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#openttd IRC Logs for 2016-06-07

---Logopened Tue Jun 07 00:00:49 2016
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04:10<greeter>greetings Wolf01
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06:46*Sacro hugs Belugas
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07:11*TJ8703 slaps ST2 around a bit with a large fishbot
07:12<ST2>that was the slap that will make him regret long time :P
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08:12<Cursarion>is there any plans to implement subway/underground in the game?
08:17<Eddi|zuHause>depends what conditions you apply to something being a "plan"
08:21<Cursarion>I did a quick google search earlier and saw something from 2007
08:23<Alkel_U3>iirc it was hacky and quite unstable
08:23<greeter>greetings Alkel_U3
08:24<Alkel_U3>EHLO greeter
08:24<greeter>what's up?
08:24<Alkel_U3>Work work
08:24<Alkel_U3>Slow day today
08:24<greeter>fun stuff
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08:26<Alkel_U3>Fun stuff... you'll look at that term differently after a few hundred hours of Dwarf Fortress :P
08:26<greeter>i set up an irc bot to interact with the openttd server :-D
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08:30<argoneus>good morning train friends
08:30<Wolf01>good morning argoneus
08:31<Alkel_U3>meanwhile, I set up a batch of yeast. This year's elderbery wine will be something
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09:45<Alkel_U3>greeter: I see you reset the server
09:46<Alkel_U3>what changed?
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10:23<supermop_>sigh not sure i should bother posting this long ass response in eu referendum thread
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10:42<@peter1138>well you won't sway me
10:44<supermop_>the post was not explicity in or out, but more to argue that a mutually beneficial relationship is actually a thing that can exist
10:45<@Alberth>one sentence seems sufficient :p
10:47<supermop_>i picked an awkward, belabored example, that wouldn't necessarily be universally popular, and might actually be touted as a counter-example by someone who believes everything is necessarily zero-sum
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11:04<@peter1138>yeah but a mutually beneficial relationship isn't what is being voted on
11:07<V453000>oooh politics
11:07<V453000>I'm in
11:08<V453000>soooo fuck the EU Y/N?
11:14<V453000>so when is the referendum?
11:14<V453000>pf 23
11:17<supermop_>peter1138: that's not relevant to point i was making, as I was responding to a post which seemed to argue that any relationship beneficial to one party is objectively detrimental to other parties
11:19<supermop_>i tried drafting up NATO membership as an example, but it is a bit awkward as one might argue that the force multiplication (the benefit to members small and large) is actually a detriment
11:20<supermop_>if you take the strength of NATO to be geopolitically undesirable due to personal point of view, or if you disagree with the idea of a global military hegemon on principal
11:21<supermop_>both of which are valid standpoints for many people, although maybe not particularly within a member nation of the 5 eyes
11:22<supermop_>if i argue that say, the Netherlands receives the 'benefit' of nuclear deterrent without the cost of a nuclear program,
11:22<supermop_>many people, in the Netherlands or not, may argue that that is a dubious 'benefit'
11:23<V453000>that is all nice and fancy until it becomes political/bureaucratical horseshit
11:23<V453000>which is exactly what EU is to me
11:24<supermop_>i could well be a Dutchman who opposes nuclear weapons, and resents the idea that American, French, and British warheads are 'protecting' me
11:24<V453000>that sounds ridiculously hypocritical
11:24<V453000>I hate it but it's fine if it protects me
11:25<V453000>is same as "I love freedom of speech but only until you offend me"
11:26<supermop_>or i could be apathetic about nuclear weapons one way or the other, but fear that those american warheads are provocative and are inviting more trouble and attention than the Netherlands would get into on its own were it a neutral nation
11:26<V453000>wait do I translate resent correctly even XD
11:27<supermop_>V453000: imagine that if the US were to go to switzerland, and say, we will protect you with out nuclear deterrent, free of charge, without you having to do anything!
