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#openttd IRC Logs for 2015-06-29

---Logopened Mon Jun 29 00:00:48 2015
00:08<Flygon>Supercheese, nonsense. They'll be grammathically correct so long we can convince the entire world to learn Finnish :3
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02:17<supermop>e classes on the 11 now
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03:11<supermop>here is one for andy:
03:13<Supercheese>the ill-fated Byrd expedition eh
03:14<Supercheese>oh perhaps it's the earlier ones rather than the post-WW2 one
03:15<supermop>scroll down to the cab interior : it had art-deco pineapple upholstery on the seats for some reason!
03:16<Supercheese>the 1946 expedition was very TTD, some people say their convoy was attacked by UFOs ;)
03:21<supermop>i should contact the author to see if he has any info on that seat fabric
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04:51<supermop>hey planetmaker what should a ogfx+ station set entail?
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05:05<@planetmaker>:) Quite
05:05<@planetmaker>supermop, as a first step IMHO it should become snow-aware with the default stations
05:06<@planetmaker>Maybe ground-aware as far as that matters (afair it doesn't)
05:07<@planetmaker>it could maybe get some waiting cargo indication. Maybe very few different types
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05:08<@planetmaker>types of stations that is, not cargo :)
05:09<peter1138>Automatic buffer stops
05:09<@planetmaker>maybe that, too, yes
05:26<LordAro>does nml support stations yet?
05:26<supermop>about buffers, the ones in chips look too cramped
05:26<supermop>but otherwise one loses a whole tile of platform...
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06:28<@planetmaker>supermop, I think that the automatic buffers should be really tile-border only - thus be quite thin :)
06:30<supermop>those end up not looking like a buffer i would trust! especially when the train pull right up to them
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06:40<@planetmaker>I agree. However a buffer one would trust requires a whole tile. Thus it's a non-track tile which I'm not convinced should be automatically placed when building stations
06:41<peter1138>Tile border, yes.
06:41<peter1138>Worked well enough in existing sets.
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06:42<peter1138>Non-track tiles should probably be avoided.
06:42<peter1138>Conceptually they are broken.
06:54<LordAro>peter1138: how so?
06:55<peter1138>Hey guys, I placed a station tile, with a railtype and... it's not a track... wtf?
06:56<LordAro>i guess, but as long as it's clear in the gui (yes, it isnt currently) i don't see an issue
06:58<LordAro>...but then you'd just use objects, unless of course you're trying to 'cheat' coverage
07:01<supermop>i think its advantageous to have non track tiles that can respond to station behavior
07:02<LordAro>that's true
07:02<supermop>or station layout
07:02<supermop>like what if you want one platform to be short, and one to be long, but to have a single shed roof over both of them
07:03<supermop>a buffer or bit of concourse that continues the layout of its neighbors would help
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08:17<argoneus>how are planets made
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08:28<DDR>well you know, the leading theory is that dust coaleces into balls, which then gravity more dust on to them, and eventually the thing grows to be planet-sized...
08:30<DDR>But I think the start of the ball is a bit of mystery atm, though.
08:30<@planetmaker>That's actually the best-understood part of it
08:31<DDR>Oh, hunh.
08:31<@planetmaker>the interesting questions are where to get from the soccer-ball size to the km-size
08:31*DDR nods
08:32<DDR>I guess there would be a fair bit of bumping and grinding, even in the vast reaches of space because of the vast reaches of time involved.
08:34<@planetmaker>current wisdom has it that it needs hit'n stick and some disk dynamics which in essence means that you have some vortices which allow these particles to accumulate so that then finally gravity can play its part to hold them together so that they form one km-sized body which then actually is big enough that it's not significantly subject to friction with the gas disk anymore
08:36<@planetmaker>(the process from dm to km must go quick as those bodies don't have stable orbits in a gasous disk)
08:36<@planetmaker>quick as in 100 year order
08:42<DDR>That's quite quick.
08:42*DDR just knows about a dance game, an ex-part of germany, and a type of RAM.
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09:27*Joseph222 slaps Taco around a bit with a large fishbot
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09:29*Joseph222 slaps Joseph222 around a bit with a large fishbot
09:30<@planetmaker>this is not exactly a test channel...
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11:46<frosch123>someone wants a swedish electric bbq system?
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12:04<@planetmaker>is it called rail system? Thus insta-BBQ? :D
12:06<frosch123>no, but the subject started with some words which could as well have been german, though with hillarious spelling
12:07<frosch123>it only revealed later that it tried to be a different language :p
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12:20<@Alberth>hi hi
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12:40*LordAro is moving house :o
12:41<frosch123>isn't it easier to just get a different house at the new place?
12:42<LordAro>still involves transporting stuff
12:48<@Alberth>nah, sell everything, and let new stuff get delivered at the new place :p
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13:06<LordAro>Alberth: :p
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15:03<Wolf01>hi hi
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15:37<andythenorth>can’t build any more stations round my refinery
15:37<andythenorth>without epic station walking :P
15:46<@Alberth>use transfers :)
15:54<andythenorth>transfers are quite problematic with cdist
15:55<andythenorth>as far as I can tell, it’s better to build point to point :)
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16:02<@Alberth>you can just as well disable cdist then
16:04<andythenorth>I wondered
16:04<andythenorth>but then, where’s the challenge?
16:07<andythenorth>there’s some specific benefit to cdist that I like, but I can’t remember what it was
16:08<@Alberth>haha, the toyland game of Dave is just madness
16:08<@Alberth>wonderful :)
16:08*andythenorth quite likes the cargo flow minimap view
16:09<andythenorth>and the pax transfers
16:10<@Alberth>for pax it's quite useful and a challenge
16:10<@Alberth>for industries, much less
16:12<andythenorth>actually, maybe I should just turn it off
16:12<@Alberth>some months ago I had a test game to connect all primary industry to all secondary industry (eg all coal mines to all power plants). With nuts maglev in 2050 it's very feasible
16:13<@Alberth>just transfer between the secondary industries
16:14<andythenorth>transfers don’t work for linkgraphs that diverge
16:15<andythenorth>“don’t work” needs defining better :P
16:15<andythenorth>transfers on diverging linkgraphs will produce results that are counter to common-sense (and fun gameplay)
16:15<andythenorth>is a better definition
16:15<andythenorth>transfers on converging linkgraphs are fine
16:16<andythenorth>hmm, BB has given me more goals
16:16<andythenorth>when will it ever be satisfied? :(
16:16<@Alberth>should it stop after X fulfilled goals?
16:17<@Alberth>"you're done now, please play another game"
16:17<andythenorth>this is one of the longest gamess I’ve played for a while
16:17<andythenorth>and no new vehicles for 40 years
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16:18<@Alberth>unless you play with nuts, with a 255 year lifetime :p
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---Logclosed Tue Jun 30 00:00:50 2015