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Community => Simutrans Help Center => Topic started by: unnamedrand on January 11, 2011, 06:58:32 AM

Title: Designing a train to run a route
Post by: unnamedrand on January 11, 2011, 06:58:32 AM
I have found a small problem with part of my network: Two lines are hemorrging money. One is an oil line running 3 full-sized trains and one is a paper line running full trains. The paper line I don't expect to make alot of money (everything else around there does, so the loss right there is alright with me), but the oil line is troubling me. The only combination I have concocted that made money ran at a whoping 7km, greatly slowing down one station (which has one drop off-line and 3 other trains waiting for delivery).

Simply put, I am looking for input on how to design a convoy that can handle a job A) quickly and B) makes money.
Title: Re: Designing a train to run a route
Post by: whoami on January 11, 2011, 07:18:18 AM
Do you use Pak64? With this, paper on a train is not a way to make money.

For the other: maybe you use a powerful engine which is too expensive (cost per km/tile) for this goods type, or they (or the complete delivery chain) undertake large detours which are not paid for, especially if the parameter pay_for_total_distance is set to a value other than 0.

If you provide the savegame to us, it will be easier to find out. Please state the Simutrans version, the Pak set and any add-ons that you use, because these are normally required to load it.
Title: Re: Designing a train to run a route
Post by: unnamedrand on January 11, 2011, 09:12:11 AM
yes, pak64.

I am simply looking for general information, though I will provide the save (have fun sorting out all the routing).

Paper is currently a good way to make money, since it helps fuel a much longer chain. Directly it is crap, but the side effect is well worth the minor loss.

P.S. I am currently sorting out the rails into a central hub and trying to figure out how to handle all of the factories (and incorp. new). It is a huge mess.

http://ompldr.org/vNnh1YQ/asdf5.sve <- current save
Title: Re: Designing a train to run a route
Post by: whoami on January 11, 2011, 10:15:25 AM
If I take train 40 in that savegame as an example: it takes enormous detours - these add only to the running costs of the train. A dedicated direct track would be much better and even less expensive, a dedicated platform at the destination is not required.
Also, the trains are very long for some producers like the small oil pumps - therefore, the station maintenance is also relatively high.
Title: Re: Designing a train to run a route
Post by: unnamedrand on January 11, 2011, 11:35:57 AM
Quote from: whoami on January 11, 2011, 10:15:25 AM
If I take train 40 in that savegame as an example: it takes enormous detours - these add only to the running costs of the train.

That is an issue for alot of trains. I need to rebuild a number of stations and simplify runs significantly. Currently, as I am sure you saw, that one station is a major headache for me, though I must say it never jams.