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#openttd IRC Logs for 2017-07-31

---Logopened Mon Jul 31 00:00:33 2017
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04:51<Wolf01>o/
04:55<Arveen>yo mr wolf
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05:06<@peter1138>moo
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05:15<fishbot>To moo, or not to moo, that is the question. Whether 'tis nobler in the mind to suffer the slings and arrows of outrageous fish...
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06:49<@peter1138>no, just moo
07:25<LordAro>oom
07:27<@peter1138>NO
07:28<@peter1138>just moo
07:31<LordAro>maybe moo
07:31<Wolf01>Holy cow...
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07:58*Wolf01 summons andythenorth
07:58<Wolf01>Now just wait...
08:00<Arveen>.oOo. tumbleweed .oOo.
08:01<__ln__>just as fascinating as depositing 1 pound in your account, and just waiting for it to grow to 1 million due to interest
08:02<Wolf01>Best I can do is 25 cents
08:02<__ln__>the pound is not divided into cents :/
08:03<Wolf01>https://www.tt-forums.net/viewtopic.php?f=33&t=75637&p=1189898#p1189898 too harsh?
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08:31<andythenorth_>Wolf01
08:32<Wolf01>See ^
08:32<Wolf01>:D
08:32<__ln__>yes, it worked
08:32<andythenorth_>Works
08:32<Wolf01>Hi :D
08:32<Wolf01>Proposal: how to solve the dispute on mixed catenary for NRT -> don't give a fuck and let grf devlolopers handle it by displaying catenaries for road and tramway in a different way, also don't give a fuck if different grfs don't merge perfectly
08:32<andythenorth_>such map bits
08:33<andythenorth_>we let people mix trains from different grfs, right?
08:33<andythenorth_>although that was drama :p
08:33<andythenorth_>enginepool caused sky to fall
08:33<Wolf01>Yes we do, even when trains from one grf are factor 10 or 100 more expensive
08:34<andythenorth_>I am +1 to not giaf
08:34<Wolf01>I once had wagons way more expensive than engines, but it was totally my fault
08:35<andythenorth_>I am just waiting to see if frosch123 takes the groundtypes idea further
08:35<andythenorth_>With that idea, a tile can only have content from 1 grf on it
08:35<andythenorth_>so catenary question disappears
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08:51<andythenorth_>Flakey connection, bbl
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11:25<andythenorth_>why railcars?
11:25<andythenorth_>Other than TTD temperate has them by default
11:27<@Alberth>looks fast :p
11:28<@Alberth>or modern
11:28<@Alberth>are you considering maglev steam train?
11:29<FLHerne>Should just levitate by steam pressure
11:29<@Alberth>hmm, monorail steam train could work
11:29<@Alberth>steamlev train :)
11:32<andythenorth_>steamlev
11:32<andythenorth_>Winner
11:32<andythenorth_>railcar is 0.5 of a tile
11:32<andythenorth_>problem when making a v2 grf
11:33<andythenorth_>not knowing what to leave untouched :p
11:33<andythenorth_>railcars are probably fine :x
11:33<andythenorth_>just unsatisfactory for some reason in game
11:34<andythenorth_>IH has two currently
11:34<@Alberth>they transport passengers
11:34<andythenorth_>also refittable to express freight
11:36<@Alberth>ah, for those important steel deliveries
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11:53<Alkel_U3>I know it's sort of an edge case but I use railcars and such low-capacity trains rather frequently playing with big daylength and house negrfs like TaI (well, just TaI, I don't know about any like it)
11:54<andythenorth_>which train grf?
11:56<Wolf01>Is NRT?
11:56<@Alberth>I rarely run into railcars tbh, I usually play until 1960 or so
11:57<andythenorth_>Wolf01: commits? o_O
11:57<andythenorth_>Alberth: what start date?
11:57<Wolf01>Nope, I only sync'ed the branch with the fix
11:57<@Alberth>1920-ish
11:58<@Alberth>earlier if I use IH
11:58<@Alberth>1870-ish then
11:59<@Alberth>I did play a game with maglev some time ago, very different! distance is non-relevant :)
11:59<@peter1138>minecraft needs maglev
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12:00<FLHerne>Hm
12:00*andythenorth_ needs a phablet
12:01<andythenorth_>This pocket sized phone is getting tedious
12:01<FLHerne>I usually start using DMUs on branch lines, but they tend to run out of capacity quite fast
12:01<Wolf01>https://www.tt-forums.net/viewtopic.php?f=33&t=75868 uhm... I would like this on the compile farm
12:02<andythenorth_>FLHerne: build a longer train of them? o_O
12:04<FLHerne>Starts to look a bit silly
12:04<FLHerne>I'll go up to 6 cars or so
12:04<FLHerne>Town-cargo multiplier patch helps
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12:13<Wolf01>https://www.youtube.com/watch?v=xi3xcNlSRT0 also...
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12:37<andythenorth_>ach realism
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13:11<andythenorth_> game physics vs. reality
13:12<andythenorth_>irl low-speed freight engines don't need high hp compared to express engines
13:13<Alkel_U3>andythenorth_: used to be NARS and UKRS (the latest versions) and pineapple. I haven't played with Iron Horse too extensively, yet. Well, when we're talking railcars, that includes light DMUs and such, right?
13:13<andythenorth_>but in ottd a high-hp pax engine will be better choice for freight
13:13<Alkel_U3>meh, I had to hold it in the input field for an hour :P
13:14<andythenorth_>so I have to OP freight engines by about 50% compared to rl
13:14<andythenorth_>Alkel_U3 :)
13:14<andythenorth_>I can't make profit with NARS 2 railcars much
13:15<Alkel_U3>freight engines tend to have bigger TE - unless you run all-flat network, they're noticable
13:15<andythenorth_>I ran tests last year or so :p
13:15<Alkel_U3>Wolf01: http://mashinky.com/
13:15<@Alberth>add freight multiplier :)
13:16<Wolf01>I know that, I'm following it
13:16<andythenorth_>it's only a problem on long routes with wagon speed limits off
13:17<andythenorth_>frosch made a good case to just OP the freight engines
13:17<Alkel_U3>I used to play with multiplier 5 and slopes 6% but than I stopped being a masochist
13:18<@Alberth>it's only about adding more steam engines!
13:19<@Alberth>1 engine for every 2 wagons, good ratio, eh?
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13:37<Alkel_U3>like I said, stopped being a masochist :P
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14:09<andythenorth_>1st and 2nd class coaches? o_O
14:10<frosch123>open wagon 3rd
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14:10<frosch123>just allow refitting the livestock van to human
14:11*andythenorth_ is actually adding express/commuter coaches
14:11<andythenorth_>makes gameplay sense
14:11<@Alberth>yeah, I was wondering why :)
14:11<andythenorth_>similar to RH
14:11<supermop_>IH load speed was always too slow for local coaches
14:12<andythenorth_>yeah
14:12<supermop_>once had to have a train of a vulcan pulling rake of slammers
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14:12<andythenorth_>suburban trains > many more doors
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14:15<supermop_>i wonder how fast you could pull a mk1 dmu behind an express locomotive before it rattles apart
14:17<supermop_>43-158-158-158-158-158-43
14:26<@Rubidium>depends on the quality of the track
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14:29<sim-al2>output side of the transmission will probably be the first to go
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15:19<eekee>i play with NUTS mostly. i love the local class trains, they load so fast!
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---Logclosed Tue Aug 01 00:00:35 2017