to recompile my kernel :-D
09:19:42  <KloBass> i want that music back
09:19:43  <KloBass> :-D
09:19:44  <peter1138> (if i want a piano sound, i fire up pianoteq, which models a piano through complicated synthesis techniques... but absolutely no samples)
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09:23:04  <Mazur> Eddi|zuHause: Story of my life, I'm an ASS that way.
09:23:27  <peter1138> yeah, ogg is not an interface :)
09:25:15  <Mazur> Yes, I know, I formulated it totally wrong.
09:26:00  <peter1138> you can, however, implement a way to do that
09:26:07  <peter1138> it would be pretty pointless though
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09:40:30  <KloBass> one more question
09:40:43  <peter1138> sorry, you've had your quota :D
09:40:55  <KloBass> is there a way to tell trains to force ignore only one signal on their way
09:41:14  <KloBass> like add into goto goto here and ignore all signals you will meet
09:42:19  <KloBass> peter1138: :(
09:42:33  <SpComb> you shouldn't need to ignore signals like that
09:43:09  <peter1138> yeah, if you're ignoring signals, you're doing it wrong
09:43:57  <SpComb> like trying to build a railway network using only two-way basic signals
09:44:32  <KloBass> well if you have one tunnel like 170units long
09:44:56  <KloBass> you have to wait very long time before one train exits it
09:45:31  <Noldo> you want to send train to the tunnel ignoring signals
09:45:31  <SpComb> then you have a faster train and a slower train...
09:45:54  <KloBass> Noldo: i know but you have to click it manually
09:45:55  <Noldo> interesting solution to the tunnel problem
09:45:56  <peter1138> or a jam at the end
09:46:13  <KloBass> SpComb: no
09:46:45  <Noldo> it would help if you could set the speed of the train while going somewhere
09:47:08  <Eddi|zuHause> i would love that speed setting
09:47:26  <peter1138> new order, max speed? :p
09:47:37  <Noldo> goto with max speed
09:47:40  <Eddi|zuHause> "go via waypoint a, at max. 80km/h"
09:47:55  <Eddi|zuHause> it would be a per-order setting
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09:48:09  <KloBass> well it will not solve problem when you have one way rails and there is a big tunel over 150 titles your trains have to wait before tunel antrance because you cant have signals in tunel
09:48:39  <KloBass> so in entrance there is red all the time until train leaves tunel
09:48:39  <Eddi|zuHause> KloBass: see, there is your solution, implement signals in tunnels
09:49:04  <KloBass> Eddi|zuHause: or make underground rails :) manually
09:49:15  <Noldo> Eddi|zuHause: where would you use that max speed setting?
09:49:54  <Eddi|zuHause> Noldo: in mixed passenger/cargo lines, when a fast train is scheduled to follow a slow train
09:50:43  <Eddi|zuHause> even more useful if maintenance cost were based on acceleration and speed
09:51:21  <Eddi|zuHause> a train going 80km/h would be way cheaper than a train accelerating to 160km/h and stopping all the time
09:51:56  <KloBass> is there ofical way to suggest improvment?
09:51:57  <peter1138> heh
09:52:22  <peter1138> Eddi|zuHause, add a speed limit to each order complicates things
09:52:32  <Eddi|zuHause> "things"?
09:53:07  <Eddi|zuHause> how is that different than load/unload settings or scheduled times?
09:54:56  <peter1138> load/unload was always there
09:55:43  <Mazur> Moving blo9ck trains would obviate the need of all those complicated methods.
09:55:45  <Eddi|zuHause> how is that an argument?
09:55:51  <peter1138> i dunno :P
09:56:06  <Eddi|zuHause> great :p
09:56:11  * KloBass lold
09:56:42  <KloBass> impossible features : • Underground stations/track/signals
09:57:31  <KloBass> my bat
09:57:32  <KloBass> :-D
09:57:38  <KloBass> wrong forum
09:57:39  <KloBass> :-D
09:57:55  <KloBass> bad*
09:57:56  <KloBass> mg
10:00:00  <peter1138> that's the ultimate solution :)
10:00:20  <peter1138> just play locomotion to see it done badly ;p
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10:01:21  <KloBass> ye
10:01:23  <KloBass> good idea
10:01:37  <KloBass> but there is 50% done in tunel signals
10:01:40  <KloBass> according to wiki
10:01:57  <KloBass> http://www.tt-forums.net/viewtopic.php?t=41260
10:02:34  <peter1138> yeah but it's probably useless
10:03:10  <KloBass> why?
