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#openttd IRC Logs for 2019-08-06

---Logopened Tue Aug 06 00:00:40 2019
00:40<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened pull request #7684: Fix: saving crash.sav when disconnected from network game
00:57<DorpsGek_II>[OpenTTD/website] nikolas opened pull request #97: minor grammar fix in June/July post
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02:39<DorpsGek_II>[OpenTTD/website] LordAro approved pull request #97: minor grammar fix in June/July post
02:40<DorpsGek_II>[OpenTTD/website] LordAro merged pull request #97: minor grammar fix in June/July post
02:43<DorpsGek_II>[OpenTTD/OpenTTD] LordAro merged pull request #7683: Codechange: dedicated_v: remove duplicate thread.h include
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02:47<andythenorth>issue count has crept up :D
02:47<andythenorth>has stalebot resigned its post?
02:48<andythenorth>82 open issues, was about 50 a while ago
02:52<LordAro>we turned off stalebot when rate of developer activity slowed down
02:52<LordAro>things were getting closed before anyone got to them
02:53<LordAro>and i never really liked it anyway
03:08*andythenorth will stalebot some things
03:08<LordAro>i'm not aware of anything "invalid"
03:08<LordAro>that's been left open
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03:21<andythenorth>there are a couple, I'll close them later
03:21<andythenorth>not many
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04:30<DorpsGek_II>[OpenTTD/OpenTTD] nielsmh commented on pull request #7684: Fix: saving crash.sav when disconnected from network game
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06:25<Samu>milek7: where are you?
06:37<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7684: Fix: saving crash.sav when disconnected from network game
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06:53<Samu>i thought that was fixed before
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07:20<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened pull request #7685: Codechange: math_func.hpp - use cpp-style casts
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07:37<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7685: Codechange: math_func.hpp - use cpp-style casts
07:39<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7685: Codechange: math functions - use cpp-style casts
08:00<Samu>where was I?
08:00<Samu>emergency saving too early
08:01<Samu>or too late
08:10<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7685: Codechange: math functions - use cpp-style casts
08:11<DorpsGek_II>[OpenTTD/OpenTTD] nikolas commented on pull request #7685: Codechange: math functions - use cpp-style casts
08:12<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7685: Codechange: math functions - use cpp-style casts
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08:33<DorpsGek_II>[OpenTTD/OpenTTD] glx22 commented on pull request #7685: Codechange: math functions - use cpp-style casts
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08:46<Samu>t.t my ai still does bad in desert tileset
08:47<Samu>even after the changes
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09:03<DorpsGek_II>[OpenTTD/OpenTTD] nikolas updated pull request #7685: Codechange: math functions - use cpp-style casts
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09:41<Samu>damn, AIAI is playing so so dirty
09:45<Samu>abusive competition
09:46<Samu>mass stations in town
09:46<Samu>dries everyone else's stations of passengers
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11:01<Samu>I need a "strategy" for my AI to be successful in sub-tropic
11:03<Samu>prioritizing towns that don't require water or food isn't paying off
11:04<Samu>then there's other AIs also competing for the same
11:04<Samu>some compete abusively
11:05<Samu>like AIAI
11:05<nielsm>remember that hardcoding for the base economies may make it more difficult to support newgrf economies
11:06<Samu>i don't want to turn mine into what AIAI do
11:07<Samu>mine does station spreading, but not to such ridiculous, abusive look
11:07<Samu>have not tried full loading orders
11:08<Samu>RoadRunner uses full load in one direction, but not the other
11:08<Samu>and he's doing really well for some unexplainable reason
11:08<Samu>and is not abusive
11:08<Samu>I'm not keen on using full load orders for passengers/mail
11:09<Samu>but i may try
11:09<Samu>just to see what difference does it make
11:12<Samu>basically only AIAI and RoadRunner can survive with bus services in desert tileset
11:12<Samu>Terron does okay, but nothing stellar
11:13<Samu>clueless plus just manages to stay afloat
11:13<Samu>then there's the two LuDi's
11:13<Samu>barely surviving, and admiralai pretty much dead
11:17<Samu>admiralai may trigger bankrupt soon
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11:53<adwus>hi. how is travelled distance counted?