11:28<supermop_>i imagine they might not be so excited about receiving such a 'gift'
11:28<supermop_>*with our
11:28<V453000>-> ?
11:29<supermop_>some swiss citizens would prefer to have no nuclear deterrant rather than have the US 'giving' them one
11:30<V453000>I understand, but what point are you trying to say?
11:31<supermop_>that my choice of an example to explain a mutually beneficial relationship was a poor one
11:32<supermop_>because many people may disagree that NATO is that beneficial, whether from a pacifist, or neutrality point of view
11:32<V453000>well, is current EU a mutually beneficial relationship? to me it looks like just collective socialism
11:33<@Alberth>what about the euro zone?
11:33<V453000>you mean same currency for different states? Isn't that maintainable even without a central bureaucratic mess?
11:33<supermop_>if you want your country to be neutral and pacifist, the 'benefit' that NATO gives you more collective military power for your money is actually undesirable to you
11:34<supermop_>V453000: there will have to be a central bank for a currency, shared or otherwise
11:34<V453000>is central bank impossible to have even without EU?
11:35<supermop_>you could keep using the euro without participating in its bank, but why forfeit your voice in it
11:35<supermop_>many small latin american countries use the USD or peg their currency to it
11:35<supermop_>but the federal reserve remains the 'central bank'
11:36<supermop_>and those countries have absolutely no voice in its decisions
11:37<supermop_>the can diplomatically express that they wish the USD to be weaker or stronger, but they cannot take the actions to make it so
11:38<supermop_>and the FRB did not ask those countries to use USD, and has other US-centric priorities
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11:39<supermop_>if the US wants a weak dollar to better sell exports, and Ecuador wants a weak dollar to better buy imports (usually it is the other way around), Ecuador cannot do anything about it
11:42<supermop_>V453000: you could make the euro totally independant of the EU, but then how would the euro's central bank then exert any control over the member users to actually affect its policy decisions
11:43<supermop_>with the USD, only the US can issue more currency, and the US economy dwarfs those of other countries that share the dollar, so the Federal Reserve and the Treasury can affect monetary policy regardless of what those other countries do
11:44<supermop_>if you had a shared euro where France wanted to print money, but Germany wanted to strengthen the currency, how would that work?
11:45<supermop_>these would be two economies of same order of magnitude, where neither is the clear 'owner' of the central bank
11:47<supermop_>you could say, well German is bigger economically, so just let them run the euro, but isn't that arguably worse for non-german states than the current bureaucracy?
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11:50<supermop_>anyway, americans regardless of political leaning all benefit from a united EU, so we are biased
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11:51<supermop_>sorry for the wall of text
11:53<V453000>admittedly I am unable to think in this level of global economy, but when I see the bullshit laws that EU is trying to make, how retarded projects do EU money go into, how many "beneficial" companies exist purely to consume EU funding projects and their sole purpose is to pretend activity so that they get more of those projects, and then when it gets to something serious like the greek money shit or immigrant stuff, the EU is unable to respo
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11:55<monsted>EU has many faults, but not many that the individual countries wouldn't have made themselves individually
11:56<V453000>fair point
11:56<V453000>but I guess it feels much better if you fucked up and are responsible for it than if you did nothing because of some detached government somewhere
11:58<monsted>of course you can always pull out the old EU law that prevents the sale of crooked cucumbers to retail customers
11:59<V453000>yes and probably hundreds of similar things
12:00<monsted>but then look at the british or danish laws and you'll find a thousand others just as dumb :)
12:01<V453000>you make a good point
12:02<V453000>but I still feel like tolerating this shit just isn't helping
12:05<monsted>someone needs to sit down and read through the entire law library and get out the red ink
12:05<monsted>cut out 80% of dead and dumb law
12:06<monsted>then iterate on that, cutting 80% of what remains every year.
12:06<Wolf01>EU only need one law: don't be a dickhead...
