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#openttd IRC Logs for 2019-08-28

---Logopened Wed Aug 28 00:00:12 2019
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08:26<andersd>Hi all, is there a way to store dialogs (or windows?) across openttd launches? I like to have a handful of pinned dialogs always visible, and it would be nice not to have to reopen and reposition for each openttd restart.
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08:41<@planetmaker>I don't think so
08:43<andersd>ok, thanks!
08:43<peter1139>Might make a nice PR ;-)
08:43<andersd>might make for a nice dive into the sources :)
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08:54<andythenorth_>Hmm
08:54<andythenorth_>Realism is not fun gameplay
08:54*andythenorth_ back to thinking :p
08:56<Eddi|zuHause>if you want to save it outside the savegame (like in openttd.cfg) you might have to restrict it to some general windows (like no specific vehicles)
08:56<Eddi|zuHause>and if you want to put it into the savegame, you have to restrict it to not happen in multiplayer
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09:01<peter1139>Has he eaten since the last time I asked if it was lunchtime?
09:05*Sacro is hungry
09:08<@planetmaker>the restrictions of course can be dropped on where to put the window placement info, if you can live with the fact that non-matching / possible ones are silently ignored (e.g. for vehicles not accessible etc)
09:15<andersd>Eddi|zuHause, planetmaker: Thanks for your thoughts, out of the gate it seems to be most suited for openttd.cfg
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09:26<andythenorth_>peter1139 I have been forced to decide about lunch for myself
09:26<peter1139>Shocking.
09:26<andythenorth_>No help from internet friends
09:26<peter1139>But just macaroni cheese, eh?
09:26<andythenorth_>Due to connectivity
09:26<Eddi|zuHause>damn these internet "friends"
09:27<andythenorth_>Mac & cheese is not available here :p
09:27*andythenorth_ currently skipping lunch, this may need to change
09:29<andythenorth_>also newgrf trains
09:31<andythenorth_>how else can I differentiate engines besides power and speed?
09:31<andythenorth_>Run cost is boring
09:31<Eddi|zuHause>racing stripes
09:31<andythenorth_>Reliability?
09:31<arikover>andythenorth_: Look
09:32<Eddi|zuHause>the red one is faster
09:32<arikover>andythenorth_: Always!
09:32<andythenorth_>How about model life?? o_O
09:32<Eddi|zuHause>model life is when you want more generations
09:32<andythenorth_>train wears out in 10, 20, or 40 years?
09:32<arikover>andythenorth_: Reliability maybe?
09:33<Eddi|zuHause>i don't think you can set reliability that way
09:34<Eddi|zuHause>but what do you need more than power and speed?
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09:35<Eddi|zuHause>you could do cost, but cost is meaningless most of the time, i think
09:35<andythenorth_>Speed will most likely work
09:35<andythenorth_>But it might lead to some odd choices about which cargos can go faster
09:36<andythenorth_>for example, is steel a high speed cargo?
09:37<arikover>You could make the trains fast, but not too powerful so that they only reach top speed on really long distances. Then it's worth coupling more depending on track declivity.
09:37<arikover>Yeah, a bit like NARS2
09:37<Eddi|zuHause>andythenorth_: cargo specific speeds can be done by wagon speed limits?
09:38<andythenorth_>yes
09:39<andythenorth_>I need a heuristic for what’s “fast-but-not-fastest”
09:39<andythenorth_>Fastest is easy: food, mail, alcohol, milk, supplies
09:40<Eddi|zuHause>fast is anything that is light or decaying
09:41<Eddi|zuHause>steel is neither of those
09:42<andythenorth_>define light?
09:42<andythenorth_>Low density?
09:42<andythenorth_>High value to weight ratio?
09:42<Eddi|zuHause>yeah, something like that
09:43<andythenorth_>high value items
09:43<andythenorth_>Might be the best heuristic
09:43<andythenorth_>So anything with high payment rate? And/or steep decay curve
09:44<andythenorth_>IRL this is not how US railroads operate :p
09:45<andythenorth_>Everything except intermodal containers is just slow
09:45<Eddi|zuHause>yes, those cargos don't go by rail
09:45<Eddi|zuHause>they'd go by plane
09:45<andythenorth_>And intermodal, they take anything that goes in a standard ISO box
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09:46<andythenorth_>Hence realism is again a poor gameplay template :p
09:49*andythenorth_ considers allowing any cargo
09:49<andythenorth_>My intent was to reduce wagon capacity on “faster” wagons
09:49<Eddi|zuHause>denying cargos is bad gameplay
09:50<andythenorth_>So longer trains would be needed, taking more network space
09:51<andythenorth_>So the choice would be shorter and slower, or longer and faster
09:55*andythenorth_ will now be disconnected by this wifi :x
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12:29<LordAro>hmm, DorpsGek_II dead again
12:29<LordAro>latest crash report's stack trace doesn't seem to make much sense
12:30<LordAro>(#7706)
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17:13<andythenorth_>Hmm
17:14*andythenorth_ deletes more realism :|
17:16<andythenorth_>US railroads tend to use the least power possible (hp / ton)
17:17<andythenorth_>Just enough to prevent the train stalling on steepest slope en route
17:17<andythenorth_>This is very boring in a game :p
17:18<andythenorth_>Brit freight trains are more interesting, they have to go fast to avoid blocking pax trains (or having to pay more track access charges)
17:18<andythenorth_>Better for game purposes :p
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---Logclosed Thu Aug 29 00:00:14 2019