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#openttd IRC Logs for 2012-06-04

---Logopened Mon Jun 04 00:00:06 2012
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01:32<andythenorth>buenas dias
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03:16<andythenorth>how about this for a filename?
03:16<andythenorth>truck-hackler_R-chassis-tandem-7_8-cab-cc1-2_8-body_flat-cc1-5_8-cargo_coils-grey_metal.png
03:20<Eddi|zuHause>there used to be times whent the whole path couldn't exceed 64 characters
03:21<Eddi|zuHause>i remember a parody about a new DOS version that said: "sensation.txt : filenames can now be 9 letters"
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03:44<andythenorth>meh
03:45*andythenorth dislikes having to passing objects around between simple function calls
03:45<andythenorth>I'd rather they were lazily in scope :P
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03:51<andythenorth>Eddi|zuHause: FIRS won't be doing dynamic acceptance
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03:52<andythenorth>the furthest I'm going is randomised cargo production on construction of the Recycling Plant
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04:52*andythenorth considers a pixel generator for ISO containers
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07:08*andythenorth ponders
07:08<andythenorth>pikk
07:08<andythenorth>nope
07:10<lugo>nice work on CHIPS andythenorth :)
07:10<andythenorth>thanks
07:10<andythenorth>it's nearly done
07:10<andythenorth>v1.0 will not be many months away
07:16<lugo>good to hear that, any hints on what's going to be added?
07:17<andythenorth>http://dev.openttdcoop.org/projects/chips/issues
07:17<andythenorth>only 3 open tickets
07:17<andythenorth>CHIPS is intended to be simple, but I'm happy to discuss suggestions
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07:25<NGC3982>evening.
07:32*andythenorth wonders if anyone understands stations nfo :P
07:32<NGC3982>nfo? the wiki entry?
07:32<NGC3982>oh, nfo as in the old programming language
07:33<andythenorth>nfo is the only way to do stations afaik
07:33<NGC3982>nfo code is afaik kept in nuclear storage fascilities, deep underground.
07:34<andythenorth>nfo is fine
07:34<NGC3982>or at least that is the feeling that occurs when i read it :-)
07:34<andythenorth>the only problem is that stations work like nothing else, and the newgrf spec is written by someone who either understands it too well, or hardly at all :P
07:35<NGC3982>oh
07:35<NGC3982>how un-quaint.
07:35<NGC3982>how do you rebuild stations then? patch?
07:38<andythenorth>I use the nfo code yexo wrote for me
07:38<andythenorth>and occasionally bang my head on extending it
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07:58<NGC3982>ah, i see.
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08:45<Knogle>Anyone knows how to check if a string contains a certain word in NoGo/squirrel?
08:46*andythenorth looks up squirrel docs
08:46<Knogle>the squirrel docs I can find, isn't of much help :|
08:47<andythenorth>nothing like this?
08:47<andythenorth>if 'a' in mystring: blah
08:47<andythenorth>or if mystring.find('a') != -1: blah
08:48<andythenorth>here you go
08:48<andythenorth>http://www.squirrel-lang.org/doc/squirrel3.html#d0e2819
08:48<andythenorth>it's find()
08:48<andythenorth>returns first index
08:48<andythenorth>that's not a pattern I've seen before
08:49<andythenorth>depending on your context, you might want to consider calling tolower() on the string before searching
08:50<Knogle>thanks a lot :)
08:50<andythenorth>let me know if it worked ;)
08:54<Knogle>find(substr,[startidx])
08:55<Knogle>shouldn't it be find(string,substring,[startidx]) ?
08:55<Knogle>it makes no sense to me
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08:57<andythenorth>I've never done any squirrel
08:57<andythenorth>what does string.find(substr) get you?
08:57<Knogle>Oh well, thanks anyway, I'll play around with it.
08:57<Knogle>:)
08:57<andythenorth>string is the object I'm guessing
08:58<andythenorth>object.method(params)
08:58<andythenorth>I could be wrong though
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09:16<@Belugas>hello
09:19<andythenorth>lo Belugas
09:23<@Belugas>sir andythenorth :) Saluting you
09:23*andythenorth pixel generates a salute
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09:48<NGC3982>:-O
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10:17<andythenorth>how did BANDIT get to r524 with no release :o
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10:18<TinoDidriksen>Commit early, commit often.
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10:27<NGC3982>can a NewGRF communicate with != openttd software during gameplay?