12:07<monsted>that would be nice
12:10<Wolf01>I really hate the limits imposed to countries because "heh it's the free market, country-B should be able to sell the same stuff too, so you need to limit the production or here's your fine"
12:11<Wolf01>we lost 40% of milk production this way
12:13<monsted>a friend of my family is a black currant farmer. the EU put billions into polish farms who completely undermined his market and he's now pretty much screwed. fortunately, he's not far off retirement, so he's taking an EU handout for going organic and will probably just retire when that runs out.
12:15<monsted>they'll pretty much pay him what he'd usually make and he can pretty much just coast for five years while the land cleans itself of the evil additives and then he can quit.
12:16<V453000>exactly Wolf01 ... why not try to sell the milk as EU, no we just limit our production
12:22<Wolf01>they started with the wrong foot, you need first to make the people feel like a great comunity, then you can proceed to unificate the rules and make the same generic laws (legal and criminal, so a thief will get the same sentence everywhere), but leaving also the freedom of the various countries to keep some local laws (administrative ones)
12:22<Wolf01>then you unificate the market
12:22<monsted>it's sad when the market makes us overproduce something and then just flush it down the drain, instead of encouraging new products that could be sold/exported
12:23<monsted>in general, i don't understand why we're even subsidizing something that already gets overproduced. surely, this is the wrong way round?
12:24<Wolf01>they started from the market, but without a comunity feeling and keeping al the rivalry of different markets
12:24<@Alberth>I think you approach it from the wrong direction; you assume there is sense in politics
12:38*Rubidium thinks this is the standard: people get excited about bad things, and don't care much about good things which makes sentiments go wild
12:40<@Rubidium>which effectively means that the "bad" things vastly overwhelm the "good" things in these debates and that's not something you should base your opinion on
12:41<Wolf01>people get excited by non-sense bad things, if there were "right" bad things I could have accepted them
12:42<@Rubidium>see the massive hysteria about nuclear power plants, whereas coal power plants put way more radiation into the atmosphere (per kWh)
12:42<@Rubidium>(including accidents)
12:44<Wolf01>that's for example a non-sense, we have a law which prohibits the creation of new nuclear power plants, while all around there are many, even really close to our borders
12:46<@Rubidium>also... one month Fukushima Exclusion Zone == Head CT scan
12:46<Wolf01>I can understand the problem of nuclear wastes, but now there are some ways of reduce them and even use them again
12:47<@Rubidium>fun is that coal power plants just pump their nuclear waste into the air
12:47<Alkel_U3>pff, coal plants. They have nothing on bananas
12:48<@Rubidium>but then... your nuclear dose from yourself is like 4000 times higher than living near a nuclear power plant
12:48<@Rubidium>so what gives?
12:49<@Rubidium>anyhow, that's basically the point... focusing on the feeling of danger than actual danger
12:50<Wolf01>also the funny thing is that our country invest money on the nuclear program of other countries :D
12:53<@Rubidium>anyhow, it's UK's loss because if they get out, it would be easier for me to get (the same) training in say Finland than England
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13:23<andythenorth>more FIRS “let’s play” :D
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13:33<andythenorth>loads of them :O
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13:43<andythenorth>mining trucks are silly in Road Hog
13:46<andythenorth>if there were road types, maybe they’d make sense
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13:52*andythenorth suspects mining trucks are included because the HEQS sprites exist already
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14:03<andythenorth>lo V453000
14:03<andythenorth>also frosch123
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14:09<mz-e520>ello. slightly esoteric question but... the user interface in openttd is beautiful and extremely well behaved with regards to apparently always being up-to-date (change some state in one window such as buying a new wagon, and the capacity is instantly updated in any other windows that are open and happen to be observing the train), etc
14:09<mz-e520>is there any documentation outside of the code on the design?
