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#openttd IRC Logs for 2017-06-12

---Logopened Mon Jun 12 00:00:30 2017
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06:08<Wolf01>Too bad the photoshop is really evident
06:08<peter1138>still made me laugh out loud
06:08<Wolf01>Yeah :D
06:09<Wolf01>We have shops here called with only 2 letters: LD, DL, MD...
06:10<Wolf01>The one near my house changed name so many times which now I don't even know how is called
06:37<Wolf01> Python Geospatial Development - Third Edition, looks useful, I don't know for what but I'll take it anyway XD
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06:45<Alkel_U3>as someone who used Manjaro for over half a year I find it kinda accurate
06:59-!-chomwitt is "chomwitt" on #debian #debian-games
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08:39<Wolf01>I need andy for lego stuff :|
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11:31<peter1138>Wolf01 needs you
11:31<peter1138>probably for lego purposes
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12:22<Wolf01>Yeah, already shared with lego fellows some hours ago ;)
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13:28<supermop_>andythenorth: coke oven looks great
13:29<supermop_>i have my little trucks carting coal and slag etc about
13:29<andythenorth>needs animation
13:29<andythenorth>v4 :P
13:29<andythenorth>at least it’s different to most FIRS industries
13:29<supermop_>liquids terminal couldn't spawn on this map though so i am missing my petrol
13:31<supermop_>the recycle plant as arc furnace fits well
13:31<supermop_>just omit the smokestacks, add a taller roofed shed
13:31<andythenorth>not a bad start
13:31<supermop_>maybe the transformer from the alum plant
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13:36<supermop_>steel town has managed to keep me from building a passenger train for the first couple years
13:36<supermop_>but now i need to carry pig iron by rail, and the rail passes by a couple towns, so i couldn't resist a tin rocket
13:37<supermop_>using pikkas houses so not that many pax
13:39<supermop_>hmm two tin rockets is all my cash on hand
13:39<andythenorth>such forumz
13:40<andythenorth>I really want to add coaches to them, and have them get the livery over-ride :P
13:40<supermop_>shouldn't be too hard
13:46<supermop_>a normal coach, or a dmu trailer of some kind?
13:47<andythenorth>not sure
13:47<andythenorth>Iron Horse 2: total redesign eh
13:47<andythenorth>IH Is crap
13:48<supermop_>hmm need to run 10 mineral trucks a month to the coke oven
13:49<@Alberth>"crap" is too strong, I'd say, there are quite worse vehicle sets
13:49<@Alberth>"there is room for improvement" is fair enough, but there always is
13:50<supermop_>i need road trains
13:50<supermop_>or just trains at this point
13:51<@Alberth>it's like trying reach light-speed, no matter how fast you're going, there is always that last X% that you don't have.
13:52<@Alberth> I usually just skip the RV stage completely :)
13:54<supermop_>Alberth: hard to do when trying to test a new version of RV set
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14:00<supermop_>im running the tin rocked with the 4th generation coach behind it
14:01<andythenorth>ugly :)
14:01<andythenorth>and not 1 tile long :P
14:05<supermop_>cheaper than two tin rockets though
14:05<supermop_>slower to load
14:07<andythenorth>does it chug ok?
14:08<andythenorth>enough HP?
14:09<supermop_>e's making good time on the long flat run
14:09<@Alberth>supermop_ maybe you have the wrong economy? :p on the other hand, it can be fun pushing it beyond what looks useful :p
14:09<supermop_>acceleration is fine
14:10<supermop_>slammer would be struggling
14:10<@Alberth>just needs a bigger station to handle all the loading?
14:12<supermop_>Alberth: i find once you get to 3 days or less between trucks its better to have them split across separate stations
14:13<supermop_>my trucks load fast but just physically moving out of the way takes too long, and RV pathfinder at drive through stops won't send a close following vehicle around the other way
14:13<supermop_>or you can force them to different parts of the same station with depots
14:15<@Alberth>makes sense
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14:16<supermop_>but then you can't have them share the same timetable
14:16<@Alberth>with trains you can play with signals to get trains to stop very close together
14:16<supermop_>andythenorth: tin rocket doing well with TAI. always is insufficient with .se
14:17<@Alberth>add the cycle several times in one loop of the time table?
14:17<supermop_>now i need to run my pig iron at 160kmh so it doesn't slow down my dmu
14:18<@Alberth>IH trains don't run that fast :)
14:18<@Alberth>lot more capacity though
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14:19<supermop_>Alberth: have some passenger locos i can use
14:20<supermop_>andythenorth: its 2030s, run a vulcan with 160kmh flats or a cyclops with containers?
14:21<andythenorth>[shrug] :)
14:26<@Alberth>in 2029, new safety rules apply, you cannot go faster than 70km/h with molten metals
14:27<@Alberth>much like the early 1900s :p
14:29<supermop_>andythenorth: is it intended that the torpedo cars carry steel, not pig iron?
14:32<andythenorth>I thought I fixed that
14:32<andythenorth>maybe unreleased
14:41<@Alberth>andy newgrfs are best played fresh from the commits :)
14:52<andythenorth>I always do :)
14:52<andythenorth>we need a bleeding-bananas
14:57<supermop_>hmm little slag trucks have to cross a two track 160kmh line
14:57<supermop_>and they cross it on a 50kmh gravel road
14:58<supermop_>good luck little trucks
15:01<supermop_>good thing in tt land that driving a lightweight dmu into a truckload of slag at 160kmh does not damage the train at all
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17:20<Eddi|zuHause>supermop_: use path signals, and place them some tiles away from the road
17:21<Eddi|zuHause>i just learned that 17 smarties constitute "1 serving"
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17:32<Alkel_U3>in addition to PBS, I also sometimes limit max speed of trains around the crossing by the means of waypoints and scheduling but if many train groups pass through it gets tedious. OTOH if such a busy train route needs to cross such dangerous place it's wrong anyway
17:43<supermop_>Alkel_U3: the challenge is to make the crossing look as picturesque as possible
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17:45<Alkel_U3>yep, that's why I often limit the speed instead of rebuilding with a bridge for maximum efficiency :-)
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19:38<supermop_>hmm my trucks carry pig iron in crates
19:38<supermop_>will need to add sprites
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---Logclosed Tue Jun 13 00:00:31 2017