10:27*NGC3982 has this neat statistics app he wants to implement.
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10:37<frosch123>gamescripts can communicate with external stuff via the admin port
10:38<andythenorth>can a game script set off a USB victory bell when you win?
10:40<frosch123>yes, it can tell dorpsgek to kick you, which might ring a bell at your side
10:45<andythenorth>"the more I code, the less I understand the code, and the more I grep"
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11:29<CIA-1>OpenTTD: frosch * r24323 /trunk/ (11 files in 3 dirs): -Codechange: Split Textbuf and associated functions to separate files.
11:30<CIA-1>OpenTTD: frosch * r24324 /trunk/src/ (14 files in 3 dirs): -Codechange: Turn functions dealing with Textbufs into member functions.
11:46*andythenorth does evil
11:46*andythenorth hopes no-one introduces a cargo with label 'DFLT'
11:46<andythenorth>:P
11:47*frosch123 introduces cargo "ANDY"
11:47<andythenorth>I should have used 'BNDT'
11:47<andythenorth>or something
11:48<andythenorth>or '0000'
11:48<frosch123>it's processed into "PXLS"
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13:14<supermop>hi dudes
13:16<telanus1>hi
13:21<supermop>how's it going?
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13:24<Wolf01>hello
13:24<supermop>hi
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13:30<andythenorth>bonkers
13:30<andythenorth>it works :P
13:32<supermop>trucks work? or stations? or boats?
13:32<supermop>or legos?
13:32<andythenorth>BANDIT pixel generation + insertion into the grf
13:32<andythenorth>I am compositing trucks from cab + chassis + body
13:33<andythenorth>the code has just gone from 'not done' to 'nearly done'
13:33<supermop>on some level i wonder if all that is really less work than doing a grf the straightforward way
13:33<supermop>it does sound more interesting though
13:33<Nat_aS>what kind of trucks will bandit have?
13:33<supermop>and a grf that becomes dull to work on dies
13:34<Nat_aS>and how come HEQS has a logging truck, shouldn't that be in BANDIT?
13:34<Nat_aS>it's a truck not a tractor
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13:37<@Terkhen>hello :)
13:37<Nat_aS>jo
13:45<CIA-1>OpenTTD: translators * r24325 /trunk/src/lang/ (6 files): (log message trimmed)
13:45<CIA-1>OpenTTD: -Update from WebTranslator v3.0:
13:45<CIA-1>OpenTTD: dutch - 26 changes by habell
13:45<CIA-1>OpenTTD: german - 22 changes by Jogio
13:45<CIA-1>OpenTTD: latvian - 11 changes by Parastais
13:45<CIA-1>OpenTTD: lithuanian - 1 changes by RunisLabs
13:45<CIA-1>OpenTTD: polish - 2 changes by wojteks86
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13:58<andythenorth>Nat_aS: ok, I'll remove the logging trucks
13:58<andythenorth>and the mining trucks
13:58<andythenorth>and the trams can also go, because they're not tractors
14:00<andythenorth>supermop: wrt amount of work. BANDIT is definitely more complex.
14:00<andythenorth>it has layers of abstraction, which add up to 'complex'
14:00<andythenorth>it's not more work
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14:05<andythenorth>why would I give trucks more than three trailers?
14:05<andythenorth>are there good cases for it?
14:06<andythenorth>http://www.tt-forums.net/viewtopic.php?p=1023067#p1023067
14:09<telanus1>andythenorth: I've only seen trucks with 2 trailers here, regularly, the max is 3 trailers, but they only move short distances
14:09<andythenorth>which continent?
14:09<Nat_aS>the mining trucks fit in HEQS, but the logging trucks could be transfered into BANDIT
14:09<andythenorth>Nat_aS: why?
14:10<Nat_aS>because they are semitrailer tucks,
14:11*Nat_aS shrugs
14:11<telanus1>andy: I'm in Africa Near the bottom
14:11<Nat_aS>if the destinction is "can operate on highway." then logging trucks defiantly belong in Bandit.
14:12<telanus1>I think so tooo
14:13<andythenorth>the mining trucks should also be moved to BANDIT then
14:13<Nat_aS>the mining trucks cannot be on a highway
14:13<Nat_aS>at least not to my knowledge.
14:14<Nat_aS>but logging trucks can and do run on highways.