10:03:57  <Eddi|zuHause> wrong approach
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10:35:00  * klobassgoestolunch KloBass
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10:35:07  <KloBass> :)
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11:21:04  <andythenorth> hmmm
11:21:39  <andythenorth> 'breakdowns off' makes for a nice train set, but is a bit weird
11:22:59  <peter1138> i tend to play with them off
11:23:06  <peter1138> breakdowns too (hurr hurr)
11:23:53  <planetmaker> breakdowns are annoying
11:24:21  <andythenorth> no breakdowns means far less depot building
11:24:38  <planetmaker> that's something you can force upon yourself.
11:24:40  <andythenorth> put that with a game where the majority of vehicles are losing money and everything's gone strange
11:25:09  <planetmaker> "strange"?
11:25:27  <andythenorth> just feels a bit wrong
11:25:44  <planetmaker> I cannot agree quite :-)
11:26:03  <planetmaker> The "loosing" money is an aspect which happens quite frequently in feeder systems...
11:26:14  <planetmaker> And it's not really something bad per se, I think
11:26:27  <planetmaker> It's even realistc ;-)
11:26:35  <planetmaker> uh... there was it, that bad word :-P
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11:27:37  <andythenorth> hmmm
11:27:42  <KenjiE20> most of my games end up a bit like that, a few key cash cows fund the ones loosing
11:27:57  <andythenorth> no breakdowns also means no replacing vehicles, which is weird
11:28:03  <andythenorth> I have 95 year old ferries
11:28:57  <andythenorth> hey ho
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11:29:27  <andythenorth> I only turned off breakdowns because with PBS servicing can be a hassle
11:32:51  <Mazur> andythenorth: I had no troubles.
11:33:42  <andythenorth> it's fine if signals are placed carefully.  But on single-track-with-passing-loops it can become a hassle, especially where space is tight.
11:35:35  <Eddi|zuHause> i find servicing annoying
11:35:49  <Eddi|zuHause> it doesn't fit in my networks
11:36:07  <Eddi|zuHause> and breakdowns are way too often
11:36:15  <andythenorth> I like RT3 servicing - it's just a thing that happens in stations
11:36:34  <andythenorth> add maintenance facilities to a station, the train gets serviced there.
11:37:12  <Eddi|zuHause> what i'd like to see is fuel distance and refilling time
11:37:23  <Eddi|zuHause> especially for airplanes
11:37:26  <andythenorth> what would that do?
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11:37:38  <Eddi|zuHause> it would set a maximum distance between stops
11:37:51  <andythenorth> and if they run out of fuel, proceed at 3mph?
11:37:55  <Eddi|zuHause> no
11:38:11  <Eddi|zuHause> the orders would be important, like for ships
11:38:36  <Eddi|zuHause> you can't set orders for stations further away than their fuel distance
11:39:05  <Noldo> maybe you could but they would turn back when noticing they can't make it
11:39:06  <Eddi|zuHause> if an airplane has a distance of 300 tiles, you can't send it across a 2048 map
11:40:06  <Eddi|zuHause> it would also make a difference for steam engines with additional tender
11:41:01  <andythenorth> hmmm interesting
11:41:04  <Eddi|zuHause> are you investing more weight and maintenance cost for fewer and shorter stops?
11:41:37  <andythenorth> On balance I like breakdowns on
11:41:46  <Eddi|zuHause> refuelling would work similar to loading, it takes a certain amount of time
11:42:30  <Eddi|zuHause> question is: should fuel distance scale with map size?
11:42:38  <Noldo> maybe that max speed setting could also play a part ;)
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11:43:29  <Eddi|zuHause> Noldo: no, it must be something static... there should be no "run out of fuel"
11:43:52  <Noldo> I meant like, takes more fuel to go fast
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11:45:07  <Eddi|zuHause> but you can't do that when you combine this with a limit for giving orders in the first place
11:45:37  <Rubidium> take more fuel, thus higher range but less capacity
11:47:03  <Eddi|zuHause> would also give battery powered vs. diesel powered more strategic value. battery powered is cheaper, but rather low range
11:49:34  <Eddi|zuHause> and refilling takes longer with battery
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11:51:53  <Eddi|zuHause> and electric doesn't need refilling at all
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11:56:38  <peter1138> feel free to write these patches...
