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#openttd IRC Logs for 2019-07-29

---Logopened Mon Jul 29 00:00:29 2019
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01:44<Beerbelott>I see two way of admining an instance: either connecting as a "normal" client, which requires a couple tricks to get into an "active" mode and then sending PACKET_CLIENT_RCON, each with rcon password. The second way is to use the admin port, connecting with the admin password, and then supplying ADMIN_PACKET_ADMIN_RCON packets without any password.
01:45<Beerbelott>I was checking this library: https://github.com/bridgeduan/openttd-python. It seems to want to do it the first way
01:46<Beerbelott>Is the admin port a new thing? Why would anyone wanna use the in-game way and trick the game in being an active client? Does the admin view have the same access at game info as any client (ie chat messages)?
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02:29<LordAro>Beerbelott: not new, but i think it might have been at the time that python thing was written
02:30<Beerbelott>It seems the admin interface is much more suitable and modular, with all the subscription available
02:31<Beerbelott>Oh btw the link to the admin_network.txt file has not been updated from the SVN to Github on pages: https://wiki.openttd.org/Server_admin_port & https://wiki.openttd.org/Admin_password
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02:53<@peter1138>Update it then.
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03:33<andythenorth>o/
03:35<arikover>good morning!
03:43<Arveen>mOin
03:48<LordAro>moIn
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06:13<andythenorth>2 trains left to draw for Horse
06:13<andythenorth>both really small :P
06:13<andythenorth>small is hard
06:24<arikover>andythenorth: I think I found a problem: the blinking light of the short brake van is "wrong" in the \ view.
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09:40<andythenorth>arikover thanks :) Not sure I finished drawing those lights, they were prototype, oops :)
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09:48<arikover>andythenorth: They look nice. How come they end up in the wrong place like that? You add them to each sprite with the new "sprite overlay thing" feature?
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10:22<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
10:23<FLHerne>andythenorth: So, one more train left before you realise the scale and/or fundamental concept is all wrong? :P
10:24<DorpsGek_II>[OpenTTD/OpenTTD] Nik-mmzd commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fjSOS
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11:37<Samu>I just had an idea
11:38<Samu>an income graph for each vehicle type
11:40<Samu>there's the button with list of trains, list of roadvehs, list of ships, aircraft, the option could be located there
11:41<Samu>1 extra line, either below or above the list from all companies
11:42<Samu>the graph could be useful to compare income for trains between all companies
11:43<Samu>i just don't know how the data is stored
11:43<Samu>the 12 quarters data
11:44<Samu>oh, 23 quarters of data?
11:44<Samu>24
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12:48<Samu>doesn't store the required data for what I want... https://github.com/OpenTTD/OpenTTD/blob/master/src/company_base.h#L23
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12:53*Wolf01 ded @_@
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13:17<andythenorth>arikover: they have to be positioned in the correct place for the vehicle length
13:17<andythenorth>they're probably not :)
13:17<andythenorth>FLHerne: yes, 1 more train, then cancel the set :)
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13:58*andythenorth finished Warcraft 1
13:58<andythenorth>quite addictive
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15:55<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7540: Change: New layout for the Station view window https://git.io/fjSlO
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17:10<Samu>https://www.youtube.com/watch?v=dyOfHgYyOng&list=OLAK5uy_mJ8JjDoStYHtdbag8be1l_QB7HJNbpZAQ&index=11
17:10<Samu>90 degrees in the shade
17:10<Dakkus>Hey, peoples! Is there a way to force new destinations for cargo with cargodist?
17:11<Samu>wait a long long time, then the cargo will want to go to any station
17:12<Dakkus>So, I should remove the current trains?
17:12<Dakkus>I've got goods being produced in Dno, and they are currently sent to Saint Petersburg Vokzal and Saint Petersburg Port. I'd like cargo to be transported also to Riga, Helsinki and Taivalkoski, which all have grown large enough to accept goods.
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17:13<Samu>all from Dno?
17:14<Dakkus>Yes.
17:15<+glx>cargodist will update the graph by itself at some point I think
17:16<Samu>1) go to Dno, 2) go to Riga
17:16<andythenorth>Dakkus: build new stations
17:16<andythenorth>or wait about 9 months for cdist to update
17:16<Samu>then wait that some cargo wants to actually go to Riga
17:16<andythenorth>cargo doesn't 'want' to go anywhere
17:17<Dakkus>andythenorth: New stations? Where?
17:17<andythenorth>this is from a factory?
17:17<Dakkus>And is this 9 months or an amount of ticks that usually equal 9 months?
17:17<Dakkus>andythenorth: Yes.
17:17<Samu>1 source, multiple destinations I think
17:17<Dakkus>Yup.
17:17<andythenorth>it's roughly 9 months, it's not exact
17:18<FLHerne>Dakkus: Cargodist will normally route something to every connected station that accepts the cargo
17:18<andythenorth>I just build extra pickup stations
17:18<andythenorth>cdist won't reliably serve more than 2 destinations from a station
17:18<Dakkus>andythenorth: I'm playing with a daylength, so 9 months is seriously long time on my game.
17:18<Dakkus>andythenorth: What happens after those two?
17:18<Samu>cargodist with daylength
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17:19<andythenorth>eventually it will assign cargo to the new route
17:19<Samu>i have no idea
17:19<FLHerne>So if you build lines that take goods for Riga etc., the linkgraph should update to send cargo down them
17:19<FLHerne>Worksforme
17:19<andythenorth>never works for me
17:19<andythenorth>it's reproducibly non-functional
17:19<FLHerne>[except with FIRS supplies, because it doesn't understand the demand thresholds]
17:19<andythenorth>there are no demand thresholds?