14:15<andythenorth>not ones with 16 foot wide log bunks and grossing over 120t
14:15<andythenorth>http://www.hankstruckpictures.com/pix/trucks/clintcampbell/kw850_logger.jpg
14:15<andythenorth>http://www.heavyequipmentforums.com/attachment.php?attachmentid=74218&stc=1&d=1296188827
14:15<Nat_aS>well shit
14:15<andythenorth>these are not piddly matchstick loggers
14:16<Nat_aS>to me, they looked like the kind of logging trucks that ruin our highways in pac northwest
14:16<andythenorth>they're the next size up
14:16<Nat_aS>would a smaller/faster version be in BANDIT then?
14:16<supermop>i would also say that in the ideal world of tt, if it ruins highways, it shouldn't drive on them
14:17<Nat_aS>it's the tire chains that ruin the highways
14:17<Nat_aS>our highways are rough because logging trucks with tie chains in the winter run over them
14:18<andythenorth>this is your usual on-highway logger http://www.youtube.com/watch?v=Oz4oLPTbAJU&feature=related
14:18<andythenorth>and this is the HEQS edition http://www.youtube.com/watch?v=7UHChCRe6hI&feature=related
14:19<andythenorth>this one is...interesting http://www.youtube.com/watch?v=qx3EUManmys&feature=related
14:21<telanus1>our small logging trucks: http://cdn.c.photoshelter.com/img-get/I00005NcAsPw5myo/s/900/900/Tractor-Trailor-Stacked-Trees-Logs-Forestry-Logging-Yellow-Vehicle-Road-Clouds-Blue-Sky-Close-up-Photo-Image-Blue-Sky-Southern-Drakensberg-Mountains-KZ-Natal-South-Africa.jpg
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14:25<Nat_aS>lol @ tiny tractor
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14:34<telanus1>I think this is the Biggest our logging trucks go: http://www.rra.co.za/wp-content/uploads/2010/05/DSC_07711-1024x685.jpg
14:34<telanus1>beyound that they use rail
14:35<Nat_aS>>Abnormal load
14:36<NGC3982>abnormal
14:36<NGC3982>:D
14:36<Nat_aS>abnormaly pathetic
14:36<NGC3982><3.
14:36<NGC3982>i want a truck that sais "fabulous load"
14:36<NGC3982>and id have george takei drive it
14:36<Nat_aS>Hmm, land trains are intresting
14:36<Nat_aS>I imagine they aren't that good up hills compared to large dumpers
14:37<Nat_aS>and I only really use mining trucks to get to mines up in the mountains
14:37<Nat_aS>and then transfer to a train
14:38<andythenorth>this is correct
14:38<Nat_aS>faster on level ground though
14:38<Nat_aS>and lower running cost.
14:39<andythenorth> the really fast big mining truck can be used for longer hauls
14:39<Nat_aS>If you have infrastructure maintenance cost on. You'd use it instead of a train.
14:39<Nat_aS>but if that's disabled, trains are probably more cost effective.
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14:40<ccfreak2k>telanus1, what an adorable truck cab
14:40<ccfreak2k>I bet it has an equally adorable engine inside.
14:41<telanus1>the small one?
14:41<Nat_aS>also, Bandit wont have busses will it
14:41<Knogle>meh, squirrel lacks documentation
14:42<Nat_aS>actualy, will three newgrfs use more resources than 1 newgrf with three times as many vehicles?
14:42<Nat_aS>CPU and memory wise?
14:42<Stimrol>hello, is it possible to use like crontab to change the max_client to 0 at serden hours of the day?
14:43<ccfreak2k>Why not just shut off the server
14:43<Stimrol>maybe to prevent password reset forexample
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14:46<Stimrol>I think this is not possible
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14:52<Nat_aS>what about my question
14:52<Zuu_>You can for sure use a crontab to control the server. You just need to do some work to get it done.
14:53<Knogle>andythenorth: I can't get find(substring,[index]) to work, FYI.
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14:53<andythenorth>Knogle: :(
14:53<andythenorth>I don't have a squirrel interpreter installed, so I can't test
14:53<Zuu_>Admin port is one opion. Another option is to use a autopilot that listens on a pipe for commands. Or just program the autopilot in first place to time a command.