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12:38:50  <ccfreak2k> Eddi|zuHause, so your diesel train stalls because it's out of fuel - now what?
12:39:10  <ccfreak2k> Oh wait, I missed that part.
12:41:23  <peter1138> it'll have to run slowly, like not enough power up hill?
12:41:58  <peter1138> oh, if it can't run out of fuel... what's the point? heh
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12:42:26  <Eddi|zuHause> i said it should be a static limit on the orders, not with a dynamic "run out of fuel" element
12:42:31  <ccfreak2k> Maybe he wants to increase running cost to make deliveries faster.
12:42:38  <ccfreak2k> Or something.
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12:42:56  <peter1138> silly
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12:43:21  <peter1138> you could build a huge loop with 2 stations near each other
12:43:27  <peter1138> stopping off at stations in between
12:43:46  <Eddi|zuHause> early propeller aircraft should not cross the entire map
12:46:01  <JostVice> is it possible to have two trains in a network that connects different towns using only one rail?
12:46:12  <Eddi|zuHause> yes, you can still cross the map with inbetween stops
12:46:36  <JostVice> and having two platforms in each station
12:47:07  <Eddi|zuHause> JostVice: it only makes sense if you have a double track section in the middle, not at the ends
12:47:25  <JostVice> soi would need to have double track everywhere
12:47:37  <Eddi|zuHause> no... somewhere
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12:50:56  <JostVice> um
12:51:12  <JostVice> it is better to have double track and have them one-way only ?
12:51:38  <SpComb> JostVice: depends on how intensively you want to run the trains
12:51:38  <KenjiE20> depends on traffic
12:52:06  <Eddi|zuHause> the double track serction can be as short as one train length, and should be one-way
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12:53:13  <Eddi|zuHause> with two trains you need one double track section, with three trains you need two double track sections, and so on.
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12:54:44  <Eddi|zuHause> they should be evenly spaced, and the trains should have a schedule with waiting times at the end
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12:56:13  <nighthawk_c_m> Anyone here that could help me on a ECS problem?
12:56:28  <KloBass> !man ecs
12:56:35  <KloBass> hmm
12:57:20  <nighthawk_c_m> ??
12:57:57  <JostVice> one double track section in between two stations?
12:59:10  <Terkhen> nighthawk_c_m: we won't know until you tell your problem
12:59:47  <JostVice> I already have two platforms in the stations, and a section with double track, what sygnals should i put in that section and in the track? I guess normal two way block signals in the whole track, and entry presignals and exit signals ?
13:02:36  <nighthawk_c_m> I have a problem with the standard ECS Power plant - I only use the ECS Town and Basic Vector - settings are that mines dont die and max acceptance being 56k - in addition I have a patched version running with extended daylength - now the power station does not increase its output/need for coal.
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13:04:56  <nighthawk_c_m> And in the ECS wikki is no explicit entry for the functions of the power plants
13:05:39  <Terkhen> IIRC daylenght patches caused problems in ECS; you should check the thread of your patched version
13:07:08  <nighthawk_c_m> I found nothing specific concerning ECS there - the problem seems to be based on ECS itself havinga  fixed max acceptance instead of a tick based one
13:07:41  <nighthawk_c_m> still I'd like to know how to increase the Level: xx% (state) of the power plant
13:07:57  <nighthawk_c_m> What determins its production of power / usage
13:09:09  <George> nighthawk_c_m: amount of coal+oil waiting
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13:16:32  <nighthawk_c_m> Can't be - amount is 65k for now three month in a row and it doesn't increase its usage
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13:52:11  <Belugas> hello
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14:31:33  <CIA-6> OpenTTD: rubidium * r19697 /trunk/ (6 files in 2 dirs): -Add: sprite for NewGRF some debuging features
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14:33:28  <peter1138> pardon
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15:21:04  <CIA-6> OpenTTD: rubidium * r19698 /trunk/src/stdafx.h: -Add: macros to get the size/length of a variable within a class
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15:41:15  <Rubidium> http://rbijker.net/openttd/andy.png <- does that look "useful"?
15:42:09  <Rubidium> oh, should've said andythenorth :)
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15:49:29  <Eddi|zuHause> that supposed to be a "bug" icon?
15:50:02  <SmatZ> it's a de-debug icon
15:50:08  <Eddi|zuHause> it looks like a mutated ¥
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15:52:05  <planetmaker> it's an upward walking bug :-)
15:52:28  <planetmaker> and that looks quite useful, Rubidium.
