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#openttd IRC Logs for 2011-12-25

---Logopened Sun Dec 25 00:00:55 2011
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04:47<@peter1138>merry christmas
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05:26<Eddi|zuHause>SmatZ: :)
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05:39<Wolf01>hohoho merry xmas to all
05:40<appe>hiya peter.
05:40<appe>had a good christmas?
05:41<appe>oh wait, some countries still have christmas eve
05:41<Wolf01>some countries have today and tomorrow instead of yesterday :P
05:42<@peter1138>no point rushing it
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05:42<appe>sweden reserved the 24:th.
05:45<@peter1138>hmm, suddenly explosion of stickied 32bpp threads :S
05:48*peter1138 ponders working on ez sprites again
05:49<appe>peter1138: isnt this a day for ..not openttd related stuff?
05:50*appe hands ginger bread
05:51<@peter1138>what? why?
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05:55<appe>no, no particular reason. im just trying to insert ginger bread in your sprites
06:03<@peter1138>i don't make sprites
06:11<Eddi|zuHause>germany is the worst... we have christmas eve, christmas day, and 2nd christmas day....
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06:12<@peter1138>boxing day
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07:41<vargadanis>I have a little problem which I demonstrate on this image:
07:41<vargadanis>this is a station that can be loaded from both sides and trains tend to turn around and create a hook which blocks all incoming and outgoung traffic
07:42<vargadanis>is there any way to get around this?
07:43<@peter1138>use path signals
07:44<Progman>vargadanis: isn't there a track piece missing at the left on the lower junction?
07:45<@peter1138>vargadanis, follow the signal layout that pikkabird gives
07:45<vargadanis>Progman, there is thanks for pointing it out however the train was comging from the 3rd station should have made a difference in this case
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07:46<Progman>what about the "allow turn in station" setting?
07:46<vargadanis>it is turned on
07:46<vargadanis>trains do get sometimes turn around
07:47<vargadanis>peter1138, does this signal layout make any difference?
07:47<vargadanis>I could try it see what happens
07:48<@peter1138>one of the concepts of path signals is safe waiting points
07:48<@peter1138>only place signals where trains can wait safely
07:48<@peter1138>safe in this context means without blocking other routes
07:49<@peter1138>your trains may end up waiting in the station slightly longer when it's busy, but they shouldn't block each other like that
07:49<vargadanis>sweet thank you
07:50<vargadanis>I just "transformed" that station
07:50<vargadanis>as well I forgot to place 2 exist signals on the further end of the 4 tracks
07:50<vargadanis>so that kinda screwed it up too
07:51<vargadanis>my delivered cargo graph is scillating that is a good indication something is Fd up :)
07:51<vargadanis>btw this layout seems to be easier to look over
07:51<vargadanis>less cluttering
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07:57<vargadanis>awesome... I can see the actual throughput of the station increase
07:57<Svish>These two-ended train sets, do they have twice the power they say they have? Or said in a different way, when I have two train engines in the same train, is it good to replace those two with a single two-ended engine? Or should I have two of them (taking up 4 slots rather than 2) to have the same "effect"?
07:58<Eddi|zuHause>i think that was changed back and forth a few times...
07:59<Eddi|zuHause>to double check, build such a train, and look in the train details (there are both ends summed up)
07:59<Svish>also, if I use the replace feature, will it create two double-ended engines if I have two single-ended ones?
07:59<Svish>ah ok
07:59<Svish>should be a an option to change that perhaps
08:00<Eddi|zuHause>yes. but how to do it properly, so the next person won't request a slightly different behaviour again next week?
08:00<Eddi|zuHause>see the various threads about consist-replacing
08:05<Svish>I think it should just be an option in the replace dialog. some checkboxes or something. Retain number of engines or something
08:11<TrueBrain># Surfin' USA
08:11<Eddi|zuHause>yes. and the next person wants to retain the first or the last wagon, or add new wagons, or choose a refit option, or ...
08:12<Eddi|zuHause>TrueBrain: typical christmas song?
