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#openttd IRC Logs for 2016-11-16

---Logopened Wed Nov 16 00:00:46 2016
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03:40<Flygon_>Figured out how to place Lakes in heightmaps
03:40<Flygon_>Overlay a rivermap
03:40<Flygon_>And write into the heightmap in Paint.NET the Lake's name
03:45<Flygon_> I just realized I fucked up massively
03:46<Flygon_>By not pre-rotating it
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04:08<Flygon>Dumb question
04:08<Flygon>What's the recommended Tramset nowadays?
04:08<Flygon>Currently using eGRVTS v2.0
04:09<Flygon>Dunno if there's been any replacements
04:11<Wolf01>I used generic tram set
04:12<Flygon>Was looking to go from 1850s to modern era
04:12<Wolf01>In online content you can find a lot of tram sets
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04:13<Flygon>It's just hard to see what's good or not on BaNaNa's
04:13<Flygon>No review system :3
04:13<Flygon>Y'all reliable
04:13<Wolf01>BATS starts from 1860, but I don't know if it's cargo compatible with extended industries
04:14<Flygon>I might go with BATS :3
04:14<Flygon>Planning to tackle the Tasmania scenario
04:15<Flygon>Hobart had DD Trams since the 1890s, soooo... :
04:16<Flygon>I guess, to go alongside that
04:16<Flygon>What's the recommended bus set?
04:17<Flygon>Might go the British bus set
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06:05<andythenorth>michi_cc: did you see?
06:05<andythenorth>nvm if now is not convenient :)
06:06<andythenorth>he’s a macports dev
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07:00<Michaellaneous>I have a question about curves. Do the rules from the basic accerlation also apply to the realistic one?
07:01<Michaellaneous>This would cause the train to slow down?
07:01<goodger>it would not
07:02<Michaellaneous>Oh okay...strange, I could swear my trains do...
07:02<Michaellaneous>Maybe I am missremembering.
07:02<Michaellaneous>Gotta look carefull next time.
07:03<Eddi|zuHause>before asking such a question, check which acceleration model you set
07:05<Michaellaneous>I know, I was just remembering my trains to slow down on track swtiches.
07:05<Michaellaneous>I think my engines were just too weak because the "only a little slowdown on small slopes" was not really working.
07:08<Michaellaneous>Probably just my misstake.
07:09<Michaellaneous>On an unrelated note: Do you guys focus more on industry or towns?
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07:17<Eddi|zuHause>towns, usually... passenger numbers are just too massive every time i try
07:17<Eddi|zuHause>they take up all my time
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07:24<Michaellaneous>I just think it's a bit...simple!
07:25<Michaellaneous>Actually, building a cooll network is half the fun.
07:27<V453000>what is simple? :D
07:28<Michaellaneous>Just passengers!
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07:28<Michaellaneous>Instead of like 6 different types of cargo.
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07:29<V453000>well, choosing where to deliver them is not so simple
07:29<goodger>hence cargodist
07:29<Eddi|zuHause>it's as simple or complicated as you make it...
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07:30<V453000>pretty much Eddi|zuHause
07:30<V453000>goodger: that's not a solution
07:30<Eddi|zuHause>some people make only point-to-point lines with one single train on it
07:33<goodger>it's a solution to the problem of deciding where to deliver people
07:35<Eddi|zuHause>goodger: it's actually not, because they still only go where you decided to put stations. it, however, performs brilliantly at clogging your network
07:36<Michaellaneous>Is there a way to autofill a complete track with block signals?
07:36<Michaellaneous>Instead of just dragging over?
07:36<goodger>Michaellaneous: build one signal, then control-drag it in the desired direction
07:36<Michaellaneous>So...not over the whole track, just a little bit, and it autofills?
07:37<goodger>it stops at branches and stations, but will go through tunnels and bridges
07:37<Michaellaneous>And corners too I assume.
07:38<Michaellaneous>I mean, it works with corners too.
07:38<goodger>I haven't tried it with right angles, but it tolerates 45-degree bends
07:55<Michaellaneous>What trainset are you guys using?
07:56<Michaellaneous>2cc seems nice but oh boy there is so much going on.
