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00:00:29 <Rubidium> yes 00:00:40 <Rubidium> as long as it's always on the same side it's fine though 00:00:56 <Rubidium> i.e. OIL_ and _OIL are very different 00:01:15 <dragonhorseboy> true .. thanks ;) 00:02:51 <dragonhorseboy> at least in some cases you can just add a 'S' as well .. eg say LOG_ verus LOGS for example 00:03:06 <dragonhorseboy> OILS doesn't quite sound right tho so I guess its better left as OIL_ :) 00:11:11 <dragonhorseboy> hmm too bad andythenorth left..I just thought that fertilizer could be used to slightly boost farm outputs 00:14:55 <Ammler> ECS does have that 00:17:48 <dragonhorseboy> too bad there doesn't seem to be a way to open new industries on a particular year rather than from the start of game...but oh well i guess thats one of the few limits you live with 00:20:00 <dragonhorseboy> if that was possible could you imagine a home computer factory that only opened in the early 1980's? steel+glass+plastic input and goods output 00:20:23 <dragonhorseboy> (well I know its not a perfect chain but we don't quite have a pcb cargo so) 00:27:56 *** PeterT has quit IRC 00:28:04 *** PeterT has joined #openttdcoop.devzone 01:01:12 *** Chris_Booth has quit IRC 01:06:49 *** dragonhorseboy has left #openttdcoop.devzone 01:10:00 *** KenjiE20|LT has joined #openttdcoop.devzone 01:10:05 *** KenjiE20 has quit IRC 01:42:20 *** Frankr has quit IRC 02:12:50 *** PeterT has quit IRC 02:19:45 *** PeterT has joined #openttdcoop.devzone 02:21:03 *** welshdragon has quit IRC 02:22:12 *** Frankr has joined #openttdcoop.devzone 02:57:41 *** KenjiE20|LT has quit IRC 03:02:55 *** Frankr has quit IRC 03:25:52 *** PeterT has quit IRC 07:55:03 *** ODM has joined #openttdcoop.devzone 10:01:12 *** ODM has quit IRC 11:28:41 *** welshdragon has joined #openttdcoop.devzone 11:42:18 *** KenjiE20 has joined #openttdcoop.devzone 11:43:14 *** dragonhorseboy has joined #openttdcoop.devzone 11:43:16 <dragonhorseboy> hey 12:42:02 *** Chris_Booth has joined #openttdcoop.devzone 12:43:50 <dragonhorseboy> hey chris 12:59:31 *** dragonhorseboy has left #openttdcoop.devzone 13:16:10 *** ODM has joined #openttdcoop.devzone 13:46:30 *** welshdragon has quit IRC 14:14:51 *** dragonhorseboy has joined #openttdcoop.devzone 14:14:53 <dragonhorseboy> hey 15:28:10 *** dragonhorseboy has left #openttdcoop.devzone 15:33:56 <DJNekkid> hi planetmaker :) 15:34:00 <DJNekkid> saw your PM's 15:44:25 <planetmaker> hey DJNekkid :-) 15:44:42 <planetmaker> good thing to support it in v2? 15:44:53 <planetmaker> It would make it kinda a bit future-proof :-) 15:46:12 <planetmaker> I can't add it this week, but I put that - provided you agree - quite high on my way-too-long ToDo-list 15:46:34 <planetmaker> also it seems it would need modification to quite a few templates :S 15:52:04 <DJNekkid> what is that really? 15:52:10 <DJNekkid> peters "new tracks" ? 15:53:21 <DJNekkid> but "high speed tracks" would be nice 15:53:50 <DJNekkid> as well as 3rd rail... 15:53:52 <planetmaker> yes, the rail types. 15:53:58 <planetmaker> You can define different rails 15:54:02 <DJNekkid> is that implemented in OTTD now? 15:54:05 <planetmaker> Yes 15:54:16 <DJNekkid> cool! :D 15:54:19 <planetmaker> No overlays as of now, but that's in the pipe 15:54:47 <DJNekkid> well ... what kind of railtypes do you see? 15:54:55 <planetmaker> metro tracks mostly 15:55:04 <planetmaker> compatible to normal rails, but speed limited. 15:55:11 <DJNekkid> yup... 15:55:15 <DJNekkid> 100kmh 15:55:23 <planetmaker> I'd say 120km/h, but well :-) 15:55:34 <DJNekkid> no metros go faster then 100 15:55:46 <planetmaker> uhm... sure? 15:55:49 <DJNekkid> atleast in the set 15:55:58 <planetmaker> he :-) 15:56:20 <planetmaker> but 120km/h is one "usual" speed limit, at least found on German rails 15:56:33 <planetmaker> that's how I came up with that. 15:56:39 <planetmaker> However. 