08:12<@peter1138>Eddi|zuHause, the final power wasn't changed, just the way it's used in the vehicles
08:13<@peter1138>then it became irrelevant because bjarni disallowed dual head parts to be split up
08:13<Eddi|zuHause>peter1138: i meant whether half or full power is displayed in the purchase menu
08:14<TrueBrain>Eddi|zuHause: I guess
08:14<@peter1138>full i think
08:16<Eddi|zuHause>that was fun in TTO when you reached the wagon limit, you could build half TGV and half EuroStar :)
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08:17<Svish>Eddi|zuHause: all those should be options in the replace menu I think, per replace "order". would also be cool if I could tell a single train to "add two wagons of type x to yourself the next time you get service"
08:17<TrueBrain>and there goes the coop server once again
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08:17<TrueBrain>stability: E
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08:18<Eddi|zuHause>Svish: but then you get so many options that the GUI will be incomprehensible
08:18<Svish>i guess
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08:19<Svish>anyways, another question, I started a multiplayer game, but I'd like to change one of the advanced options. Can I do that somehow? It's locked in the options tree
08:20<Eddi|zuHause>only by quitting, loading in single player, changing, loading in multiplayer again
08:26<Svish>ok. that seems to have worked :)
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08:57<Svish>what is an Implicit order?
09:01<Eddi|zuHause>it's a record of stops the train has made which you did not order
09:07<Ardonel>Merry Christmas all.
09:07<vargadanis>Svish, if you set the order to be non-stop, the implicit orders will go away
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09:07<vargadanis>^ that works very well
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09:27<Svish>vargadanis: what's that?
09:28<Rubidium>his forum session to hijack ;)
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10:00<JoeyJo0>Hey there.
10:00<JoeyJo0>I have a question regarding trains and its silly pathfinding. I can provide a screenshot in a moment.
10:02<JoeyJo0>So, I'm using a 2-line system, up and down, quite standard.
10:02<JoeyJo0>And there is this junction that switches from 2 lines to 4 lines, of which 2 lines go to Station A and 2 go to Station B.
10:03<JoeyJo0>I've ordered the train to go to station A, but it keeps going to station B.
10:03<JoeyJo0>I'm preparing the screenshot now.
10:06<JoeyJo0>Wait, nevermind. It was a pathfinding error caused by an unreachable order.
10:07<Eddi|zuHause>for pathfinding problems, screenshots are usually useless
10:07<Eddi|zuHause>savegames are necessary
10:07<JoeyJo0>Still, it might've been an incorrectly placed sign.
10:09<Eddi|zuHause>or a track that is not electrified, or a wrong waypoint, or ...
10:09<JoeyJo0>All my tracks are electrified.
10:09<JoeyJo0>I've never placed non-electrified tracks.
10:10<Eddi|zuHause>sure, but we don't know that
10:12<Eddi|zuHause>the weirdest pathfinding problem i have seen was some guy who had trains running in circles
10:12<Eddi|zuHause>turned out the penalty for full platforms was higher than going around enough circles to reach 10 signals
10:13<Eddi|zuHause>(after 10 signals, track reservation is not accounted for anymore)
10:14<JoeyJo0>So, he had a track going round and he wanted to have a train bouncing between two stations?
10:15<JoeyJo0>Argh, I hate it when local authorities refuse to allow me to wreck streets ;/
10:16<Eddi|zuHause>JoeyJo0: he had a terminus station with waiting tracks before it
10:16<Eddi|zuHause>JoeyJo0: and when the station was full, the trains did not wait in the waiting tracsk
10:16<Eddi|zuHause>but kept going in circles
10:17<Eddi|zuHause>until one platform was free again, then they happily waited
10:17<JoeyJo0>That's strange.
10:18<JoeyJo0>I like my relatively simple system.
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10:51<Eddi|zuHause>oh... i was just wondering why i can't reach devzone :p
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11:01<weirdy>ah, problem solved itself naturally
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11:06<vargadanis>I have another problem demonstrated on this picture:
11:06<vargadanis>the power plant isn't accepting anything, how could that be?
11:07<Eddi|zuHause>not all tiles of the power station accept coal, use the [?] tool
11:08<weirdy>I'd always ensure that stations are as close to the industry as possible.
11:11<vargadanis>Eddi|zuHause, you were right, the tiles I had the stations on didn't accept coal :s
11:12<vargadanis>I placed another station to overlap not connected to the roads with CTRL pressed and it solved the problem
11:12<vargadanis>gonna have to pay more attention next time
11:15<JoeyJo0>I'm dealing with a quantum train here.
11:15<JoeyJo0>As long as I observe it, it chooses the right path.