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16:12:31  <Guest1009> Which namespace is used by default?
16:13:56  <Yexo> the self scope of the object you clicked on
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16:14:25  <SmatZ> unnamed namespace
16:15:44  <Guest1009> So after I do "using namespace std", there is no way to go back?
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16:16:25  <peter1138> just don't do it :)
16:16:33  <Guest1009> I won't
16:16:41  <Guest1009> Files I never even heard of refuse to compile
16:16:59  <Guest1009> Just typing std:: before every string and vector is a pain
16:17:12  <SmatZ> "using std::vector"
16:17:18  <peter1138> yup, that :)
16:18:01  <peter1138> greece to activate emergency loans... that sounds bad
16:18:24  <__ln__> Guest1009: you can say "using namespace std" inside a function's scope, too.
16:18:58  <Guest1009> Thanks
16:18:59  <SmatZ> also, why would do that before including any header?
16:19:06  <SmatZ> *you
16:19:06  <Guest1009> I didn't
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16:23:56  <Alberth> we have very little use of stl in openttd
16:25:11  <SmatZ> we have our own Small* replacements :)
16:25:12  <Belugas> shut the light ?
16:25:32  <Belugas> silence the lunatic?
16:25:43  <peter1138> band name
16:26:23  <Belugas> btz
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16:27:32  <peter1138> hehe
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16:29:08  <Alberth> we have very little use of openttd in openttd
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16:29:24  <Alberth> just testing :)
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16:31:10  <Alberth> although coming up with a good band name for so many letters is quite difficult :p
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16:46:52  <Guest1009> I didn't
16:46:54  <Guest1009> Oops
16:47:05  <Guest1009> Was meant for a terminal
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17:08:40  * Alberth puts a kettle on the fire for some tea
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17:30:05  <CIA-6> OpenTTD: terkhen * r19699 /trunk/src/ (train_cmd.cpp vehicle_gui.cpp): -Codechange: Use InvalidateData at the refit window.
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17:41:08  <andythenorth> evening
17:42:11  <Terkhen> hi andythenorth
17:42:23  <andythenorth> it's Friday, what shall we make?
17:42:43  <nighthawk_c_m> babies? :-P
17:42:47  <andythenorth> got one already
17:42:50  <andythenorth> don't need another one yet
17:43:05  <nighthawk_c_m> hehe
17:43:46  <andythenorth> I have some ships to paint, or I could do some FIRS work
17:43:50  <andythenorth> hmmm
17:43:55  <andythenorth> ships I guess :P
17:44:55  * Alberth gives andythenorth some bright coloured waterproof paint
17:45:08  <andythenorth> umm thanks
17:45:26  <andythenorth> Can I hand out any useful bytes to people, maybe they'd code a few patches?
17:45:32  <CIA-6> OpenTTD: translators * r19700 /trunk/src/lang/ (5 files):
17:45:32  <CIA-6> OpenTTD: -Update from WebTranslator v3.0:
17:45:32  <CIA-6> OpenTTD: traditional_chinese - 1 changes by josesun
17:45:32  <CIA-6> OpenTTD: finnish - 11 changes by jpx_
17:45:32  <CIA-6> OpenTTD: indonesian - 3 changes by fanioz, prof
17:45:33  <CIA-6> OpenTTD: polish - 3 changes by silver_777
17:45:33  <CIA-6> OpenTTD: brazilian_portuguese - 7 changes by kwast, vitor_015
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17:46:11  <planetmaker> andythenorth: did you see the last useful patch proposal? :-)
17:46:21  <andythenorth> which was?
17:46:25  <planetmaker> [17:41]	<Rubidium>	http://rbijker.net/openttd/andy.png  <- does that look "useful"?
17:47:14  <andythenorth> looks pretty awesome
17:47:23  <andythenorth> wonder if some of the values should be escaped
17:48:35  <planetmaker> that particular question was aimed at you :-) So... your personal patch, your comments welcome, I guess ;-)
17:48:48  <andythenorth> is that an available patch?
17:48:56  <andythenorth> or a proof of concept?
17:50:25  * andythenorth ponders default cargo for freight hovercraft.
17:50:29  <andythenorth> probably goods, not coal
17:50:46  <planetmaker> milk!