15:57:22 <DJNekkid> and, i assume, one can change prices on the different types... 15:57:39 <planetmaker> Another I *could* imagine is 'normal' rails with a limit of ~200km/h 15:58:42 <Ammler> planetmaker: you could add a 3rd type, highspeed tracks 16:00:52 <DJNekkid> what im seeing is: Highspeed tracks ... no real speedlimit., ofc rather expensive.. a 230kmh track, somewhat expensive, 160kmh, "normal" price, and in the bottom end, metro tracks 16:00:58 <DJNekkid> with 100kmh 16:01:01 <DJNekkid> or 120... 16:01:21 <DJNekkid> and that one would be similar priced to the ttd default 16:01:30 <DJNekkid> perhaps something like 4x more expensive per step 16:01:32 <DJNekkid> ish 16:02:19 <DJNekkid> with maglev about 8x the HS tracks 16:02:30 <Ammler> what about narrow gauge? 16:03:34 <DJNekkid> there s no NG in 2cc 16:03:48 <DJNekkid> atleast not for now 16:06:00 <DJNekkid> but f00d for a few mins :) 16:16:31 *** PeterT has joined #openttdcoop.devzone 16:16:38 <DJNekkid> bac 16:16:40 <DJNekkid> k 16:18:39 *** welshdragon has joined #openttdcoop.devzone 16:27:51 <planetmaker> Ammler, high speed tracks are default tracks. Default is unlimited. 16:28:47 <planetmaker> anyway... got a small party here :-) With directly imported Czech beer ;-) 16:29:09 <SmatZ> enjoy :) 16:37:50 <DJNekkid> yea, enjoy :) 16:40:21 *** PeterT_ has joined #openttdcoop.devzone 17:22:18 *** Frankr has joined #openttdcoop.devzone 17:24:58 *** dragonhorseboy has joined #openttdcoop.devzone 17:25:01 <dragonhorseboy> hey 17:27:53 <Frankr> hello dragonhorseboy 17:30:10 <dragonhorseboy> hey frank 17:30:11 <dragonhorseboy> how 17:30:13 <dragonhorseboy> re you?* 17:30:22 * dragonhorseboy whacks stupid keyboard (blah) 17:30:30 <Frankr> lol 17:30:38 <Frankr> i'm fine how bout yourself 17:38:33 <dragonhorseboy> doing ok..just eating now 17:38:52 <dragonhorseboy> then to figure out this mumbling jumbo thats called NFO (hehe couldn't resist saying that) 17:38:52 <dragonhorseboy> :p 17:42:00 <dragonhorseboy> you doing anything frankr? 17:43:09 <Frankr> i'm doing some maths work on maple 17:43:20 <dragonhorseboy> ah ok 17:46:52 <dragonhorseboy> seem to be somewhat dead on irc as usual..oh well, figured 17:48:48 <Frankr> lol 17:49:09 <Frankr> people only really talk about development here, i.e. the irc name 17:49:26 <Frankr> Heads of projects are here 17:49:44 <dragonhorseboy> frankr...and nfo *is* development no? :P 17:49:55 <dragonhorseboy> #tycoon seem to be asleep as well :P 17:49:56 <Frankr> it is development 17:50:00 <Frankr> what you need 17:50:51 <dragonhorseboy> bah..most of the questions I got are toward the "can I do this?" or "just exactly what does property ___ actually do?" you know ;) 17:51:09 <dragonhorseboy> (well..aside to often having long talks with andythenorth about cargos in general too) 17:51:40 <dragonhorseboy> I think I almost bite andy's ears off sometimes...lol..I talk a bit too much about cargos :) 17:52:41 <dragonhorseboy> frankr anyway do you know about coding stations or not much? 17:52:44 <Frankr> well if it is anything obviously i may be able to help 17:52:53 <Frankr> my area is planes 17:52:59 <dragonhorseboy> ah 17:53:41 <Frankr> what is it 17:54:30 <dragonhorseboy> planes..hmm..not something I was even looking for...on the other hand I do have an interesting question for you tho...what you think about being able to refit planes into two different 50/50% cargo zones? (such as say 120 bags of mails and 120 tonnes of goods at once instead of only 240 of either) 17:54:58 <Frankr> I don't know if that is possible 17:55:11 <Frankr> However it is an idea i do need to look into 17:56:18 <dragonhorseboy> frankr well its already