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14:54<Knogle>And googling for squirrel help, returns help for SquirrelSQL and SquirrelMail, but not so much for Squirrel scripting :P
14:54<andythenorth>Knogle: Zuu_ writes a lot of squirrel :) Maybe he can help
14:54<andythenorth>paste your code: http://paste.openttdcoop.org/
14:54*andythenorth volunteers Zuu_ sorry :P
14:54<Knogle>Zuu_: Do you know how to search a certain word in a string? :P
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14:55<Zuu_>Google on squirrel documentation
14:55<Knogle>I did read the squirrel documentation, over and over.
14:55<Zuu_>Or use the link in our wiki. :)
14:55<Zuu_>Ok
14:56<Zuu_>Check TileLabels. I think it does some string processing.
14:56<andythenorth>Knogle: paste your code...
14:56<andythenorth>whatever you tried so far
14:56<Knogle>andythenorth: There is no code.
14:56<Stimrol>thanks Zuu_ I will look at it
14:57<Zuu_>Also SuperLib.DataStore might contain some code of interest.
14:57<Knogle>thanks taking a look, Zuu
14:57<Stimrol>autopillot and admin port is that something I have to compile into the game?
14:58<Zuu_>TutorialAI contains code to split a string at spaces so that a message can get line breaked nicely if printed on signs.
14:59<Zuu_>Stimrol: no and no
14:59*andythenorth can't believe that find() is complicated
14:59<andythenorth>it's trivial in every language I've encountered
15:00<Knogle>What I really need is to read a sign at a certain tile, but afaik thats no possible, so I have to loop through the signlist and find one that contains a specific word.
15:00<andythenorth>but you have to know what return values you expect
15:00<andythenorth>you also have to account for case
15:00<Zuu_>Check the wiki and or google. I need to go in A minute or two.
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15:02<Zuu_>Knoogle, when looping you can check the location of signs. Eg SCP only regard sigs on one predefined tile.
15:02<Knogle>hm, yes.
15:03<Knogle>it would be easier with a ReadSign(tile) :P
15:03<Knogle>hehe
15:03<Zuu_>Although mind that a tile can hold unlimited amunt of signs ontop of each other.
15:03<Knogle>ew
15:04<Knogle>I guess that'll be impossible to do then.
15:04<Zuu_>Which is why I have SuperLib.Helper.SetSign or so.
15:04<andythenorth>list of signs on the tile?
15:04<andythenorth>loop over that list?
15:05<andythenorth>ReadSigns(tile)
15:05<Zuu_>It enforces that the AI/GS only place one sign at the tile.
15:05<andythenorth>if find('mystring') in ReadSigns(tile) > 0: stuff :P
15:05<Knogle>well, if one tile can contain multiple signs, I'd rather like to be able to list all matching a certain word.
15:05*andythenorth is thinking in python
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15:07<Knogle>andythenorth: I tested it with: string = "This is a string"; .. string.find("This",1);
15:08<andythenorth>is string a reserved keyword?
15:08<Knogle>I just get: the index 'string' does not exist
15:08<andythenorth>try starting at 0 btw
15:08<Knogle>same
15:08<Knogle>I tried changing the name to knogle too :P
15:09<andythenorth>and I'd guess you need to do something like
15:09<andythenorth>'if string.find('substr', 0) != null: stuff'
15:09<andythenorth>or however squirrel syntax goes
15:09*andythenorth has no idea, but it looks like JS / ActionScript to me
15:10<Knogle>well, I still get the index 'string' does not exist
15:10<Knogle>or whatever name I use
15:10<andythenorth>ach
15:10<Knogle>so it's probably the wrong syntax,
15:10<andythenorth>squirrel is not a google-friendly language name
15:11<Knogle>indeed not!
15:11<Knogle>I've been googling for hours :P
15:11<andythenorth>does openttd use squirrel 2 or 3?
15:11<Knogle>not sure
15:12<andythenorth>meh, macports can't install it
15:13*andythenorth needs a 'getting started with squirrel' doc
15:13<andythenorth>how do I get an interpreter?
15:14<andythenorth>./bin/sq apparently
15:14*Knogle has no idea
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15:17<@Terkhen>:P
15:17<@Terkhen>andythenorth: just check the AI/GS docs
15:18<@Terkhen>besides, OpenTTD source already includes the version of squirrel it uses
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15:19<andythenorth>gah
15:19<andythenorth>I have to scope vars and crap
15:23<@Terkhen>:D
15:23<Sacro>\o/
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15:28<Zuu>Knogle: local a = "This is my string"; a.find("This", 1)
15:28<Zuu>Does that work?
