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#openttd IRC Logs for 2016-10-15

---Logopened Sat Oct 15 00:00:00 2016
00:41<supermop>could buy a whole lot of nice shoes for the cost of a laptop with 32gb of ram
00:42<supermop>could probably buy shoes with 32gb of ram in the soles
01:17<Flygon>I got a laptop with 16GB of RAM, 1920*1080 screen....
01:17<Flygon>Thought I got an awesome bargin
01:17<Flygon>Then I noticed it had an AMD GPU inside I was not informed about
01:17<Flygon>I only wanted an Intel iGPU
01:18<Flygon>Laptop's motherboard is being replaced for a SECOND time on Monday, due to GPU-related faults.
01:23<supermop>also i dont want a laptop thats like 20 pounds
01:43<supermop>maybe i should get a giant noisey desktop that will double my electric bill
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02:32<supermop>good morning
02:33<@Alberth>hi hi
02:33<supermop>im actually about to go to bed, but you europeans are up early
02:34<supermop>actually i guess 8:30 is a pretty normal time
02:35<@Alberth>yeah, doesn't really count as early :)
02:35<@Alberth>good night :)
02:36<supermop>later all
02:36<@Alberth>UK is 7:30, which is more early-ish
02:36<supermop>see you in a few hours
02:36<@Rubidium>for a normal weekday schools would have started already
02:37<@Alberth>moin Rb
02:37<supermop>andythenorth: has small children, i don't expect him to have the luxury of sleeping in on a saturday
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05:29<Wolf01>NRT or BWE?
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05:41<@Alberth>whatever the saturday feels like?
05:41<Wolf01>Shit :)
05:41<Wolf01>Like any other day
05:44<Wolf01>andythenorth, I just added a function to avoid writing that absurd contraption to combine road types with the ones from a tile
05:45<Wolf01>So the contraption is hidden inside that function
05:45<andythenorth>Wolf01: I will pull
05:45*Wolf01 is not sure about the name, but names could be changed
05:46<Wolf01>SetRoadTypes(tile, CombineTileRoadTypeIds(tile, rtid)); <- this is way more readable now
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06:02<argoneus>good morning train friends
06:25<Wolf01>Mmmh, I don't know how to handle the bridge gui... I don't pass anymore the transport type and I can't check for 2 completely different values
06:28<Wolf01>Maybe that doesn't need to be changed
06:28<Wolf01>It only separates rail from road bridges and doesn't check the railtype/roadtype
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06:37<@Alberth>sounds fine
06:38<@Alberth>at least until we get combined road/rail bridges :)
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06:43<Milek7_>cargomonitor counts deliveries to industries also as deliveries to town
06:44<Milek7_>but pickups from industries are counted only in industry
06:44<Milek7_>i think it's a bug
06:44<Wolf01>Nah, it's just looking for which list return bridges, it could be a problem when we'll have different bridges for different rail/road types
06:45<Wolf01>Right now all rail bridges are the same, and road shares bridges with tram
06:47<Wolf01>The problem is that now it doesn't even open the bridge list window :D
06:59<@Alberth>Milek7_: no, otherwise you could pick up cargo, and drop it in the middle of nowhere, and never deliver it
07:00<@Alberth>iirc it's described in the doxymentation too
07:01<Milek7_>but it is counted in industry monitor anyway
07:02<Milek7_>only not in town
07:12<Wolf01>Ok, road bridges are buildable again
07:14<@Alberth>Milek7_: it's inconsistent in some way, at least, not sure how
07:14<@Alberth>it's heavily based on subsidies
07:43<Wolf01>"Disallow crossing bridges for the time being" oh man.. here it was that thing
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07:51<@Alberth>the trouble with postponing stuff, you run into it again later
07:52<frosch123>yeah, who invented bridge pillars anyway
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08:12<Samu>i changed the max vehicles to 64000, let's see if mogul ai reaches that number
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08:16<frosch123>we need for helicopter grfs
08:16<frosch123>noone complained that rotors do not support CC
08:18<Wolf01>andythenorth, pushed the last changes, bridges now support road sub types
08:19<Wolf01>I think it's enough for today
08:19<@Alberth>helicopters aren't useful enough
08:20<@Alberth>main use is for transporting tycoons, and the HQ doesn't even allow helicopters landing!
08:20<frosch123>i see :)
08:21<Wolf01>I tried to set up a route to deliver engineering stuff to oil rigs and the helicopter wasn't making any profit
08:21<@Alberth>main goal was to make oil rig profit :)
08:22<Wolf01>I wanted to get 100% on performance :P
08:22<@Alberth>haha :)
08:23<Wolf01>I have 957 points now, the min profit is stuck at 57%
08:24<Wolf01>I'm trying to kick some trucks to work harder
08:25<frosch123>enable inflation :p
08:25<Wolf01>It's enabled
08:25<frosch123>iirc the score is that stupid
08:25<Wolf01>I always play with inflation
08:26<Wolf01>Inflation, breakdowns and maintenance costs enabled
08:26<Wolf01>I disable only the aircraft crashes
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08:36<andythenorth>Wolf01: I pulled :D
08:37<Wolf01>I think almost all of my changes could be done in a better way, but it's a start
08:38<andythenorth>I triggered the assert when trying to overbuild a tunnel / bridgehead with road / tram (or vice versa)
08:38<andythenorth>I thought that might happen
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08:39<Wolf01>I might not have handled it right
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10:21<Wolf01>I should make a switch to check if the tile is road, bridge or station
10:25<supermop>who knew that "vaio" is still making computers? Albeit with an incredibly tiny selection and selling them on what looks like a pretty default Squarespace website
10:32<andythenorth>who knew that Jobs intended to sell Apple to Sony at one point? o_O
10:34<Eddi|zuHause>who knew that Honecker intended to sell cement to cuba?