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09:58<supermop>iron horse
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11:39<andythenorth>I thought so
11:39<andythenorth>the problem is
11:39<andythenorth>technical ammonium nitrate is made out of fresh air
11:39<andythenorth>minimal inputs :P
11:39*andythenorth has been researching
11:39<Wolf01>I just finished to fuck around with lego, I made another mecha for the static models exposition next weekend
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12:21<Michaellaneous>So, I tried doing the thing with waypoints.
12:21<Michaellaneous>I set up my orders like this: Oilfield -> Via waypoint -> Drop off -> Via Waypoint
12:22<Michaellaneous>But now, "implied" orders show up and my train just fucks off somewhere else.
12:22<Michaellaneous>Where it's not even supposed to be.
12:23<@Alberth>using servicing?
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12:24<andythenorth>implied orders are misleading
12:24<andythenorth>the train won’t follow them explicitly
12:24<andythenorth>they just show other stations it’s visited
12:25<@Alberth>implied orders are the result of your train visiting weird stations
12:25<Michaellaneous>Okay but something fucks up.
12:26<Michaellaneous>Because the train loops where it should not.
12:26<ST2>use the non-stop option
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12:30<@Alberth>if you use train servicing, likely it found a depot after the waypoint, which it then fails to remove from its order list, so after the depot visit it tries to go back to the waypoint
12:30<Michaellaneous>Ah, that fixed it.
12:31<@Alberth>it just doesn't add implied orders, trains still go haywire :p
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12:32<andythenorth>servicing :P
12:32<@Alberth>wrong word?
12:35<andythenorth>wrong feature :)
12:35<andythenorth>I know that debugging lost vehicles is part of ‘proper’ TTD :P
12:36<andythenorth>but eh
12:37<@Alberth>nah, just add track so that a train can go anywhere from anywhere, and you never have lost trains :)
12:39<Michaellaneous>Oh now I know what is fucking up.
12:39<Michaellaneous>The waypoint is not on the same line as the depot.
12:39<Michaellaneous>So when they go to the depot, they dont pass the checkpoint.
12:40<Michaellaneous>So...I can't tell trains to not use the depotline because otherwise they miss the waypoint.
12:40<andythenorth>turn off breakdowns
12:40<andythenorth>no need for servicing then :)
12:40<Michaellaneous>That doesn't sound fun tho.
12:42<@Alberth>"fun" is different for everybody :)
12:43<@Alberth>move your waypoint to after the depot
12:44<Michaellaneous>Yeah but then they might stilll use the depot line.
12:44<@Alberth>trains ignore waypoints when looking for a depot
12:45<Michaellaneous>Here is my setup.
12:45<Michaellaneous>If I put them after the waypoint it wouldn't change anything.
12:46<@Alberth>they should be before the waypoint
12:47<andythenorth>economies economies economies
12:48<@Alberth>servicing economy :)
12:48<andythenorth>fair idea
12:48<andythenorth>Basic economies are hard
12:48<andythenorth>any complex chain is prone to dominating the economy
12:50<@Alberth>gtg, have a nice evening
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13:07<andythenorth>V453000: adjusted approach to making Basic economies
13:07<andythenorth>try to provide cargos that look nice
13:07<andythenorth>and use wide range of vehicle types
13:07<andythenorth>if only I’d thought of that 8 years ago :P
13:18<Michaellaneous>Any idea how multipe unit wagons work?
13:18<Michaellaneous>With 2cc?
13:24<supermop>kind of like arctic basic in tropic
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13:28<supermop>Michaellaneous: you build the multiple unit, then you add either powered or unpowered multiple unit wagons until it has the length and power you want
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13:54<V453000>:D andythenorth
13:54<andythenorth>eye candy economy
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14:53<andythenorth>only has 16 industries, which is relatively few
14:54<andythenorth>proposes splitting wood -> lumber and pulpwood -> paper
14:54<andythenorth>which might be useless
14:54<frosch123>no oil?