11:53<adwus>is this how far a vehicle travels or the two destinations are apart?
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11:58<Eddi|zuHause>destinations (manhattan distance)
11:59<Eddi|zuHause>more specifically, the location of the station signs
12:06<adwus>i see, thanks
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12:52<Samu>admiralai bankrupted, the original ludiai too
12:53<Samu>mine is surviving but...
12:53<Samu>only 1 service
12:57<Samu>clueless is improving
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13:28<andythenorth>coop cert died again :)
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13:57<Samu>now my ai uses full load, let's see what happens
14:14<nielsm>prediction: on some stations it will make no difference, on some it will improve ratings and make more money in the long run, and on many it will cause services to bec too infrequent to affect town growth and the vehicles will make a loss
14:16<nielsm>at least be prepared to check for vehicles taking too long to fill and cancel the full order flag
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14:33<Samu>canceling full order, all road vehicles are sharing orders, hmm im not sure
14:34<Samu>the results so far are surprising me
14:35<Samu>still has positive company value
14:36<Samu>has over 80 road vehicles, that's better than the other time
14:36<Samu>AIAI has 189 by now
14:37<Samu>terron has 152, but that one does also mail
14:37<Samu>can't force him to only buses
14:38<Samu>roadrunner also does pass and mail, has 124
14:42<Samu>woah, roadrunner does create some really long routes
14:43<Samu>i think roadrunner strategy is solid, makes a really long route, then transports pass and mail at the same time
14:43<Samu>2 for 1
14:44<Samu>AIAI strategy is spamming stations, distant joining them to cover the whole town, really crude
14:44<Samu>but it works
14:47<Samu>doesn't look like the full load strategy will work, i'm losing value, 73 busses now
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14:49<Samu>maybe I should turn my AI to transport PASS and MAIL
14:53<Samu>I add, then remove then add then remove, it's slowly eating value
14:56<nielsm>my own heuristic is that if I have more than two vehicles (that share orders) waiting for full load on the same station at the same time, then I have too many vehicles on that route and should sell some of the vehicles
14:58<DorpsGek_II>[OpenTTD/OpenTTD] nikolas opened pull request #7686: Fix: Spelling in running costs help text
14:59<Samu>adding vehicles needs rework in that case
15:00<Samu>my code isn't exactly smart in this regard
15:01<Samu>it checks both stations if there's more than "bus cargo capacity" waiting, then adds a vehicle if so
15:03<Samu>if only one of the stations has that much cargo waiting, it adds a vehicle
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15:04<Samu>maybe it should instead check if both, at the same time have it
15:04<Samu>gonna experiment, brb
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15:07<Samu>if (cargoWaiting1 > engine_capacity || cargoWaiting2 > engine_capacity) {
15:07<Samu>changing || to &&
15:11<Samu>before I restart this, i wanna see how long the ai survives
15:12<Samu>i wish there was a "restart in a new openttd"
15:15<andythenorth>just run lots of OpenTTD?
15:16<Samu>this is a bad system for that
15:28<peter1139>How so?
15:30<Samu>this is the celeron
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15:35<peter1139>Oh, so it's shit for anything really.
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16:18<andythenorth>making toast?
16:20<LordAro>i can't imagine it would be very good at that, even if you removed the cooler
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16:32<andythenorth>do I have a celeron? o_O
16:38*andythenorth wonders what FPS samu gets
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20:47<DorpsGek_II>[OpenTTD/website] James103 opened issue #98: NET::ERR_CERT_DATE_INVALID when accessing
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22:32<DorpsGek_II>[OpenTTD/website] Eddi-z commented on issue #98: NET::ERR_CERT_DATE_INVALID when accessing
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---Logclosed Wed Aug 07 00:00:42 2019