11:15<JoeyJo0>But once I don't watch it, it goes in directions it shouldn't go.
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11:40<Eddi|zuHause>it's a Heisentrain
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12:09<vargadanis>finally found a way to compete with admiralAI :)
12:10<vargadanis>quite a challenge :)
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12:20<SmatZ_>so... I actually bought a game... for mere ~12Eur... and my silly DVD drive fails to read it :(
12:20<SmatZ_>so I have to get it "ilegally" anyway...
12:21<SmatZ_>it's even worse than the last time I bought a DVD movie
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12:21<Eddi|zuHause>that should teach you :p
12:21<SmatZ_>where it failed only at few places, where the movie got stuck...
12:21<Wolf01>I once bought a game but the DRM don't let me to play it with wine, so I have to play the russian version which is DRM free
12:21<SmatZ_>but this time, it won't even detect the DVD...
12:21<SmatZ_>hehe :)
12:38<Elukka>i had to torrent victoria 2 to be able to play it with a friend because the steam version i had bought didn't work
12:38<Elukka>legal download of some train sim didn't work either...
12:39<Elukka>windows insisted i hadn't bought it one time too and was very smug about it
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13:03<JoeyJo0>Is there a way to quickly close all windows?
13:04<Rubidium>(shift +) delete
13:04<JoeyJo0>Ahh, thanks.
13:04<JoeyJo0>My screen usually gets really cluttered when routing trains.
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13:09<XaTriX>ottd are unique threaded no ?
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13:11<Rubidium>XaTriX: that's debatable
13:13<XaTriX>im talking about serv prog
13:14<Rubidium>then it's still debatable
13:14<Rubidium>e.g. savegame compression happens in a separate thread, so it's not 100% single threaded
13:15<XaTriX>so it didnt use the power of multicores ?
13:19<Rubidium>as I said, it's debatable
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13:27<XaTriX>okay :p
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13:28<XaTriX>in fact its to choose a proc to host a game, and know if quad (or more) is good or not..
13:29<XaTriX>because with IS+ECS (and more) its use a lot of proc power..
13:29<Rubidium>chose one that is slower than the clients you want to be able to join
13:29<Rubidium>anything faster than the CPU of the clients will disconnect the clients for lagging behind when the game gets crowded
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13:30<Rubidium>the server and clients calculate the whole game state, but the clients also have to handle drawing
13:31<XaTriX>even with good cpu the server lag with a lot of trains (400+)
13:33<XaTriX>= middle cpu (delete "even") .. my english.. is like my president..
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13:45<CIA-6>OpenTTD: translators * r23671 /trunk/src/lang/ (5 files):
13:45<CIA-6>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-6>OpenTTD: hebrew - 1 changes by rril
13:45<CIA-6>OpenTTD: indonesian - 10 changes by fanioz
13:45<CIA-6>OpenTTD: korean - 123 changes by telk5093
13:45<CIA-6>OpenTTD: russian - 2 changes by Lone_Wolf
13:45<CIA-6>OpenTTD: vietnamese - 32 changes by nglekhoi
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13:47<CIA-6>OpenTTD: rubidium * r23672 /trunk/src/lang/korean.txt: -Fix: WT3 validation failure
13:50<JoeyJo0>I hate it when trains get stuck ;/
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13:53<@Terkhen>hello :)
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14:48<vargadanis>ohh wow
14:48<vargadanis>I purched one of the competitor AIs network all together and i suddenly got 500 vechicles
14:49<vargadanis>that qty is unmanagable
14:50<andythenorth>bon noel
14:53<andythenorth>anybody like to help me with some CPP?
14:53<andythenorth>nothing says 'christmas' like a pre-processor
14:54<@Alberth>#define CHRISTMAS 1
14:54<andythenorth>now concatenate that with another string?
14:54<andythenorth>like 'HAPPY_'
14:54<Eddi|zuHause>with ##
14:55<@Alberth> ## iirc, but only in replacement context
14:55<andythenorth>so I have #define THIS_VEH_ID veh_truck_test
14:55<andythenorth>and I also want to define switch_articulated_veh_truck_test
14:55*Alberth opens a terminal and an editor
14:56<andythenorth>I als want to define str_name_veh_truck_test
14:56<@Alberth>bummer, x.cpp already exists :p
14:56<Eddi|zuHause>andythenorth: CETS does that
14:56<andythenorth>so does FIRS but I don't understand it :P
14:57<andythenorth>if I learn it from scratch for BANDIT, I might be able to understand FIRS :D
14:57<Eddi|zuHause>file.write('#define VEH_ID(...) %s_%s_%s ## __VA_ARGS__\n'%(comp, ident, i))
14:57<Eddi|zuHause>and then you write VEH_ID(test) etc.