14:09<mz-e520>it's conspicuously and drastically better than almost any in-game UI i can think of
14:10<mz-e520>i'm mildly fascinated by it on a professional level
14:10<frosch123>openttd does strict command serialisation and execution
14:10<frosch123>a button never triggers an update of the gui itself
14:10<frosch123>instead a button triggers an action, which is send to the server, forwared to all clients, and the clients then notify all relevant windows
14:11<mz-e520>was it always this way? even in the original proprietary version?
14:12<frosch123>no, multiplayer got better over time
14:12<frosch123>every now and then there is a windows that does not update correctly :)
14:12<mz-e520>hehe, i'll keep an eye out
14:13<mz-e520>it's a really great piece of work
14:13<frosch123>anyway, all that stuff comes with a downside :)
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14:14<frosch123>if your network connection is laggy, pressing a button does not give an immediate response
14:14<greeter>i've found that out before playing openttd over satellite
14:14<frosch123>say: you can press the sell-vehicle button twice
14:14<frosch123>the first one will then succeed
14:14<frosch123>and the second one will spawn a "vehicle does not exist" error or similar
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14:15<frosch123>maybe you are even kicked for trying something invaild :p
14:15<frosch123>but i guess most of these command fail silently and are ignored without message
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14:16<frosch123>but yes, tricks like using a autoclicker to sell a vehicle multiple times do not work in ottd
14:16<frosch123>eu4 is very different to ottd in that respect :p
14:17<frosch123>if you manage to immitate the eu4 network protocol, you can likely cheat like hell
14:17<mz-e520>hm, what's eu4?
14:17<frosch123>europa universal 4
14:17<frosch123>a fairly complex game
14:17*mz-e520 eyes it
14:17<frosch123>but it does a ton of vaildations in the gui only
14:18<frosch123>there have been dozen of bugs where you can exploit something by clicking things faster than the game can process them
14:20<mz-e520>i find the ottd ui a lot more aesthetically pleasing than the eu4 screenshots...
14:22<frosch123>both are overwhelming if you do not know the game :)
14:22<mz-e520>yep \o/
14:28<Wolf01>the worse gui I found (leaving out my own games) is in wargame: european escalation
14:29<Alkel_U3>oh, you play it? :-)
14:29<Wolf01>yes, sometimes
14:30<Wolf01>numbers and letters printed on the screen which are the actual ui o_O
14:34<Wolf01> <- that "DO882" in the top left is clickable and opens the "request units" menu
14:35<Alkel_U3>i see nothing inherently wrong with that
14:35<Wolf01>an ui where you can't tell the difference about an informative label and an actual menu is a bad ui
14:35<Alkel_U3>it is pointed out in the first mission (a bit vaguely)
14:36<Alkel_U3>it's not a jewel but it's usable imho
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14:36<Wolf01>"a bit", it took 15 minutes to me to find it, and a google search
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14:37<Nadejde>Hi guys!
14:37<greeter>greetings Nadejde
14:37<Wolf01>the man of war: allied assault one is really more understandable
14:37<Nadejde>Could you help me out with a question regarding dedicated servers and console?
14:37<Wolf01>a*assault squad
14:38<V453000>ass quad?
14:38<greeter>maybe. ask away
14:38<Nadejde>is it actually possible to download a scenario from bananas and launch a game with that scenario from the console?
14:39<Nadejde>from the wiki it seems like that should be possible. but if i use the content commands the newgrf files don't seem to get downloaded
14:39<greeter>just when i think i'm learning a lot, someone asks a question i don't know the answer to :-S
14:39<Nadejde>and all you get is tar files have no ideea how to actually use the load command to load it and get it running...
14:41<Nadejde>I guess I'll just post in the forums:) but if the answer was a straight no might saved everyones time:)
14:43<supermop_>wasted 2 hours of time installing a carpet for a client
14:44<supermop_>not sure why they would want to pay their design firm for that labor instead of tthe relvant tradesman, or even just a random non-union handyman
14:44<greeter>ouch. what is your trade anyway?
