Started by Bernd Gabriel, October 31, 2009, 01:22:18 AM
0 Members and 1 Guest are viewing this topic.
Quote from: Bernd Gabriel on October 27, 2009, 11:26:57 PMI will prepare 2 patches for simutrans standard: 1st patch for the graph and 2nd patch for the model.
Quote from: z9999+ on November 01, 2009, 11:27:41 AMDuring a steam locomotive climbing up very long hill, if its speed became zero, it will jump to the next stop.
Quote from: prissi on October 31, 2009, 08:42:01 PMThe only thing you add are acceleration for constant power (that is something that can be discussed) and several small stuff, which is not needed for the game world.
Quote from: prissi on October 31, 2009, 08:42:01 PMBecause I see no benefit in including friction factors for diferent waytypes. Especially since a sand road would have nearly a magnitude different one from a concrete highways.
Quote from: prissi on October 31, 2009, 08:42:01 PM[...] and using constant like g is completely useless (last time I checked the world was still flat in simutrans ... )
Quote from: prissi on October 31, 2009, 08:42:01 PMAbout engines not reaching topspeed: WIth the old formular the topspeed was given by:(total_power/total_weight+1)^0.5/2500The new model it should be (if it is really like the wikipedia formula):v=((sqrt(27*A*P^2+4*kr^3*m^3)+3^(3/2)*sqrt(A)*P)^(2/3)-2^(2/3)*kr*m)/(2^(1/3)*sqrt(3)*sqrt(A)*(sqrt(27*A*P^2+4*kr^3*m^3)+3^(3/2)*sqrt(A)*P)^(1/3))with m: mass, kr:friction coefficent, A: air drag and P: power. (I love computer algebra systems ... ). These are two other solutions, but they are complex numberS (and thus make actually not much sense to me, since the speed should be a real number.)So it can be done, but I am not sure, if this is really progress in the end.