14:57<andythenorth>you were asleep during the lecture about 'code generators are evil' ? :P
14:58<@Alberth>no, /me likes evil toys :D
14:58<Eddi|zuHause>there's no place else where i can live out my evil side :p
14:59*andythenorth didn't do comp sci
14:59<andythenorth>I had to learn about evil by doing it
14:59<andythenorth>I don't think I'll write a code generator again
14:59<Eddi|zuHause>just "#define VEH_ID(...) veh_truck_test ## __VA_AGRS__"
15:00<Eddi|zuHause>and then "VEH_ID(switch_articulated)"
15:00<Eddi|zuHause>or "VEH_ID()"
15:00<Eddi|zuHause>or "VEH_ID(name)"
15:00<JoeyJo0>Preprocessors, eh? You should use #define ; ;fork();
15:01<Eddi|zuHause>JoeyJo0: just we're not writing C code
15:02<JoeyJo0>There's a fork() in C++ too.
15:02<Eddi|zuHause>JoeyJo0: we're not writing C++ code either
15:02<@Alberth>there is not, it's a library :)
15:02<JoeyJo0><andythenorth> anybody like to help me with some CPP?
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15:03<Svish>hm. is there a way to prevent unused industries from dying off? can't get to all of them at once kind of, and would like there to still be industries around when I get to them :p
15:03<@Terkhen>C preprocessor
15:03<andythenorth>Svish: use an industry newgrf
15:04<andythenorth>you'll have to start a new game though :|
15:04<JoeyJo0>Svish, in my world, industry closes as much as opens.
15:04<@Terkhen>!= C++
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15:04<Eddi|zuHause>andythenorth: take this excerpt from CETS (after code generation):
15:04<andythenorth>yeah that's perfect
15:05<Svish>JoeyJo0: ah, maybe that happens here too, just that I don't notice...
15:05<Svish>andythenorth: what's that?
15:05<andythenorth>Svish: from the in-game content service
15:05<andythenorth>try Manual Industries, or OpenGFX+ Industries
15:06<@Alberth>Svish: the game tries to maintain a balance by opening new ones, which works quite nicely, unless you play in a large world with lots of industries, then it cannot keep up
15:07<JoeyJo0>Alberth: I'm in a large world, it keeps up fine.
15:08<@Alberth>Svish: or if you want a totally different set of industries, you can play FIRS, which does not close industries by default
15:08<andythenorth>FIRS is much bigger
15:08<@Alberth>JoeyJo0: ok, could be, I only tested the case where you literally service no industry at all.
15:08<Eddi|zuHause>ECS has parameters for not closing industries
15:09<@Alberth>Svish: FYI: ECS is also an industry set :)
15:10<TrueBrain> <- pompiedom
15:12<Eddi|zuHause>i think we were at that stage 3 years ago already :)
15:13<Svish>aha, cool
15:13<TrueBrain>Eddi|zuHause: yup :)
15:13<TrueBrain>at least I can now press the button and get those sprites :P
15:14<Eddi|zuHause>but... they're still not cubicles! :p
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15:18<vargadanis>wow FIRS looks pretty neat
15:18<vargadanis>is it downloadable with online content thing?
15:18<vargadanis>so the new indu types will be turned on too such as the bauxite mine or the fishing grounds/
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15:19<andythenorth>vargadanis: I would wait a couple of days before trying FIRS
15:20<andythenorth>new version gets released in the next few days
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15:21<@Alberth>vargadanis: don't forget to load a newgrf for the new cargoes too
15:21<andythenorth>[vehicle newgrf]
15:21<vargadanis>okkay I can wait :)
15:22<vargadanis>thx 4 tip
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15:22<andythenorth>new FIRS has about 500 improvements compared to version on content service
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15:23<vargadanis>devs must have put a xxxx amount of work into it
15:25<andythenorth>some work
15:25<andythenorth>not some devs :P
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15:28<@Alberth>vargadanis: andythenorth is the main author of FIRS :)
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15:30<andythenorth>can CPP pre-pend a string?