on the patch todo list..so dunno what ottd coders might think of it... 17:56:42 <dragonhorseboy> http://www.tt-forums.net/viewtopic.php?f=25&t=5484 do a Find for 'plane' and its the third one 17:56:44 <Webster> Title: Transport Tycoon Forums • View topic - TTDpatch TODO list (read before posting a new suggestion!!) (at www.tt-forums.net) 17:57:41 <dragonhorseboy> I think I might like the idea..but of course its up to the coders to decide if it should be a grf feature finally or not 17:59:22 <Frankr> i don't know how uptodate that is 17:59:24 <dragonhorseboy> the one other plane feature that I do really want for certain tho is being able to land sea planes right onto the water instead of needing a city airport built on expensive land islands 17:59:30 <Frankr> last updated 2005 17:59:48 <Frankr> that is now possible dragonhorseboy 18:00:06 <Frankr> Yexo has done a Newgrf abling Patch 18:00:12 <dragonhorseboy> oh..hm I see 18:00:18 <dragonhorseboy> I'll try find that later on 18:00:23 <Frankr> and i believe there is an Airport 18:00:35 <Frankr> however WAS is yet to have a seaplane 18:00:38 *** welshdragon has quit IRC 18:00:48 <dragonhorseboy> it kinda seem stupid to require Beaver's to have to land at big city airports when up north you don't EVEN have any airports in first place :) 18:00:54 <Frankr> i think the russian plane set has it however 18:01:06 <dragonhorseboy> (Beaver is these old single-prop planes usually fitted with props if you forgot) 18:01:13 <dragonhorseboy> with floats* 18:01:25 <Frankr> :) 18:01:26 <dragonhorseboy> sorry..don't seem to have good fingers :P 18:01:52 <dragonhorseboy> frankr...I always liked the russia plane .. at least it had some actual cargo planes 18:02:06 <dragonhorseboy> (even if certain cargos it can refit to aren't supposed to be so in RL) 18:02:08 <Frankr> WAS only has 2 atm 18:02:28 <dragonhorseboy> frankr...well.. the last russia freight plane could carry eg 400 tonnes of coal.. now thats a serious plane :P 18:02:43 <Frankr> however we are only on the alpha version 18:02:59 <Frankr> our 747-400d i believe holds 300 18:03:10 <Frankr> or that could be the A380 actually 18:03:23 <dragonhorseboy> I actually remember there used to be one server that actually used that plane grf (finally..of all the thing) .. and it was fun having several airports around the mountains area where rails would had been too difficult to build to hold long coal drags on 18:03:45 <dragonhorseboy> all landing at one single Interconentional aiport powerplant ;) 18:04:00 <Frankr> we do have an An225 in the make 18:04:14 <Frankr> don't know what kind of cargo we will have 18:04:57 <dragonhorseboy> anyway I'm focussing on rail alone with some rvs also included and just a few small splats of boat/plane. since thats kinda what a model layout actually is after all 18:05:44 <Frankr> What kind of set you making dragon 18:05:54 <DJNekkid> Ammler: mind installing a new key for me? 18:06:15 <Frankr> hi Dj 18:06:19 <dragonhorseboy> frankr well its like a model train layout set .. I haven't exactly settled on which scale&maker group yet but so far it looks likely that I'll do the Marklin lineups 18:06:40 <DJNekkid> hi Frankr 18:06:55 <Frankr> cool dragon 18:07:39 <dragonhorseboy> took me some time to figure out how to do TE and I finally decided to just use a generic TE depending on the size of loco (eg 0-4-0T and diesel shunters gets 600hp/200kN .. and it scales up porptionally to the heaviest model loco having 2400hp/800kN) 18:07:47 <Frankr> a new key DJ, what you do with the old one, :) 18:08:01 <dragonhorseboy> seeing that electric motors on model layouts aren't exactly same thing as .. well you get the idea 18:08:08 <Frankr> yh 18:08:22 <DJNekkid> Frankr: it got lost on a computer crash 18:08:33 <dragonhorseboy> speed