14:44<Alkel_U3>the answer seems to be yes (under file handling commands)
14:44<Alkel_U3>as for launching the scenario, I think it's the same as loading a save - "load"
14:45<Alkel_U3>Nadejde: ^
14:45<Nadejde>thank you. i tryied all that
14:45<Nadejde>the content commands work fine (event though the related newgrf files don't seem to download)
14:46<Nadejde>however browsing to the scenario folder doesn't list anything
14:47<Nadejde>if i navigate to downloaded_content/scenarios where i know the tar file is and do ls nothing is displayed
14:47<Alkel_U3>were you looking in content_download?
14:48<Nadejde>looked both in content_download and in plain scenarios (with the UI I would just go into Scenarios and they would be listed there even though theyre not actually in that folder....)
14:49<Nadejde>doing a content update > content state shows the scenario as installed though...
14:49<supermop_>my 'trade' is architect, so no union, and no trade pay
14:49<supermop_>but my boss gets to make a big markup on my time on site
14:50<supermop_>as technically that 2 hours counts as 2 hours of the professional design services of a design firm
14:51<andythenorth>£90 / hour?
14:59<Alkel_U3>Nadejde: yeah, the tar is there, but it doesn't show in the GUI, too
15:00<supermop_>andythenorth: ha actually this job wasn't originally one of my projects so i don't know our terms for ongoing additional billable hours with them
15:00<supermop_>but in general such a service could easily get as high as $200/hr with firms in NYC
15:01<supermop_>cheaper than hiring your lawyers or McKinsey consultants to lay carpet at least
15:03<Alkel_U3>oh, wait, my bad. It is in the gui
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15:06<Nadejde>yeah. you can see the tar file in the gui
15:06<Nadejde>but the scenarios show in openttd/scenarios directly
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15:06<Nadejde>if you go through the load scenario gui. even though that folder is actually open
15:07<Nadejde>Well I've posted the question to the forums also:
15:07<Nadejde>just wanted to check here first in case it was really simple and I was beeing stupid :)
15:07<Alkel_U3>hm, the unpacked scn file doesn't show for me in the console, either
15:08<Nadejde>yup tried that also. unpacking the tar and checking out if i can load the .scn file directly
15:09<Alkel_U3>I kinda sorta suspect that might be a bug
15:10<Alkel_U3>or unimplemented feature
15:10<Nadejde>sounds more like an unimplemented feature to be honest:)
15:10<Nadejde>I't fine if it just cant be done. At least I know and I wont waste my time
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15:11<Nadejde>Question is is there any way of launching a scenario through the console at all:)
15:11<Nadejde>never mind the downloading of content. I'll just copy that myself
15:11<FLHerne>Nadejde: You could just rename it to .sav, we know those work
15:12<FLHerne>(Scenarios are savegames, and v.v.)
15:12<Nadejde>hmm. If i load a scenario on my desktop and gen save it straight out, copy that over to the server and load it?
15:12<Alkel_U3>at that point, it will be less hassle to jst launch openttd -D -g file.scn
15:13<Nadejde>tried that also!
15:13<Alkel_U3>well, mabe you should have started with what you tried :-)
15:13<Nadejde>ERROR: Game Load Failed?NewGRF mismatch
15:14<Nadejde>yeah. this goes back to the fact the the NewGRF don't seem to be downloaded i guess...
15:15<Nadejde> Loading game failed, so a new (random) game will be started! and then the ERROR about NewGRF mismatch after it generates a random game
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15:15<supermop_>hmm - need to go somewhere on long island railroad.. if i take the subway all the way out to end of line and then catch the train i save $5 compared to taking the train all the way from penn station in the city
15:15<Nadejde>hmm let me try to use a savegame see if that works
15:16<Alkel_U3>I'm kinda affraid it's gonna need manual babysiting :/
15:17<Alkel_U3>with the required grfs
15:18<Nadejde>yeah same error dbg: [net] Loading game failed, so a new (random) game will be started!