15:28<Knogle>nope
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15:30<Zuu>hmm, 1 should be 0 for it to work, but I guess you still get a syntax error?
15:31<Zuu>or you can just omitt starting index
15:31<Zuu>remeber that first char is char number 0.
15:34<Knogle>hm, it works, but not as I wanted it to
15:35<Knogle>it returns a number
15:35<Zuu>"returns the index of its first occurrence" (manual)
15:35<Knogle>oh doh.
15:36<Zuu>The documentation is actually not that bad. But it is very consize so you have to read every word of it as the same thing is not told from different angles.
15:37<Knogle>Well, I have a sign that says "Knogle Transport's Town" (and other similar signs), so I have to seach for "Town" and pull "Knogle Transport" from it.
15:38<Knogle>search*
15:41<Zuu>Did your GS place the sign?
15:41<Knogle>yes
15:41<Zuu>In that case, you could just store the information in-memory.
15:42<Zuu>No need to go via signs that some player might remove. Unless its a DiIETY sign, which players can't remove.
15:42<Knogle>it is
15:43<andythenorth>Knogle: declare the substr separately I think
15:43<andythenorth>let me test a bit further
15:45<andythenorth>gah, squirrel's output to stdout lacks linebreaks
15:45<andythenorth>lame
15:45<andythenorth>[probably a good design for reasons I don't understand] :P
15:47<Zuu>Make multiple calls to [AI/GS]Log.Info
15:47<Zuu>Or make a wrapper that detect \n and make multiple calls.
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15:48<Knogle>yeah, i just use GSLog.Info and reads the ingame script debugger.
15:48<Zuu>andythenorth: So you are trying to make a GS? Or just playing around?
15:49<andythenorth>Knogle: http://paste.openttdcoop.org/show/1457/
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15:49<andythenorth>^ example
15:49<Zuu>andythenorth: print(..) is depricated
15:49<andythenorth>meh
15:49<andythenorth>is that what ::print is for?
15:50<Zuu>GSLog.Info() is what you are supposed to use
15:50<andythenorth>Knogle: bear in mind that is the only squirrel I've ever written :P
15:50<Zuu>and GSLog.Warning() for warnings and GSLog.Error() for errors.
15:50<Zuu>Warings get yellow and errors red in the in-game debugger.
15:50<andythenorth>does that work in my local squirrel interpreter?
15:51<Zuu>No
15:51<andythenorth>can I import GSLog as a module?
15:51<Zuu>I don't think so
15:51<Zuu>OpenTTD uses a patched version of Squirrel 2.2
15:52<Zuu>Not sure if all fixes has been pushed down? (up?) stream to squirrel.
15:53<Zuu>For example there used to be a bug that instances were not guaranteed to be freed exactly at the moment the last reference ran out of scope. As this is critical for eg GSCompanyMode, and other similar classe used in AIs, that was fixed quite some time ago.
15:53<Knogle>Thanks a lot for your help andythenorth and Zuu.
15:54<Knogle>I'll ask my next stupid question tomorrow :P
15:54<Zuu>Knogle: I'm glad I could pass along some knowledge. :-)
16:01<__ln__>http://www.f-secure.com/weblog/archives/00002377.html
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16:03<FLHerne>Is there a way to area-convert signals from semaphore to colour-light?
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16:22<Wolf01>'night
16:22-!-Wolf01 [~wolf01@95.232.234.29] has quit [Quit: Once again the world is quick to bury me.]
16:30*FLHerne tries asking again :-(
16:34<Zuu>The AI/GS does not appear to be able to choose between semaphore or colour-light. But apart from that there is GSRail.RemoveSignal(tile, front) and GSRail.BuildSignal(tile, front, signal)
16:34<Zuu>No convert signal function what I can see, so one should probably use GSVehicleList to check if if a train is nearby before attempting to do it.
16:35<Zuu>Then implement a way to set two corners of the rectangle to convert via signs.
16:36<Zuu>Additionally, in order for it to work you probably have to set the modern signals date to a year before current date in advanced settings.
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16:58*andythenorth thinks sleep time
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16:59<NGC3982>:o
17:11<frosch123>night
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17:16<NGC3982>i just noticed the bird tweets
17:17-!-andythenorth [~Andy@host86-129-120-89.range86-129.btcentralplus.com] has quit [Ping timeout: 480 seconds]
17:20<NGC3982>and the profit dings
17:21*FLHerne wonders where to suggest changes to UKRS2/FIRS cargo compatibility
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17:22<supermop>birds?