17:51:05  <planetmaker> dunno wether that patch is somewhere. Ask Rb :-)
17:51:54  <andythenorth> Rubidium: the debug stuff in the screenshot looks useful.  Is it something I can compile yet?
17:52:02  <andythenorth> and no to milk!
17:53:03  <planetmaker> animals?
17:53:18  <planetmaker> ;-)
17:53:43  <Terkhen> stuff
17:54:34  <planetmaker> :-P
17:54:40  * andythenorth has overlooked something somewhere to do with goods
17:54:46  <planetmaker> Two cargo scheme:
17:54:49  <planetmaker> folks and stuff
17:55:06  <andythenorth> sometimes 1 crate of goods = 1t
17:55:13  <andythenorth> sometimes 2 crates of goods = 1t
17:55:14  <andythenorth> ?
17:55:40  <andythenorth> seems to vary by newgrf, but I haven't really looked into it much
17:55:49  <andythenorth> what should the default be?
17:57:19  <andythenorth> or do I misunderstand?
17:57:24  <asilv> 2 goods/t says http://wiki.ttdpatch.net/tiki-index.php?page=CargoDefaultProps
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17:58:01  <andythenorth> FIRS has goods at 8, so 2 crates = 1t
17:58:13  <andythenorth> but my vehicles are refitting at 1 crate = 1t
17:58:16  * andythenorth is baffled
17:59:18  * andythenorth also ponders Mail refit for freight hovercraft
17:59:20  <andythenorth> meh
17:59:30  <Alberth> the roads seem to have more gravity
18:00:57  * andythenorth allows Mail refit on freight hovercraft.  Don't be the victim of a slavish consistency :p
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18:01:52  <andythenorth> ah frosch123 is here :)
18:01:59  <andythenorth> and I have *no* questions for him
18:02:15  <planetmaker> quak
18:02:15  <frosch123> great \o/
18:02:29  <frosch123> hello andy, moin pm
18:02:35  <planetmaker> moin frosch123 :-)
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18:06:00  <fjb> Quak frosch123
18:06:55  <frosch123> moin fjb :)
18:07:05  <fjb> :)
18:08:10  <peter1138> andythenorth, do you use the refit capacity callback?
18:08:46  <andythenorth> not for goods, if that's the context of the question.  I'm wondering if I should
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18:11:53  * andythenorth wonders if hovercraft are bouyant without the air cushion
18:12:50  <Alberth> of ocurse they are, otherwise they would sink if they have engine problems at the middle of the sea
18:13:02  <Alberth> course*
18:13:18  <peter1138> ah, that rule is not applied to ships
18:13:41  <andythenorth> Alberth: thought they must be.
18:14:02  * andythenorth wonders if the loading state for 'overcraft should show the skirt inflated or not
18:14:07  <andythenorth> the easy answer is yes
18:14:12  <Alberth> andythenorth: otherwise you will not get permission to transport passengers across the channel :p
18:14:35  * andythenorth offers serious cookies for the first patch to let hovercraft dock on the shore
18:15:17  <Alberth> that would be cool
18:15:36  <andythenorth> conceptually it's almost the same problem as for seaplanes
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18:16:07  <frosch123> or helicopters vs. planes :)
18:16:25  <andythenorth> so....goes in the queue of things that need a state machine? :P
18:17:06  <Alberth> let us await the results of the first experiments :p
18:18:05  <andythenorth> http://tt-foundry.com/misc/hovercraft.png
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18:19:09  <andythenorth> my my hovercraft are fast when you're used to normal ships :o
18:19:12  * Alberth takes the medium freight HC for coal instead of the large one :)
18:20:06  <frosch123> can you refit it do go double speed at double running cost?
18:20:26  <andythenorth> I'm just thinking about that
18:20:42  <planetmaker> frosch123: double running costs would be not proper. tripple or so.
18:20:48  <planetmaker> or quadruple
18:20:56  <andythenorth> it's either: (A) faster unloaded, slower unloaded (B) refit for overload or overspeed or both (C) all of the above
18:20:58  <Alberth> andythenorth: I once pondered setting up a passenger service with 1 person ThrustCC :)   http://en.wikipedia.org/wiki/ThrustSSC
18:21:22  <andythenorth> looks highly efficient
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18:21:55  * andythenorth sorts the offsets out and worries about the speed / capacity refits later
18:22:01  <frosch123> what is the intention of refitting loading speed?