17:20<andythenorth>oh you have distance-on-demand enabled?
17:20<Samu>1 day with daylength = 24 hours?
17:20<Dakkus>I've got 9 as multiplier.
17:20<Dakkus>So, 1 day in my game is an amount of ticks that is 9 days in unmodded game.
17:21<Dakkus>(And 9 months in my game equals ticks worth 81 months in an unmodded game)
17:22<Samu>cargodist update is delayed by that multiplier?
17:22<Dakkus>No idea. I hope not :D
17:22<Dakkus>Depends on whether cargodist is defined in ticks or in days. I could just look that up, though.
17:23<FLHerne>andythenorth: I mean, it doesn't understand that <n> input is desirable, but more is redundant, so it'll happily oversupply some industries without reaching the threshold on others
17:23<andythenorth>yes
17:23<andythenorth>if distance is off, it just divides equally betwen destinations
17:23<FLHerne>If I set 'effect of distance on demand' to 0, I suppose it would supply every connected industry equally?
17:23<FLHerne>Or try to
17:23<andythenorth>yes
17:23<FLHerne>That would slightly implode my passenger networks though
17:24<andythenorth>Dakkus: the practical solution is to build another station
17:24<andythenorth>I don't know of any other fix
17:24<Dakkus>andythenorth: That's probably the least bad available solution :)
17:24<andythenorth>I've been told that running the train the whole route a few times might force an update
17:25<Dakkus>I think I'll start supplying the port from some other source and see what happens. No space for a further station near that industry complex.
17:25<andythenorth>is this FIRS or something?
17:25<FLHerne>Dakkus: "Update linkgraph every <n> days" is a setting, so you could set it to 1 probably
17:25<FLHerne>(the default is more)
17:25<andythenorth>have to be careful with that
17:25<FLHerne>If it actually is based on days rather than ticks, but who knows when it's patched
17:26<Dakkus>Okay: Currently it's:
17:26<andythenorth>iirc, if the updates are too frequent, it fails to complete
17:26<Dakkus>1) Take 16 days for recalculation of distribution graph
17:26<andythenorth>due to starting again
17:26<FLHerne>That would be a bit daft
17:26<Dakkus>2) Update distribution graph every 4 days
17:26<andythenorth>advice I was given is leave it on defaults
17:26<Dakkus>3) Distribution accuracy: 12
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17:27<Dakkus>Sounds a bit weird that it updates every 4 days and spends 16 days recalculating.
17:27<Dakkus>Does it recalculate 4 calculations in parallel or does it actually always stop at the 4th day?
17:28<andythenorth>the help text kind of explains
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21:28-!-acklen is "Matt" on #openttd
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21:44-!-Flygon [~Flygon@114-198-107-165.dyn.iinet.net.au] has joined #openttd
21:44-!-Flygon is "Flygon" on #openttd
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21:49-!-acklen is "Matt" on #openttd
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22:02-!-acklen [~kno@mdunford.lbl.gov] has joined #openttd
22:02-!-acklen is "Matt" on #openttd
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22:07-!-acklen_ is "Matt" on #openttd
22:08-!-Lejving_ [~Lejving@81-233-148-192-no524.tbcn.telia.com] has joined #openttd
22:08-!-Lejving_ is "realname" on #openttd #/r/openttd #factoriocoop #mashinky #openttdcoop.pz
22:09-!-seatsea04 [~seatsea@ns378991.ip-5-196-69.eu] has joined #openttd
22:09-!-seatsea04 is "The Lounge User" on #openttd
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22:12-!-m811 is "Andri Möll" on #openttd
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22:12-!-peter1139 is "Peter Nelson" on #openttd.dev #openttd
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22:12-!-Heili is "Heikki Piirainen" on #debian-meeting #openttd #debian-next
22:12-!-guru3_ is "This Other Dude..." on #armagetron #openttd
22:12-!-Netsplit charon.oftc.net <-> dacia.oftc.net quits: yoltid[m], paulus[m], fonsinchen, fiddeldibu[m], seatsea0, jact[m], nakki, grossing, moll, _dp_, (+12 more, use /NETSPLIT to show all of them)
22:13-!-fonso [~fonsinche@188.cimarosa.openttdcoop.org] has joined #openttd
22:13-!-fonso is "Ulf Hermann" on #openttd.dev #openttd #/r/openttd
22:13-!-Netsplit over, joins: Markk
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22:13-!-SpComb^ is "Tero Marttila" on #openttd #oftc #bitlbee
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22:13-!-ericnoan is "ericnoan" on #ceph #openttd #linode #Qubes_OS
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22:13-!-paulus[m] is "@paulus:netzgemeinde.eu" on #debian-nginx #mm #openttd
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22:14-!-yoltid[m] is "@yoltid:hackerspaces.be" on #openttd #Qubes_OS
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22:45-!-acklen [~kno@mdunford.lbl.gov] has joined #openttd
22:45-!-acklen is "Matt" on #openttd
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22:55-!-D-HUND [~debdog@2a00:79c0:607:7800:7a24:afff:fe8a:d04d] has joined #openttd
22:55-!-D-HUND is "Wowbagger" on #bitlbee #openttd
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23:19-!-acklen [~kno@mdunford.lbl.gov] has joined #openttd
23:19-!-acklen is "Matt" on #openttd
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23:53-!-acklen is "Matt" on #openttd
---Logclosed Tue Jul 30 00:00:30 2019