17:22<FLHerne>Presflos should definitely take Building Materials, given they're cement tanks in reality :-(
17:26<NGC3982>supermop: yes, the in-game bird sounds.
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17:45<@Terkhen>good night
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17:47<NGC3982>planetmaker: i know this might be right up your alley, though unrelated to ottd. i recently read an article about nasa predictions regarding possible star collisions when andromeda and the milky way collide. the article stated that (loosely quoted) "1-4 stars may collide".
17:48<NGC3982>the number of stars in the milky way is afaik around 3-400 billion
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17:48<NGC3982>it surely tells us alot about how empty galaxies are.
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17:54<Eddi|zuHause>i'm thinking someone should provide a "Brocken Scenario", just for the fun of everybody complaining :p
17:54<Eddi|zuHause>(with "Brocken" being the highest mountain in the "Harz" mountain range, the northernmost mountain range in germany)
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18:03<Eddi|zuHause>(see also http://de.wikipedia.org/wiki/Brockenbahn)
18:08<supermop>i never knew the game had ambient sounds
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18:11<supermop>i always play with sound off due to level crossings
18:12<supermop>in europe, do trains use their horn when passing a platform at speed?
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18:22<NGC3982>in sweden, they only use the horn at unattended crossings
18:22<NGC3982>crossings without moving bars, that is.
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18:22<NGC3982>usually country-side
18:36<Mazur>NGC3982, here in hte Netherlands only in specific places, or their horns would overheat and explode.
18:37<Rubidium>what is "at speed" anyway?
18:37<Rubidium>> 150 km/h?
18:39<supermop>i was just thinking about train sounds
18:39<supermop>typically you'd hear the horn at level crossings, which gets annoying in game, or in certain rare cases (workers on the line) that never occur in game
18:40<Rubidium>nah, then someone is blowing his/her whistle
18:41<supermop>on the subway here you only hear it in work zones, or when a train passes a station platform without stopping (also rare, as an express would be on a separate track)
18:42<supermop>some mainline trains ring a bell when pulling into or out of a station they stop at
18:43<supermop>i'd like to only rarely hear a horn if i played the game with sound on
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18:45<Mazur>Rubidium, I thought it was 135 km/h.
18:46<Rubidium>Mazur: same idea ;)
18:47<Rubidium>no platforms can/may be passed at 135 km/h
18:48<Mazur>They'll prolly slow down to a crawling 100.
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18:48<Rubidium>well, most max track speeds are 130 km/h
18:49<supermop>100 kmh would still be fast for a subway train
18:49<Rubidium>except e.g. Amsterdam Bijlmer - Utrecht, though the platforms are connected to the dedicated "stop train" track
18:49<Rubidium>and the through track has no platforms
18:49<supermop>Rubidium: that is the most common case here
18:49<Rubidium>the HSL has no stations/platforms/stops
18:50<Zuu>At my local station they removed the through track in order to gain wider plattforms to be able to host all people getting on/off cummuting trains.
18:50<Rubidium>and the Hanzelijn has sort of sidings, but without high speed swithes, so max speed there would be 80 km/h
18:50<supermop>the main commuter and subway lines are all 4-tracked
18:50<supermop>with local platforms only on the local tracks
18:50<Rubidium>the NL barely has subways
18:51<Rubidium>and if they do, they're crappy "tram under ground" kind of subways instead of proper ones where a significant speed can be reached
18:52<supermop>out in the long distance amtrack lines its just one track, and no local/express distinction
18:52<supermop>for political reasons those trains often stop at every station
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18:54<Mazur>From my misspent youth in seem to remember trains passing platforms at something like 50 km/h, I'd guess. A fair clip, but much the same range as cars in the city.
18:55<Rubidium>Mazur: what station?
18:55<Mazur>Den Haag Mariahoeve.
18:55<Rubidium>as there are plenty of stations where the local track speed is limited to 40 km/h
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18:56<Mazur>s/in/I/ in the second to last of my sentences.
18:57<Mazur>Rubidium, over here no city is big enough to warrant proper subways.
18:57<Rubidium>that smells like a place where 40 km/h might be enough
18:57<Rubidium>Mazur: but what is a proper subway?