would also be determined by the suggestive size of the tires and how its powered 18:08:38 <Frankr> pm can do it as well 18:08:54 <DJNekkid> dragonhorseboy: 800kN is INSANLY high 18:08:58 <dragonhorseboy> so eg a low-slung 2-10-0 would have low top speed compared to a high wheeled 4-8-0 18:09:21 <dragonhorseboy> djnekkid you haven't seen what a lead overweighted twin-motor mallet steam locomotive can literally haul on long straight tracks on the floor :) 18:09:26 <dragonhorseboy> hehehe 18:09:36 <DJNekkid> nope... 18:09:43 <dragonhorseboy> but anyway its only one rough math for now..it might change as the grf progresses 18:10:04 <DJNekkid> what grf are you makeing btw? 18:10:29 <dragonhorseboy> but well yeah clearly two 0-4-0Ts can pull a bit more than a 0-4-0/tender could because the tender is not weighted down as much (smaller body shell on it especially) 18:10:39 <dragonhorseboy> djnekkid.. model train grf .. probably Marklin based 18:10:45 <Frankr> DJ i heard the 2cc is nearly finshed sounds, cool 18:11:01 <dragonhorseboy> do have some other scales already drawn out .. including LGB trains (in their typical unique NG scale) 18:11:32 <DJNekkid> Frankr: its been for a while actually... 18:11:48 <dragonhorseboy> of course Z probably could be plausible but hmm its kinda a small scale in reality 18:12:04 <DJNekkid> _most_ stuff is in... Basicly everything but steam engines, and a good range of wagons 18:12:05 <Frankr> fair enough, :) 18:12:27 <Frankr> i liked the wagon limit thingy 18:12:34 <DJNekkid> cool... 18:12:48 <DJNekkid> it not like there is a limit, it just gets (more) expensive if above :) 18:12:56 <Frankr> yh 18:13:02 <dragonhorseboy> anyway djnekkid you perhaps know if station laying only can be configured in a min&max value . eg can't enforce skipping certain numbers inbetween? 18:13:04 <Frankr> that what i meant, :) 18:13:51 <Frankr> what is your next project then DJ? 18:14:01 <dragonhorseboy> frankr personally I like the wagon maintenance cost idea...stops players from adding too many dead empty wagons to the consist :) 18:14:13 <DJNekkid> dragonhorseboy: i'v never touched stations... 18:14:24 <DJNekkid> Frankr: Dutch set 2.0 and BROS 1.0 18:14:37 <dragonhorseboy> djnekkid thanks anyhow..its still something on the backburner yet (industries&trains first .. like duh) 18:14:55 <DJNekkid> probably gonna be developed quite simultainiously 18:15:07 <Frankr> well yh thy will be easy now 18:15:11 <dragonhorseboy> did take me a while to finally find how to make sure a certain industry could only be built next to sloped tiles... :S 18:15:15 <DJNekkid> that is, if the BROS-guys want me to 18:15:19 <Frankr> yh 18:15:22 <Frankr> your hired 18:15:41 <Frankr> Beardie was head coder on that set 18:15:51 <dragonhorseboy> djnekkid just so I know anyway..what kind of stuff do you know about coding for? 18:16:02 <DJNekkid> mainly vehicles 18:16:05 <Frankr> and he told me to find a new one he is rediculously busy atn 18:16:08 <Frankr> atm 18:16:17 <dragonhorseboy> so just any of the four types or no? :) 18:16:30 <Frankr> #bros 18:16:50 <DJNekkid> well, im pretty much "expert" on trains... 18:17:03 <Frankr> yh expert indeed 18:17:12 <Frankr> if i have problems i go to him as well 18:17:17 <Frankr> lol 18:17:29 <DJNekkid> but trains are usually the most tricky ones 18:17:32 <dragonhorseboy> djnekkid ok..just want to know what I could actually ask you ;) 18:17:37 <DJNekkid> or, atleast, they can do "most" stuff 18:17:57 <DJNekkid> vehicle codeing is my main thing 18:17:58 <Frankr> Dj bros would be lucky to have a coder half as good as you 18:18:10 <DJNekkid> oooh! kind words 18:18:18 <dragonhorseboy> djnekkid heh you tell me...took me some time (and one pm from a helpful someone on one wiki page I missed to check) to finally figure how to actually do a powered wagon without any exhaust or sound 18:18:44 <DJNekkid> property 1B? 18:19:41 <dragonhorseboy> and if you're wondering why..its for a powered tender ;) (well yeah one example of this is the LGB 0-4-0/tender .. its twin motor with the second one inside weighted tender) 18:20:09 <DJNekkid> why not make it articulated? 