10:35<supermop>thats it - i need a cement computer
10:36<andythenorth>how about a pycrete one?
10:36<andythenorth>it would float also
10:37<supermop>ukrs2 cant really service firs2 industries
10:37<supermop>at least not in te mid 60s
10:38<supermop>now that the bulk terminal is at enhanced, line is clogged with 8 tile trains to aluminum plant
10:39<frosch123>Eddi|zuHause: for building a wall?
10:39<andythenorth>ukrs2 doesn’t progress much on capacity?
10:39<andythenorth>frosch123: who paid?
10:40<Eddi|zuHause>frosch123: where would cuba build a wall? it has only shores
10:40<frosch123>Eddi|zuHause: yes, that's why it remained at "intended"
10:41<supermop>andythenorth: it hasn't progressed much yet at least - best hoppers are 20t, 80kmh, need a brake van
10:41<andythenorth>wow UKRS2 is very realism eh?
10:41*andythenorth had forgotten
10:42<supermop>and im getting nearly 400t a month each of chemicals and bauxite from th terminal
10:42<supermop>wanted a game with 08s for a change
10:43<Eddi|zuHause>i could never quite get into UKRS
10:43<supermop>trying to divert some chemicals to a metal shop, so alu trains can be 1/3 chem and 2/3 baux
10:43<supermop>Eddi|zuHause: i think you had to see a lot of BR trains as a kid?
10:43<frosch123>i remember playing ukrs for the first time
10:43<Eddi|zuHause>that would have been difficult
10:43<supermop>otherwise it's kind or tortuous
10:43<frosch123>i had some side line, so i bought the cheapest engine
10:43<andythenorth>supermop: add IH for the wagons :P
10:43<frosch123>turned out it had topseed of 10 km/h or so
10:44<andythenorth>UKRS 2 is probably the best realism set
10:44<Eddi|zuHause>why would you not check the top speed before buying?
10:44<frosch123>i assumed that engines would have at least *some* use
10:45<Eddi|zuHause>i'm sure that engine has a use :p
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10:46<supermop>Eddi|zuHause: parking pretty wagons on a siding for decoration
10:47<supermop>also at least my N scale class 08 can run as fast as my N scale class 91
10:48<frosch123>also, wasn't ukrs the set, where only pax engines are pretty, while freight engines are just black?
10:49<andythenorth>although Iron Horse kind of does that too
10:54<supermop>for steam at least
10:54<supermop>in the 60s at least all my freight diesels are CC
10:54<supermop>not grey
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11:13<Samu>mogulai is managing about 20k road vehicles
11:13<Samu>goes up to 22k, down to 20k, it's between this range
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11:38<Samu>heh, 20k vehicles and the map still looks empty
11:39<Samu>4k map is really big
11:45<@Alberth>I have that problem with 1K maps already
11:46<@Alberth>scrolling forever to find anything
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12:13<Eddi|zuHause>what's wrong with scrolling? shift+arrow keys, and if it's really far away, use the minimap
12:15<@Alberth>what's the point of all the empty land?
12:16<Eddi|zuHause>looking pretty
12:16<Eddi|zuHause>i'm not concerned with empty land, but having longer stretches of tracks where trains can reach their top speed is nice
12:17<frosch123>build more downhill track
12:17<@Alberth>254 levels down should be enough :)
12:18<Eddi|zuHause>that's fine, but you need to go 254 levels up again :p
12:18<Eddi|zuHause>and if you add the rule to have not more than one elevation per train length... :p
12:18<@Alberth>nah, do rondje-style, sell at bottom, buy new one at the top :)
12:19<Eddi|zuHause>sure. that is certainly the game i want to play :p
12:19<@Rubidium>use 1/2 tile trains
12:19<Eddi|zuHause>in one of my TTO games i used 1-tile-trains
12:20<Eddi|zuHause>that was fine, until the DMU expired
12:20<Eddi|zuHause>had to expand that to 2 tiles with monorail
12:26<andythenorth>1 tile trains ftw
12:26<andythenorth>most optimised
12:29<Samu>can't go over 22k :(
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12:30<Samu>which other ai makes road vehicles very fast?
12:30<Samu>gonna try aiai
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12:31<Samu>what would happen if someone loads this savegame? with over 22k
12:32<@Rubidium>the savegame gets loaded just normally?
12:32<supermop>making little metro systems out of 1-tile dash dmus in tto was one of my favorite things to do
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12:34<supermop>i can see extra space being nice so you can have commuter trains travel more than 2 train lengths before the next stop
12:34<supermop>forgot track grf in this ukrs2 game... no 3rd rail emus
12:35<supermop>leaving my a bit out in the cold in 1967
12:49<@Alberth>severe lack of steel in 1967
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14:36<Samu>excessive cpu usage in valuator function :(
14:37<Samu>this crash is annoying
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---Logclosed Sun Oct 16 00:00:01 2016