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#openttd IRC Logs for 2019-08-25

---Logopened Sun Aug 25 00:00:08 2019
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04:44<Samu>in the fps window, why there's sound mixing when I selected NoSounds
04:45<Samu>with a 0.01 ms average
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04:52<arikover>NoSounds is a sound package without sound. Maybe the "sounds" still are mixed even though they are not audible?
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05:22<Samu>march 2010 - superbus is out!
05:53<Samu>oh! the unthinkable happened
05:54<Samu>load at least 1 cargo was surpassed by default load
05:54<Samu>after the superbus model out
06:05<Samu>load at least 1 cargo is in 80 towns
06:05<Samu>default load is in 180+
06:06<Samu>interesting how the AI "corrects" itself
06:06<Samu>unprofitable routes are closed
06:07<Samu>which is a very low probability with load at least 1 cargo
06:07<Samu>but a high one with default load
06:07<Samu>especially with small towns
06:09<Samu>there's more routes on larger towns with default buses, but also less busses per route, compared with load at least 1 cargo
06:09<Samu>default load*
06:09<Samu>default load is still massing statues
06:10<Samu>load at least 1 cargo is already maxed out in statues
06:10<Samu>it will only get better for default load... interesting that in the very long run, it's becoming the most profitable
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07:00<Samu>recessions impacts full load in a lesser degree than the others
07:00<Samu>impacts default load the most
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08:11<Samu>full load and default load still massing statues, zzz
08:12<Samu>94/119 vs 157/199
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08:23-!-glx is "Loïc GUILLOUX" on +#openttd
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08:46<Eddi|zuHause>you need to start with "-s null" to disable sound mixing
08:46<Eddi|zuHause>"NoSound" is only there to make it not complain about missing sound set
08:58<Samu>full load finished massing statues!
08:59<Samu>advertising campaigns from now on
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09:01<Samu>default load is at 193/199 statues, almost there too
09:11<supermop_Home>which route is prettier:
09:11<supermop_Home>following the land more and reusing more existing track? or more new track and more direct?
09:12<Eddi|zuHause>i'd probably reuse the track
09:12<supermop_Home>coke oven and blast furnace are in upper right corner of image
09:12<Eddi|zuHause>... that will also cause "interesting" follow-up problems once the track gets more congested
09:13<Eddi|zuHause>... speaking of which, i still haven't figured out a traffic light for my "abomination crossing" in C:S
09:14<supermop_Home>never played it, is it good?
09:15<supermop_Home>my truck line there cureently sees light traffic from coal trains and DMUs from the south, and limestone from the quarry in the center, plus one lone pig iron train
09:15<supermop_Home>s/ trunk / truck
09:18<Eddi|zuHause>it was so innocent back in the days...
09:18<Eddi|zuHause>now it's crazy congested
09:19<Eddi|zuHause>and my current traffic light schedule doesn't let trams through often enough, so they pile up
09:23<supermop_Home>this map has put all the big cities in the mountains and only small villages in the plains
09:24<supermop_Home>Eddi|zuHause looks like osaka
09:25<Eddi|zuHause>i've no real clue how osaka looks
09:25<supermop_Home>throat of that tram station looks like a real dream for cyclists
09:26<Eddi|zuHause>hehe :)
09:26<supermop_Home>also what are all those kids doing on the playground in the middle of the night
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09:27<supermop_Home>looks like a cool game
09:28<supermop_Home>man I only started this game to test out andy's new high speed trains
09:29<supermop_Home>but now im just in the weeds of building up this iron -> steel chain
09:29<Samu> - the impact of advertising campaigns are surprising
09:29<Samu>orange and blue don't advertise as much
09:31<Eddi|zuHause>bad thing is, memory usage of that game seems to have exploded over the past 2 years... i can't do multitasking things, or have firefox open in the background, or anything
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09:43<Eddi|zuHause>how it looks nowadays: (haven't finished the texture of the modified tram exchange segment)
09:46<supermop_Home>lot of cars getting off your autobahn ant that exit
09:46<Eddi|zuHause>but also lots of cars going in other directions
10:22<Samu>2030 - entering the last 20 years
10:23<Samu>default load has still not stabilized profits
10:23<Samu>too many towns to advertise
10:23<Samu>despite being the most profitable
10:24<Samu>it doesn't offset enough to start growing in value
10:29<supermop_Home>hm I cant recall when I have the next bus introduced
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10:35<andythenorth_>supermop_Home o/
10:44<Eddi|zuHause>hey, with the new tighter traffic light it actually seems to have cleared up somewhat
10:46*andythenorth_ has Horse queries
10:48<andythenorth_>probably too many for one neat question :p
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10:51<andythenorth_>North American passenger train speeds were (theoretically) very high from 1900s
10:51<andythenorth_>And have only marginally increased since then in most cases
10:52<andythenorth_>Or even decreased
10:52<andythenorth_>This is a progression challenge :p
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11:02<andythenorth_>This was a problem for NARS 2 also
11:03<andythenorth_>Which I really like, but trains get fast and powerful, then don’t get any faster
11:03<andythenorth_>By about 1950
11:05<andythenorth_>Fake stats then.