14:56<andythenorth>apparently not
14:56<andythenorth>oil is in quite a few economies already
14:57*andythenorth trying to add more diversity
14:57<andythenorth>I feel obliged to add fish and alcohol, but meh
14:58<andythenorth>alcohol is not visually interesting
14:58<andythenorth>fish at least gives a sea-based industry
14:58<frosch123>"ice" seems to be an arctic thing
14:58*andythenorth considers ‘salt’
14:59<andythenorth>for stockfish
14:59<andythenorth>probably more appropriate to hot countries
14:59<frosch123>at some amounts of ice and snow, salt no longer works for cleaning roads
15:01<Wolf01>Salt is for the comunity
15:01<supermop>rye -> rye bread and aquavit
15:02<andythenorth>potatoes -> vodka
15:03<supermop>herring -> pickled herring
15:03<frosch123>reindeer are vehicles
15:04<frosch123>presents would be cargo
15:08<andythenorth>pickled fish
15:08<andythenorth>that stuff in cans
15:11<andythenorth>not sure about phosphate
15:12<andythenorth>might be too realisms
15:13<andythenorth>also it’s import cargo
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15:17<andythenorth>maybe potash
15:19<BluesInTheNet>What a hell are you people talking about?
15:23<maciozo>hello! does anyone know why I get failed ACC conformance tests when trying to configure lzo?
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15:26<andythenorth>my 3 year old computer sells used for about £1k on ebay
15:27<maciozo>dual GPUs?
15:27<andythenorth>I would have guessed £500 at best
15:27<andythenorth>means a new one would cost me £0.84 / day
15:32<andythenorth>potash mine looks…different
15:33<Wolf01>It doesn't even look as a potash mine
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15:43<Wolf01>Mhhh, he left...
15:45<robert>What's up?
15:45<Wolf01>andythenorth, I made a patch for roadstops, but there are some problems, usually removing or overwriting roadstops:
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15:50<andythenorth>Wolf01: what are the problems? Asserts?
15:51<Wolf01>No, funny things
15:51<Wolf01>Which then asserts if you need to do something with it
15:51*andythenorth tests it
15:53<andythenorth>Wolf01: so it fails to restore correct type when removing?
15:54<andythenorth>check the types before calling RemoveRoadStop()
15:55<Wolf01>Could be a good idea, but the underlying types should remain untouched even when you remove the station
15:56<Wolf01>The name is right for an Ubuntu release
15:56<andythenorth>depends what MakeRoadNormal is doing
15:56*andythenorth is pure guessing here
15:56<andythenorth>supermop: I should draw those settling ponds? :o
15:57<supermop>the moab one has a picturesque rail spur
15:58<andythenorth>I think Arctic Basic has moved to Canada
15:58<andythenorth>Scandinavia is too tricky :
15:59<Wolf01>MakeRoadNormal resets m4, I think I forgot to add some SetRoadTypes
15:59<andythenorth>supermop: that’s fairly epic
16:00<supermop>a branch of that spur serves the moab uranium mine tailing pile superfund site
16:01<supermop>which has lots of fun HEQs scraping up dirt, which gets sealed into containers, a trainload of which leaves each day to get buried deep underground about 40 miles to the north
16:01<andythenorth>uranium I never found a place for in FIRS
16:02<andythenorth>import alcohol or brew it?
16:02<andythenorth>or make a longer food chain?
16:02<debdog>power plant
16:02<debdog>watches (googs)
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16:03<debdog>add several Mr. Burns to towns
16:03<supermop>andythenorth: you dont ship the uranium, you haul off the contaminated soil decades later
16:03<supermop>many more trainloads
16:04<andythenorth>fair point
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16:06<andythenorth>gold will be ridiculous
16:07<andythenorth>the cargo unit is probably grams
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16:15<andythenorth>supermop: what to call an industry that produces fertiliser and explosives?
16:16<andythenorth>‘chemical plant’ is already taken
16:16<andythenorth>ammonium-nitrate plant is too specific :P
16:16<andythenorth>V453000: explosives…DYNA, TNT_ or EXPL?
16:16<andythenorth>or BOOM?
16:16<supermop>"chemical plant in low property value area"
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16:18<andythenorth>how about “Fertiliser & Explosives Plant”
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16:20<supermop>pretty straightforward
16:23<andythenorth>astounding film
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17:03<andythenorth>supermop: so rye in arctic basic? o_O
17:06<andythenorth>also bedtime :P
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17:26<BluesInTheNet>guys, don't give up on your trains, they are not so bad after all
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19:45-!-Fatmice is "realname" on #openttd
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19:49-!-_Fatmice_ is "realname" on #openttd
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21:01-!-ProfFrink is "Alan Blanchflower" on #tycoonexiles #openttd +#tycoon
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21:15-!-bwn is "bwn" on #zcash #kernelnewbies #mm #debian-offtopic #debian #qemu #openttd #virt
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---Logclosed Thu Nov 17 00:00:47 2016