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#openttd IRC Logs for 2017-07-08

---Logopened Sat Jul 08 00:00:02 2017
00:35<Flygon>A River Nile scenario'd be kinda neat, but that'd need a hell of a timepatch. :V
00:36<supermop_home>not sure if should make one articulated part comfy and one with faster decay
00:36<Flygon>That or some method of dividing down the reported speeds of vehicles so that while it's going 60km/h in-engine it says that boat is going just 6km/h. :VVV
00:36<supermop_home>to simulate different decay rates between seated and standing
00:37<supermop_home>or just a switch that changes decay rate by load %
00:37<Flygon>That would be amazing.
00:37<Flygon>As in, simulating crush loads.
00:37<Flygon>That'd be goddamned amazing.
00:38<supermop_home>because idk if there is a way to prevent something like all the pax load into the 'standing' car before the 'seated' car is full
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01:09<supermop_home>also the seated passengers will be just as comfortable when surrounded by 200 standees as when they have a tram to themselves
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01:46<Flygon>supermop, you've been to Melbourne during peak hour.
01:46<Flygon>Nobody's truly comfortable on the world's most cramped Trams.
01:47<Flygon>They merely tolerate it. With vigor.
01:47<supermop_home>I would ride my bike if I had to go anywhere at rush hour
01:49<supermop_home>best and simplest way is probably just to degrade the cargo age bonus based on load percentage
01:50<supermop_home>then you can have a few brackets, where the first one, up to full seated capacity sees little drop, then roughly average seated vs standing decay rates, then for the last 10% can have a steep drop
01:51<supermop_home>unfortunately, for openttd gameplay, nearly all trams on all routes will always be 100% full
01:51<supermop_home>so the worst decay rate hass to be close to default
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03:17<Eddi|zuHause>supermop_home: problem with variable decay rate like that is that you have no control over where the passengers go in your vehicle, and they also don't balance themselves
03:44<Flygon>supermop: Same reason boats are an issue in OTTD.
03:44<Flygon>I'd love a more realistic 'long distance' game.
03:44<Flygon>Where peeps pay more to go long distance, but there is far fewer of them.
03:45<Flygon>It'd be an interesting mechanic, but need a near total rework of how passenger/mail mechanics, and wagons, work.
03:45<Flygon>ie. certain wagons would be low capacity, but high in amnemities...
03:46<Flygon>And long distance passengers would obviously attritate their paying value less with higher amnemities.
03:52<Eddi|zuHause>so, i spent all night downloading 44GB shadow of mordor thingie, and then it doesn't start :/
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05:57<@Alberth>hi hi
05:57<andythenorth>lo Alberth
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05:58<@Alberth>hmm, I saved a patch too well, can't find it again :p
05:59<@Alberth>ah, found it
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06:19<andythenorth>slightly improved ‘get started’.
06:19<andythenorth>still a bit boring
06:21<@Alberth>There are familiar industries and cargos you'll recognise from default OpenTTD <-- that still holds?
06:24<@Alberth>ECONOMIES WORK IN ALL CLIMATES - HOW TO EXPLAIN? <-- climates in economies refer to the world region used for inspiration, you can play all economies in all climates
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06:27<@Alberth>it's still boring indeed, too much collections of random words perhaps? not sure how to fix it, "real" text won't work either
06:27<@Alberth>perhaps a graph in some way?
06:28<@Alberth>"6 economies" is too subtle, I think
06:29<@Alberth>list their aims, with a link to their page for more details?
06:29<@Alberth>economies seem a major feature of firs
06:30<@Alberth>*"6 economies" as link, I mean
06:31<@Alberth>merge "activate firs" and "activate vehicle newgrf" as section
06:31<@Alberth>pick an economy as separate section?
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08:33*andythenorth will think on about that, thanks
08:37<@Alberth>just random thoughts :p
08:41*andythenorth back to chores :)
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09:55<frosch123>andythenorth: just write: economies work in all climates - thereis nothing wrong with playing in-a-hot-country in arctic climate - in fact it makes you look creative
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14:23<supermop_home>trying to make either the 2nd or 3rd part of a 4 part tram contain the pantograph
14:23<supermop_home>instead both the 2nd and 3rd part each randomly decide to have one
14:24<supermop_home>so some trams have no panto, and some have two
14:25<supermop_home>because each articulated part navigates the switch chain on its own, with different random bits
14:27<Eddi|zuHause>so what's the problem here?
14:28<Eddi|zuHause>you can run the random switch on the PARENT bits instead
14:28<Eddi|zuHause>to have the same one for both
14:28<supermop_home>generally i'd like to enforce trams to have at least one pantograph
14:28<supermop_home>oh yeah
14:28<supermop_home>makes sense
14:29<Eddi|zuHause>and just have the decision chains reversed
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15:42<Eddi|zuHause>a little beethoven for a quiet weekend?
15:43<Eddi|zuHause>(bonus: watch out for the spontaneous synchronization at 1:50)
15:59<andythenorth>let’s FAB FIRS
15:59<andythenorth>why play FIRS?
16:00<andythenorth>(FAB = Feature, Advantage, Benefit)
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16:05<frosch123>1 play firs, 2 ???, 3 profit
16:07<andythenorth>why FIRS not The Other Industry Sets?
16:07<supermop_home>firs is better
16:07<supermop_home>industries cuter
16:07<andythenorth>why not No Industry Set?
16:07<supermop_home>and firs more maintained
16:08<andythenorth>is there any kind of challenge?
16:08<andythenorth>“You’re Mario, rescue Princess” etc
16:09<frosch123>challenge: make andy happy
16:11<supermop_home>frosch123 no one has won that yet
16:11<supermop_home>complexity is itself a challange
16:11<supermop_home>if you want to play like a clock maker, watching pixels move about
16:12<supermop_home>more types of pixels and different places for them to go is meaningful in and of itself
16:16<andythenorth>is supplies significant or not?
16:16<frosch123>it's kind of the core of firsd
16:16<andythenorth>I am always disatisfied with the mechanic, so not keep to push it
16:16<supermop_home>supplies is the firs brand
16:16<andythenorth>keep / keen /s
16:16<supermop_home>regardless of if they are meaningful
16:17<andythenorth>so how do we describe that?
16:17<andythenorth>“Unique supplies for primary industries?
16:17<andythenorth>But do people know what primary industries are?
16:17<frosch123>i think the point is that industries do *not* change production randomly
16:18<frosch123>but react directly to players supplying them
16:18<andythenorth>“Industry Production Re-imagined”
16:19<SpComb>a minimalist industrial set that only has coal mines and power stations
16:19<supermop_home>Firs Industries Require Supplies?
16:20<frosch123>andythenorth: if you want to write bs, write "the most popular industry set"
16:20<frosch123>add a "in the west" to make it even more bs
16:26<andythenorth>“FIRS: play industries your way"
16:26<andythenorth>“Vorsprung Durch FIRS"
16:29<andythenorth>what was the original pitch? o_O
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16:38<Eddi|zuHause>surely it'd be "in the north"
16:39<frosch123>the best industry set in the north?
16:45<andythenorth>Northern Industries
16:46<frosch123>live the dream of a someone in the north in a hot country?
16:46<frosch123>sounds dangerous
16:48*andythenorth must to bed :)
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---Logclosed Sun Jul 09 00:00:03 2017