18:20:17 <DJNekkid> i.e. its built as two parts? 18:20:33 <DJNekkid> with the proper HP 18:21:16 <dragonhorseboy> djnekkid.. callback 1E, 10, 34 and some minor ones 18:21:56 <dragonhorseboy> djnekkid the problem is that its actually two seperate parts.. the 0-4-0T on its own then its slight redrawn without any bunkers when the powered tender is added to it (wagon can't be used on its own..theriocally) 18:21:57 <Frankr> in fact dragon dj may know something about your earlier question 18:22:13 <Frankr> the 50/50 cargo one 18:22:37 <dragonhorseboy> djnekkid otherwise I could have built it as a simple 2-piece articulated loco I know :S 18:22:53 <DJNekkid> :D 18:23:45 <DJNekkid> why callback1E and 34 ? 18:24:25 <dragonhorseboy> djnekkid http://www.btcomm.com/trains/primer/whyscale/stainz.jpg thats the 0-4-0 on its own and http://chnm.gmu.edu/courses/magic/westover/images/2017.jpg a lightly customized 0-4-0 with tender .. same main loco in both chances 18:25:17 <dragonhorseboy> well 34 is to avoid any goofups in the autoreplace feature...dunno if I'll need it or not but haven't gotten to any point of making a working grf to test yet 18:26:08 <DJNekkid> never tried CB34 tbh... 18:27:05 <DJNekkid> never seen any need for it... 18:27:07 <dragonhorseboy> anyway djnekkid one thing I still need to check about with is re the idea of one wagon that is really an articulated one but the first part is what you see and second part is a tiny one-dot invisible sprite 18:27:26 <dragonhorseboy> so that way a combine car could actually be correctly refitted for part passenger and part mail 18:27:37 <DJNekkid> yup... 18:27:41 <DJNekkid> that _is_ possible... 18:27:45 <DJNekkid> the trick is; 18:28:02 <DJNekkid> build the 1st part 7/8ths long, and the 2nd part 1/8th long 18:28:14 <DJNekkid> and just juse 1x1 px "magic blue" on the 2nd part 18:28:45 <dragonhorseboy> hmm ok noted..I'll try that thanks 18:28:50 <DJNekkid> and then a livery override on the 2nd part 18:28:55 <DJNekkid> if you get me 18:28:58 <dragonhorseboy> yeah 18:29:06 <DJNekkid> in the action3 18:29:20 <dragonhorseboy> I don't think triple articulation would ever be needed .. but I don't know of that much real life examples at all 18:29:57 <dragonhorseboy> case point.. a shortline actually bashes out a combine's baggage capacity into half and reofit the vestibule end for RPO .. that would mean three cargo types in one single car 18:30:09 <dragonhorseboy> D&RGW did have a few wooden examples of that tho 18:30:44 <dragonhorseboy> best to just leave it as one or two parts per car just as to not complicate things ;) 18:31:22 <DJNekkid> hehe... 18:31:32 <DJNekkid> i've done some quite insane things ... 18:31:41 <dragonhorseboy> djnekkid I did see action 3 before .. I actually had one slight humorful idea for it... 18:31:42 <DJNekkid> the current dutchset 2.0 code contain some... 18:32:10 <DJNekkid> for example: 18:32:24 <DJNekkid> a MU can be from 1 to 4 parts long 18:32:35 <dragonhorseboy> a train that is scheduled to stop at the old open coal mine's chute loading station .. the locomotive itself would be black all over if it wasn't already so :P 18:32:46 <DJNekkid> its built as an 1parter 18:32:59 <DJNekkid> but via refit it can be up to 4 units long 18:33:44 * dragonhorseboy doesn't even have that much MUs to work with at all thankfully 18:34:43 <dragonhorseboy> there's only a single one that I'll need to add a "couple to nothing