15:19<Nadejde>ill try copying the grfs over also
15:19<Nadejde>why would you even need grfs for a dedicated server anyway?
15:20<Alkel_U3>it's not only about the graphics
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15:21<Alkel_U3>they change the game and the server needs to know how, as well as any other client
15:21<Nadejde>right! makes sense
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15:22<Nadejde>still fails even after copying all the newgrfs over...
15:23<Nadejde>hmm or not...
15:26<Nadejde>ha it's working!
15:26<Nadejde>cheers for your help!
15:27<andythenorth>Road Hog tram generations are 48t-72, and increase in size in proportion to capacity
15:27<andythenorth>Road Hog on-highway trucks are 25t-40t, and are roughly the same size, but newer models look more boss
15:27<andythenorth>Road Hog off-highway trucks are just a mess
15:28<andythenorth>50t-120t, size varies according to no obvious rationale
15:30<andythenorth>50t, 85t, 120t
15:31<andythenorth>physically, the sprites are not much bigger than equivalent highway trucks with 50% of the capacity
15:31*andythenorth wonders, just delete them?
15:32<supermop_>andythenorth: the extra space is being taken up by big tires and springs?
15:34<andythenorth>again, realism is the problem here
15:34<andythenorth>this is a brit-ish roster
15:34<V453000>gg R
15:34<andythenorth>UK doesn’t have many big off-highway trucks
15:34<andythenorth>delete, or fake?
15:35<frosch123>fake :)
15:35<andythenorth>winning answer
15:35<frosch123>mabye do only 50t, 70t and 90t though
15:35<frosch123>120 is kind of a lot
15:36<frosch123>in most cases i use the short trams in heqs
15:36<frosch123>or medium?
15:36<frosch123>well, those around 90 tons
15:36<andythenorth>120t is train sized (or at least a narrow gauge train in Iron Horse) :P
15:37<andythenorth>if there were road types, bigger might make more sense, have to build segregated routes :P
15:38<andythenorth>next problem, nearly all trucks (except mail) are articulated in Iron Horse
15:39<andythenorth>no nonsense where you upgrade vehicles, but can’t route to some station on the route
15:39<frosch123>i prefer drive-though stops
15:39<V453000>like everybody :P
15:39<andythenorth>due to realism, the big mining trucks could be non-articulated :P
15:39<andythenorth>but that breaks the convention
15:39<frosch123>the rotating vehicles in drive-in stops have always been weird
15:40<andythenorth>the single unit mining truck sprites would look best though
15:40<andythenorth>and are already drawn for HEQS
15:40<andythenorth>so eh? :P
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15:46<supermop_>andythenorth: the Kilimanjaro mining truck turning around to park at a dead-end stop looks hilarious
15:46<andythenorth>you think? :D
15:46<supermop_>apparently that think has the turning radius of a forklift
15:47<andythenorth>it flips on the spot :)
15:48<andythenorth>I could make them arbitrarily articulated to force drive-through roadstops only
15:48<andythenorth>is that daft?
15:48<andythenorth>(invisible vehicle)
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15:48*andythenorth considers a newgrf flag :P
15:49*frosch123 assigns FS#6475 to andy
15:49<andythenorth>that kilimanjaro is a good sprite
15:49<andythenorth>should be used again
15:50<andythenorth>6475 is a bit wtf :P
15:51<frosch123>is there a patch that adds "usable roadstops" to the purchase list info?
15:51<frosch123>in addition to "usable airports"?
15:54<andythenorth>interesting point
15:54<andythenorth>can we just delete drive-in stops?