15:30<andythenorth>otherwise my text identifiers will be things like 'veh_truck_test_str_name'
15:30<andythenorth>which isn't good nml style :P
15:30<Eddi|zuHause>yes, why is that relevant?
15:30<SpComb>like FOO # _bar?
15:30<Eddi|zuHause>just put the __VA_ARGS__ before the ##
15:34<andythenorth>sprites/nml/test_vehicle.pnml:1:66: error: '##' cannot appear at either end of a macro expansion
15:34<andythenorth>#define THIS_VEH_ID(...) veh_truck_test __VA_ARGS__ ##
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15:34<SpComb>it pastes two adjacent tokens together
15:34<SpComb>infix-style op
15:35<Eddi|zuHause>andythenorth: no
15:35<Eddi|zuHause>the ## must be between the two strings you want to connect
15:35<SpComb>but, uh, not sure how that'd work with something like __VA_ARGS__ that expands to multiple words
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15:37<andythenorth>I don't suppose cpp has equivalent of str.upper() ?
15:37<vargadanis>ohh... didn't know he was DA man behind the project
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15:37<vargadanis>andythenorth, nope but let me double chk
15:38<vargadanis>andythenorth, nope...
15:38<vargadanis>the built in strings do not support that
15:39<vargadanis>many C++ dever uses boost lib
15:39<vargadanis>that does have it
15:39<andythenorth>my nml string identifiers will have to be lower case
15:39<andythenorth>doesn't bother me too much
15:39<vargadanis>tho a simple macro could do it
15:40<Rubidium>too bad that nforenum and grfcodec don't support boost
15:40<andythenorth>too much magic = more time spent debugging the magic than the actual grf code :D
15:40<vargadanis>andythenorth, you would want all the letters be uppercase, right?
15:41<andythenorth>but the initial strings I'm concatenating are lower
15:41<vargadanis>I'd happily put together something
15:42<andythenorth>nah don't worry
15:42<andythenorth>it's only a matter of nml style
15:43<Rubidium>maybe you can bug a nml dev about adding a toupper for variable names ;)
15:43<SpComb>cpp = C preprocessor?
15:44<SpComb>it can't uppercase, thankfully :)
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15:55<andythenorth>80 chars?
15:55<andythenorth>not enough for my comments :P
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16:00<andythenorth>air drag co-efficient
16:00<andythenorth>should I?
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16:05<vargadanis>will it count how aerodynamic the trains are?
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16:06<Eddi|zuHause>andythenorth: for trucks that's usually pretty high
16:06<andythenorth>that's what made me think of it
16:06<Eddi|zuHause>andythenorth: but also usually does not matter much, because of low speed
16:06<andythenorth>and some trucks are more aero than others
16:06<andythenorth>it affects fuel economy not speed
16:06<andythenorth>I can fake it by run cost better
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16:07<Eddi|zuHause>yes, but the effect is much more noticeable the higher the speed
16:08<Eddi|zuHause>like the steam engines in the 1930s, when streamlining was "in"
16:08<andythenorth>noticeable at 65mph?
16:08<Eddi|zuHause>the fuel consumption only balanced the increased maintenance effort beyond 130km/h
16:08<Eddi|zuHause>and hardly any steam engines actually went that fast
16:08<andythenorth>@calc 130/1.6
16:08<@DorpsGek>andythenorth: 81.25
16:08<Eddi|zuHause>in typical service
16:09<andythenorth>I think I'll ignore that prop :)
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16:11<Eddi|zuHause>the fastest german steam train in regular operation was the Henschel-Wegmann-Zug in the late 30s, which had a scheduled top speed of 160km/h and average speed of 111km/h on the line Berlin-Dresden
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16:12<Eddi|zuHause>a speed record not even broken by the ICE on the same route
16:13<Eddi|zuHause>(although that is due to an additional stop)
16:14<Rubidium>so it's not on the route where a stop is regularly forgotten?