at all" rule to .. but its a rail bus after all 18:34:59 <DJNekkid> now THAT is easy! :D 18:35:35 <dragonhorseboy> djnekkid lol .. why? :P there's another similar railbus that can take a single goods van (for baggage reason) .. ;) 18:35:40 <dragonhorseboy> heh 18:36:47 <dragonhorseboy> btw actually..some railroads just took old road cargo trailers (alike to the for-cars single axle uhaul trailers you can rent) and rip the axle off then weld holdings for a random rail axle they had laying around..and semi-permamently hitch that to their railbus 18:37:03 <dragonhorseboy> it goes to show 18:37:04 <DJNekkid> hehe 18:37:16 <dragonhorseboy> 3 axles in all .. 2 loco + 1 trailer 18:37:38 <dragonhorseboy> anyway djnekkid I'm going off for a while now already ok? 18:37:48 <dragonhorseboy> bye :p 18:38:14 *** dragonhorseboy has left #openttdcoop.devzone 18:39:27 <DJNekkid> .ca ... isnt that canda? 18:41:44 <Rubidium> it is Canada (assuming you meant that) 18:43:32 <DJNekkid> yup... 18:43:42 <DJNekkid> :D 19:21:23 <Webster> Latest update from devactivity: Redmine - Revision 3201: Refactor: Extract method to create a Change from a Changeset. <http://dev.openttdcoop.org/projects/redmine/repository/revisions/3201> || Redmine - Revision 3202: Merged the Object Daddy exemplars from trunk. r3337, r3340, r3342 <http://dev.openttdcoop.org/projects/redmine/repository/revisions/3202> 20:51:19 *** Frankr has quit IRC 20:59:49 *** dragonhorseboy has joined #openttdcoop.devzone 20:59:55 <dragonhorseboy> djnekkid you still there? ;) 21:30:07 <DJNekkid> i am now if it helps 21:30:37 <dragonhorseboy> you were saying 800kN sound too high for a loco right? 21:31:02 <DJNekkid> unless i were thinking mN :) 21:32:19 <DJNekkid> the most powerfull engine in current use have 600kN 21:35:21 <DJNekkid> ... 21:36:51 <dragonhorseboy> heh well I was thinking more about it this afternoon and well .. 300hp @ 100kN for 0-4-0T and scaled up to 5000-7000hp(dunno yet) @ 400kN for the largest loco? 21:37:35 <dragonhorseboy> not too sure about the base TE yet but the max probably seem more plausible now now that you had me thinking about it before 21:38:40 <DJNekkid> you should probably factor in max speed and weight into it as well... 21:39:04 <DJNekkid> a high speed pax engine probably have higher hp and lower TE, and vica verca 21:40:03 <dragonhorseboy> well thats true.. but you know how model trains are.. running a Grasshopper with its rods going into a big blur at scale 80km/h :P 21:40:45 <dragonhorseboy> I'll of course induce artifcal limits just to make the gameplay reasonable.. the small-tired 0-4-0T probably would only be able to top out 50km/h max while the high wheeled one could do hmm say 160km/h 21:41:48 <DJNekkid> i have little or none experience with model trains, but i've read quite abit about RL ones ... 21:42:38 <DJNekkid> but there are steam locos that have quite high top speeds... 21:42:42 <dragonhorseboy> djnekkid how about the BR05? 21:42:56 <dragonhorseboy> heh :) 21:43:11 <DJNekkid> steam engines arent my best field either 21:43:32 <DJNekkid> but the english A's (A3 and A4) have quite good speesd 21:43:38 <DJNekkid> the royal hudson 21:43:51 <DJNekkid> and the bigboy (4-8-8-4) 21:44:16 <DJNekkid> not royal hudson and A's fast, but quite damn powerfull... 21:44:21 <dragonhorseboy> well the BR05 was fully streamlined (down to skirts just clearing the rail heads themself) .. and the last surviving example finally was sidelined a few years ago due to some major mechanical problems or so :S 21:44:57 <dragonhorseboy> at least they had a long surviving age 21:45:37 <DJNekkid> yea... 21:45:42 <DJNekkid> look in DBXL ... 