18:22:30  <andythenorth> loading speed?  No change.  But there is the possibility of refitting for 'overload' (slower)
18:22:53  <andythenorth> maybe Terkhen could figure out the refit GUI first :P
18:23:29  <andythenorth> I'm fooling around with this refit stuff here, but when I eventually do BANDIT (truck set) I want it to be right, as it will be needed a lot.
18:24:09  <andythenorth> I kind of don't like the abuse of 'cargo type' for all these refits, but hey, it's here today and it works :P
18:24:36  <Terkhen> andythenorth: http://devs.openttd.org/~terkhen/patches/split_refit/split_refit_3.png <--- I'm currently checking the corner cases
18:28:34  <andythenorth> Terkhen: looks workable
18:29:53  * andythenorth imagines the right hand pane with '75t in 2 end dump trailers, company colour', '75t in 2 end dump trailers, alternative colour', '75t in 2 side dump trailers, company colour' etc. etc.
18:30:49  <andythenorth> I can imagine cases where livery, capacity (overload), speed (overspeed), number of trailers and style of trailer are all controlled by refit
18:31:03  <andythenorth> so there could be 50 combinations in that menu
18:31:13  <andythenorth> but if I did that I would be a silly newgrf author indeed
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18:33:27  <Terkhen> I'll post the diff / screenshots at the forums to get some feedback... I still have the feeling that I'm missing something
18:34:11  <andythenorth> it needs testing with some of the refit heavy sets like planeset, AV8 etc
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18:37:02  <frosch123> don't forget trains :)
18:37:19  <Terkhen> yes, I've checked how it looks with some of them, but not any proper testing
18:38:33  <andythenorth> well lets see what play testing turns up :)
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19:01:47  <planetmaker> hm, good question... can one do a livery refit without introducing a dummy cargo?
19:02:45  <andythenorth> on an engine alone?
19:03:26  <planetmaker> yes, that's my question
19:03:54  <planetmaker> also in order to still allow for "full load all"
19:04:02  <planetmaker> for the whole consist
19:04:12  * andythenorth doesn't know
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19:04:57  <peter1138> nop
19:05:05  <planetmaker> hm, a pity :-(
19:05:13  <planetmaker> but thanks :-)
19:05:23  <peter1138> maybe you can patch it to :p
19:05:39  <planetmaker> hehe :-)
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19:10:09  <frosch123> planetmaker: you need a cargo, but you can later set capacity to zero, so full load is possible
19:10:41  <planetmaker> full load all even? Hm, that's good news then
19:11:01  <planetmaker> But I guess I cannot refit to livery A and coal as two independent refits?
19:11:26  <andythenorth> there's probably a hack way to do it based on consist?  I've done something with HEQS, but it's not a 'livery reift' as I (misunderstand) them
19:16:15  * andythenorth is now too tempted to use hovercraft for all freight shipping :P
19:23:22  <andythenorth> hmmm
19:24:30  <andythenorth> loading speed can be a bit interesting
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20:08:47  <Nite_Owl> Hello all
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20:44:04  <andythenorth> Can I apply a patch as a grf?
20:44:59  <Terkhen> yes (as long as that patch is russian town names)
20:45:13  * andythenorth should stay out of the suggestions forum.  It's unhealthy
20:45:43  <andythenorth> actually that one was in OpenTTD forum :P
20:46:49  * andythenorth should sleep
20:46:50  <andythenorth> good night
20:47:33  <Ammler> nightly
20:47:43  <Nite_Owl> later andythenorth
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21:47:26  <CIA-6> OpenTTD: frosch * r19701 /trunk/src/ (ai/api/ai_industrytype.cpp industry_cmd.cpp industry_gui.cpp): -Fix [FS#3787]: Check for industry availability more thoroughly and cancel object placement when selecting not available industries.
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21:59:24  <Rubidium> andythenorth: http://hg.openttd.org/developers/rubidium/newgrf_debug.hg/
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23:10:23  <fjb> eGRVS horse carriages have some trouble with realistic acceleration for road vehicles.
23:11:40  <Terkhen> IIRC they have a TE or power of zero
23:14:34  <Eddi|zuHause> wasn't that solved?
23:15:47  <Rubidium> depends on the exact cause; if the NewGRF defines it to be 0 vs the NewGRF doesn't define it
23:16:50  <fjb> I just see them crawl at 1km per hour.
23:17:55  <Eddi|zuHause> fjb: then talk to the author
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23:59:07  <Terkhen> good night

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