18:57<Mazur>Paris, for instance.
18:57<Mazur>?
18:58<Rubidium>there the subway is totally separated from the rest
18:58<Rubidium>in Japan the subway is just a normal train running underground
18:58<Rubidium>some are "express" or "rapid express"
18:58<Rubidium>imo that's the better solution
18:59<Rubidium>so you get a "rapid express" from Utrecht to Zaandam that stops at Bijlmer and Centraal
18:59<Mazur>Den Haag Mariahoeve is/was on hte line from Rotterdam through the Hague to Amsterdam, with international traffic. So speed was of the essence even back in the seventies.
18:59<Rubidium>a "express" that stops at Bijlmer, Muiderpoort, Centraal, .... (the current stop train)
19:00<Rubidium>and the normal subway that starts from Gein or so and goes to the other side of Amsterdam
19:00<Rubidium>*that* would make things more useful
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19:01<Rubidium>and can remove those massive dikes through cities with rail on top of them
19:03<Mazur>Noone can remove massive dikes is they don't want to.
19:03<Mazur>s/is/if/
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19:38<Eddi|zuHause>in Bitterfeld station, trains pass at >200km/h speed
19:38<Eddi|zuHause>and they don't blow their horns
19:39<Eddi|zuHause>speed may temporarily be lowered to 160km/h currently, but i'm not entirely up to date
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20:36<Rubidium>Eddi|zuHause: the actual platform? Or is there some safety measure in place?
20:38<Eddi|zuHause>i was on a different platform, and i have not actually measured the speed. but the platform has warning signs for "fast passing trains"
20:39<Eddi|zuHause>Rubidium: it would be rather stupid to put in switches for 200km/h when they can't actually pass the whole station at that speed
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20:40<Rubidium>Eddi|zuHause: all cases I've seen so far where trains go past a station at about top speed, the platform was not adjacent to the track where the train went fast
20:57<Eddi|zuHause>nope, there are no separate tracks there
20:58<Rubidium>is one platform possibly barely ever used?
20:58<Rubidium>then the trains might be going fast along that one
20:58<Rubidium>though a train passing at 200 km/h might be fast at a few meters distance
21:06<Eddi|zuHause>it seems to be impossible to find an actual timetable on the internet...
21:06<Eddi|zuHause>it's all about connections
21:06<Eddi|zuHause>never "all trains from station X"
21:07<Rubidium>http://reiseauskunft.bahn.de/bin/bhftafel.exe/dn?ld=96242&country=DEU&seqnr=2&ident=2s.023228242.1338858403&rt=1&input=Bitterfeld%238010050&time=19:39&date=04.06.12&ld=96242&productsFilter=1111100000&start=1&boardType=dep&
21:07<Eddi|zuHause>that doesn't say the platfomrs
21:07<Rubidium>no, it says Gleis ;)
21:07<Eddi|zuHause>ah there
21:07<Rubidium>so far I only saw 1-4
21:07<Eddi|zuHause>it was out of view
21:08<Eddi|zuHause>3&4 are the "through platforms" afair
21:08<Rubidium>seeing Gleis 5 as well
21:08<Eddi|zuHause>1&2 are "local" platforms, and there are also 5&6
21:09<Rubidium>no 6 yes, though some busses
21:14<Eddi|zuHause>well, 6 "exists"... doesn't mean it's used regularly :)
21:20<Eddi|zuHause>from the looks of it, the ICEs Leipzig-Berlin pass through, and the (fewer) ICEs Halle-Berlin stop in Bitterfeld
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21:34<Eddi|zuHause>how do you get rid of a black occupant of your bed?
21:59<Mazur>Just shoo hte darn cat.
22:00<Rubidium>Eddi|zuHause: go to the notary and make the black occupant the owner of that bed?
22:01<Eddi|zuHause>Rubidium: then i have a black owner of a bed. what does that help me?
22:01<Rubidium>it won't be in YOUR bed anymore
22:02<Rubidium>thus negating your statement and thus solving the problem
22:09<Mazur>That's what we call the MicroSoft option.
22:09<Rubidium>MS isn't that creative
22:10<Mazur>No? They used to be well able to disavow problems and blame others for them.
22:11<Rubidium>that's not finding a creative solution
22:11<Mazur>I agree.
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---Logclosed Tue Jun 05 00:00:07 2012