16:14<Eddi|zuHause>that is Berlin-Hannover (with stops alternating in Stendal and Wolfsburg)
16:16<Eddi|zuHause>that track is weird anyway
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16:16<Eddi|zuHause>it's a remnant of a "transit route" from west germany to west berlin, avoiding the major east german cities inbetween
16:17<Rubidium>it's not such a busy route though
16:17<Eddi|zuHause>the traditional route used to be Hannover-Braunschweig-(border)-Magdeburg-Potsdam-(border)-Berlin(west)
16:18<Eddi|zuHause>which is further south
16:19<Rubidium>as there's more than enough time to drive for a while "against" the traffic there (to go to Stendal)
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16:20<LordAro>good evening
16:20<Eddi|zuHause>Stendal is a rather minor town which happened to be along the track after it was planned in the late 80s
16:20<Eddi|zuHause>in a rather less densely populated area
16:21<Rubidium>evening LordAro
16:22<LordAro>hi Rubidium
16:22<Rubidium>ah well, my (usual) train stops in all those lesser towns
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16:22<Eddi|zuHause>and Wolfsburg isn't that big either, only relevant because of the VW factory
16:23<insulfrog>hi all
16:24<Rubidium>yup, their test track is pretty close to the tracks
16:24<Rubidium>anyhow, the ICE isn't significantly faster/more comfortable for my 'usual' long distance trip to Berlin
16:25<APTX>going to berlin tomorrow?
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16:27<Rubidium>I'd be a whopping 8 minutes faster for a ~6 hour trip
16:28<__ln__>btw, does VW have any bus/truck type products?
16:28<andythenorth>__ln__: in Brazil yes
16:29<andythenorth>why do I know this stuff :P
16:29<andythenorth>also, Germany is weird :P
16:29<andythenorth>wrt transport routes
16:30<Eddi|zuHause>Rubidium: it's not a route i usually would travel :p
16:30*andythenorth lives in a country where nearly all routes go via the capital city
16:31<Eddi|zuHause>andythenorth: that's because germany had no capital city in the 1840s
16:31<Rubidium>poor andythenorth ;)
16:31<Eddi|zuHause>when the railway network was developed
16:31<andythenorth>it makes route finding easy :P
16:31<Rubidium>even here many major routes don't go to the capital
16:31<andythenorth>all destinations are via London, or on the way to London, or on the way from London :P
16:31<Eddi|zuHause>well holland is small, so direct routes are more common :)
16:32<Rubidium>even the international train to Berlin doesn't start in the capital; it starts at the airport and stops at some of the "outer" stations of the capital
16:32<andythenorth>see - weird
16:33<andythenorth>France - everything is wrt Paris, except the cote d'azur bit
16:33<Eddi|zuHause>Amsterdam is weirder than Berlin, certainly :)
16:33<andythenorth>spain, everything is wrt Madrid
16:33<andythenorth>Italy - weird
16:33<andythenorth>Switzerland very weird
16:34<andythenorth>Austria weird
16:34<Eddi|zuHause>i have no knowledge about the italian train network
16:34<andythenorth>USA - screamingly insane
16:34<andythenorth>India - very weird
16:34<MNIM>eddi: nor did it have a capital in the last century
16:34*MNIM looks at the berlin wall
16:34<Rubidium>Eddi|zuHause: well, Italians don't have much knowledge about their train network either
16:35<__ln__>in my experience italian trains worked very nicely, which is odd, because it's italy after all.
16:36<andythenorth>Italian railways run on Indian time in my experience
16:37*MNIM tries to refrain from a Mussolini comment
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17:17<LordAro>night all
17:20<@planetmaker>g'night LordAro
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17:31<Eddi|zuHause># ich wollte dir nur mal eben sagen
17:31<Eddi|zuHause># daß du das größte für mich bist
17:33<andythenorth>trucks are governed by a complex mix of regulation, which dictates length, number of axles etc
17:34*andythenorth ignores most of that :P
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17:59<Snail_>hello all
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18:05<@planetmaker>hello Snail_
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18:06<Snail_>hey there
18:07<Snail_>just curious... have you ever tried to use the current grfcodec (5.1.3) with the new maintenance factor settings for tracks?
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18:12<@Terkhen>good night
18:15*planetmaker hasn't
18:16<Snail_>planetmaker: I see, thanks
18:16<Snail_>I just tried to code it with grfcodec (latest version) and it resulted in a linter failure, think I'll just post it on the forums
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18:45<Eddi|zuHause>Snail_: that's nforenum then
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---Logclosed Mon Dec 26 00:01:00 2011