21:46:00 <DJNekkid> michael have some nice math calculating TE on steamers 21:46:33 *** Frankr has joined #openttdcoop.devzone 21:50:09 <dragonhorseboy> djnekkid I actually know about many of the german steamers from online myself ;) 21:50:16 <dragonhorseboy> neverminding magazines 21:51:08 <DJNekkid> okidoki... 21:51:16 <dragonhorseboy> djnekkid btw royal hudsons reminds me... 21:51:17 <DJNekkid> either way ... nn :) its soon 11pm 21:51:44 <dragonhorseboy> did you know that only two E units were ever owned in entire canada? 21:52:07 <DJNekkid> nope, dont even know what an E-unit is :P 21:52:12 <DJNekkid> but tomorrow :) 21:52:13 <dragonhorseboy> they were purchased to cover a quebec-vermont route .. meanwhile everywhere else was the same old typical hudson or F units 21:52:24 <dragonhorseboy> bye djnekkid 21:52:25 *** PeterT has quit IRC 21:52:37 <dragonhorseboy> hey frankr 21:53:58 <Frankr> hi 21:54:42 <dragonhorseboy> how're you? 21:55:21 <Frankr> i'm fine, drunk a bit tho 21:55:43 <dragonhorseboy> heh 21:57:38 <dragonhorseboy> doing ok here 21:57:48 <dragonhorseboy> had interesting if not short talk with djnekkid 21:58:07 <Frankr> about 21:58:26 <dragonhorseboy> trains in general :) 22:00:16 * dragonhorseboy gives you some water to sober up with 22:14:41 <dragonhorseboy> hope that helped 22:16:30 <Frankr> lol 22:16:59 *** PeterT has joined #openttdcoop.devzone 22:17:31 <dragonhorseboy> frankr well..what else? :P 22:44:38 *** andythenorth has joined #openttdcoop.devzone 22:44:43 <dragonhorseboy> andythenorth :D 22:44:47 <dragonhorseboy> heh 22:44:52 <andythenorth> um hi 22:45:04 <dragonhorseboy> was wondering when you might finally show up so..don't mind me ;) 22:45:55 <PeterT> andythenorth: Hi 22:46:25 <dragonhorseboy> btw just curious about it but whats 'engineering supplies' verus 'manufacturing supplies'? 22:46:32 <Frankr> some toast dragon in answer to your previous question 22:46:53 <dragonhorseboy> frankr...I hope you mean a bread toast.. not yet more drinks :P 22:46:57 * dragonhorseboy hehs 22:47:46 <Frankr> :) 22:51:33 <dragonhorseboy> at least I can guess that 'farm supplies' would meant hay forks, farm tractor components, etc isn't it? 23:19:19 *** welshdragon has joined #openttdcoop.devzone 23:22:40 *** ODM has quit IRC 23:22:47 <dragonhorseboy> andythenorth you still around? 23:23:06 * dragonhorseboy was having some problem getting supper started for a while :S 23:23:07 <andythenorth> for a few minutes more yes 23:25:21 <dragonhorseboy> seen my question above re supplies cargo or no? 23:28:12 <dragonhorseboy> got most of the scheme done..just trying to figure out some of the firs-only ones .. and I'm not too sure about what these two supplies exactly are 23:29:16 <dragonhorseboy> oh hm drats I forgot to ask djnek about cargoless industries for eyecandy 23:29:18 <dragonhorseboy> oh well 23:29:28 <andythenorth> dragonhorseboy: there are two answers to your question about supplies 23:29:42 <andythenorth> (1) it doesn't really matter what they 'are', they just boost production 23:30:22 <andythenorth> (2) engineering supplies is probably machinery and suchlike. farm supplies is fertiliser, machinery and suchlike 23:31:03 <dragonhorseboy> thanks andythenorth...guess I was looking at the engineering type for one of the chain 23:31:50 <andythenorth> if it helps the input cargos to produce ES are steel, aluminium, lumber, chemicals. The destinations are mines, quarries and oil wells etc 23:34:45 <dragonhorseboy> I was going to do it from a construction headquarter industry (again me keeping the scehem simple) but yeah steel and chemicals would had made sense ecs-style 23:35:12 <dragonhorseboy> anyway have fun with whatever you were going off for ;) (well I do have other cargos to talk about but .. meh I'll leave it for next time) 23:36:49 *** andythenorth has left #openttdcoop.devzone 23:42:24 *** dragonhorseboy has left #openttdcoop.devzone