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11:08<supermop_Home>hi andythenorth_
11:08<andythenorth_>Is that game FIRS 3?
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11:51<andythenorth_>Very connection :x
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11:55<+glx>started cities:skyline after about 3 years, many of the mods I used at that time are crashing
11:55<+glx>I should probably clean all that stuff
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12:03<SpComb^>I've somehow never managed to grow my cities beyond about 50-70k
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12:04<SpComb^>last game I built a very nice city at the end of a highway, then figured that it was bottlenecking too badly on that single highway and built a massive ring road around the city, decided it looked way too ugly and stopped playing
12:05<Markk>I usually stop at around 100-130k, as it's becoming so slow that fast forward just causes it to be slower than normal spped.
12:05<Markk>SpComb^: That's why I build all my highways underground, in tunnels.
12:05<Markk>I love them tunnels.
12:06<Markk>Even build my highway crossings undergroup, multi layered. It's really neat. Something I really wish that it would be possible in OTTD.
12:15<SpComb^>yeah, undergroud construction is way too cheap in C:S, it solves a lot of problems
12:18<Markk>And makes the city looks cleaner and more neat.
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12:29<andythenorth_>supermop_work_: so North American Horse....suggestions? :)
12:31<andythenorth_>supermop_Home: alternatively :p
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12:39<supermop_Home>hmm, uglier trains?
12:40<andythenorth_>With noses?
12:42<andythenorth_>Also does Horse need snowploughs?
12:43<supermop_Home>should I add a 2nd growler to this coal train i'm going to lengthen, or change it to a chinook?
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12:43<supermop_Home>ooh finally hst is available - but nowhere to really use it on this map
12:43<andythenorth_>whichever looks best
12:44<andythenorth_>I use both
12:45<andythenorth_>there is no ‘correct’ choice, but the simplest choice is chinook, one click vs two
12:46<arikover>andythenorth_: Horse NA: Maybe you could leave the stats as they are, and make the trains cheaper to maintain so that they remain an interesting alternative?
12:46<andythenorth_>also, yes, UK Horse now contains more trains than you can probably use in a single game supermop_Home :p
12:46<arikover>andythenorth_: And then maybe for XXI trains fake some stats?
12:47<andythenorth_>Arikover capacity is a possible progression point also
12:47<arikover>andythenorth_: XXIst Century trains I meant.
12:48<arikover>andythenorth_: You mean "more cargo per tile"?
12:48<andythenorth_>US has very high axle load limits
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12:54<arikover>Well here you go then! UK Horse is speed, NA Horse is load! Or something like that.
12:54<andythenorth_>Plausible yes
12:57<andythenorth_>US railroad cars have increased 70t > 100t > 110t > 125t payload per car
12:58<andythenorth_>250t in one tile? :p
12:58<andythenorth_>Meh connection will drop now :x
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13:14<arikover>Well for Gung-Hoed FIRS Industries, 205t/tile can come in quite handy I guess...
13:17<andythenorth_>Original Iron Horse :o
13:23<andythenorth_>Also are we adding 10/8 non-articulated vehicles then?
13:23*andythenorth_ assumes not
13:23<andythenorth_>Scale compression will be applied :p
13:23<arikover>Why add 10/8?
13:23<andythenorth_>US trains are quite long
13:24<andythenorth_>90 feet or so per unit
13:24<andythenorth_>There’s no fixed scale in OpenTTD
13:25<andythenorth_>But drawing ‘long’ vehicles at 8/8 makes ‘short’ vehicles very short (4/8 or even 3/8)
13:26<andythenorth_>Or I just fake the scale 👍
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14:37<SpComb^>meh, C:S keeps crashing now :/
14:51<Wolf01>Mod it 'til it crashes?
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15:49<Samu>year 2051 is approaching
16:01<Samu>9 months remaining
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16:22<Samu>oh, there no more special news
16:22<Samu>just keeps on playing
16:23<Samu>or maybe there isn't for spectators
16:30<Samu>and now, a sudden max road veh of 5000
16:30<Samu>cus im bored
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18:06<Eddi|zuHause>only really crashes for me when it runs out of memory
18:09<Eddi|zuHause>glx: a bunch of outdated mods have a "don't use this one, use that one instead" in their comments
18:10<+glx>yep I saw, and I updated them, not restarted the game though
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---Logclosed Mon Aug 26 00:00:09 2019