15:54<andythenorth>they’re a PITA, with no upside
15:55<Alkel_U3>whaat? I use them
15:55<FLHerne>They're useful as a buffer for dealing with delayed vehicles
15:55<andythenorth>I use them, but only for buses in town, and only for the look of them
15:55<FLHerne>If you have long timetabled waits in drive-through stops, vehicles come up behind and form queues and then gum up the entire road network
15:56<andythenorth>it’s been asserted that drive-through stops have higher throughput
15:56<Alkel_U3>the're useful in cramped spaces or when I want to guarantee long distance coaches in a bus terminal, for example
15:56<FLHerne>(because the RV pathfinder isn't good at avoiding queues)
15:56<FLHerne>Drive-in stops have lower throughput, but random-access to bays
15:57<supermop_>andythenorth: they are the only way for RVs to lay-up at the moment
15:57<supermop_>cant timetable wait in depot
15:58<andythenorth>hmm, you say things where I know the words, but not what you mean ;)
15:58<supermop_>so out of order RVs will not pass each other in depots or drive through stops
15:58<supermop_>also what FLHerne said
15:59<supermop_>sorry, what Alkel_U3 said
15:59<supermop_>bus waits at station until following bus arrives, then departs
16:00<supermop_>ensuring one bus always loading, better ratings, and a chance for a late running vehicle to catch up and pass an on-time vehicle that is ahead of it but should be behind
16:01<supermop_>this could be avoided if late running RVs didn't just ride the ass of the RV in front and never drive around them to enter drive-through from other side
16:03<andythenorth>ha ha I found an old patch I made
16:03<Alkel_U3>Not that I haven't been doing that, but now that you talk about it it reminded me of A-Train. It was fun scheduling all the trains to go without a collision :-)
16:03<FLHerne>Would help if overtaking worked in drive-throughs, too
16:04<andythenorth>^ the highway truck is 40t, is the mining truck plausibly 90t?
16:05<sim-al2>The mining truck almost certainly weightes more empty just because it's tougher
16:05<sim-al2>But the bed is much larger too
16:06<sim-al2>It wouldn't be too unusual for a heavy minerals to be loaded only partially in a truck to avoid being overloaded
16:10<supermop_>carry less iron ore than coal for example
16:10<supermop_>rather other way around
16:10<sim-al2>Same weight, but less volume
16:11<sim-al2>On TTD scale, the small mining truck looks fine
16:12<andythenorth>so should I make it articulated to ban it from drive-in stops?
16:12<andythenorth>the 2 previous generations are articulated
16:13<frosch123>i don't think you need to worry about that
16:13<frosch123>if the players want to use it in drive-in stops, just let them
16:14<andythenorth>fool to a slavish consistency?
16:19<andythenorth>think this could carry 50t?
16:20<andythenorth>probably implausible :P
16:20<sim-al2>Yeah, that's probably not going to work :p
16:30<frosch123>it's weird, 99.9% of pictures with vehicles with two front-axles i have seen were from andy
16:31<frosch123>quite an uk think apparently
16:31<frosch123>anyway, is that thing running on steam?
16:32<andythenorth>they go fast too
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16:40<andythenorth>can I have a vehicle which is 2 trucks in a convoy? o_O
16:40<andythenorth>cheating :P
16:40<andythenorth>we have multi-unit train engines
16:42<frosch123>all old-timer conventions i have been to had one-cylinder combustion engines
16:42<frosch123>i never encountered steam trucks like that
16:43<andythenorth>they were mostly UK and export to commonwealth countries
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16:52<Wolf01>meh I have too many games.. and I just purchased another humble bundle :|
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16:53<frosch123>Wolf01: maybe focus on lego then :)
16:53<Wolf01>yes I already have decided what I want to purchase in the next 2 months
16:54<frosch123>why does that not surprise me? :p
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17:07<Wolf01>andythenorth, I think a coupling system in the RV depot like simutrans one could really be what you want, also it saves some of your work because you can draw a trailer once and couple it to all the (compatible) tractors :D
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17:30<andythenorth>Wolf01: that was considered once
17:30<andythenorth>there was a spec
17:31<andythenorth>you only need one tractor unit per generation that way
17:31<andythenorth>but eh, faff :P
17:31<andythenorth>also bedtime
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---Logclosed Wed Jun 08 00:00:51 2016