Started by Ters, October 05, 2012, 06:14:10 PM
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QuoteAlso, the BR614 in a 2 tile consist of Br614front-Br614car-Br614car-Br614back has insufficient power to attain its 140 speed. Power 745->900, or gear 64->77 will do. Assuming this is a normal setup.
Quote from: TurfIt on October 07, 2012, 12:12:51 AMI'd be tempted to greatly flatten the speedbonus curve post 2007.
Quote from: prissi on October 06, 2012, 08:50:52 PM(offtopic: What is the empire alto? Is thes the H-Trans passenger car? Aparently somebody messed up again all names of the cars. I think I will remove them from simutranslator. They got always changed in a completely random style it seems.)
Quote from: prissi on October 06, 2012, 08:50:52 PMOil is made a good source of income to allow people start up games. pak128 uses coal for that. Anyway I would prefer to keep freight tariffs mostly the same. Those are calculated that ships and planes are barely profitable. But I conceed, that with online games the argument to look at chains as a whole cannot hold any more. Here some more equal incomes seems indeed required.
Quote from: Fifty on October 07, 2012, 01:08:03 AM Could you upload the balancing spreadsheet that you talked about?
Quote from: Fifty on October 07, 2012, 01:08:03 AM A modern diesel freight locomotive. The American GE ES44AC is not a bad choice. I don't know if Packer's material may have one of these that can be used with only a little tweaking.Some electric multiple units for low and middle speed. New modern passenger cars and maybe a locomotive for mid-speed operationsModern container railcar (not for cargosprinter)A modern cargo planeModern truck semitrailers for paper, steel, and mail.
QuoteI also get an impression that most short distance multiple unit trains in Europe are diesel powered. Is that right?
Quote from: TurfIt on October 07, 2012, 01:27:59 AMIt's with the pak64 source in vehicle/
Quote from: Ters on October 07, 2012, 08:12:52 AMI don't think it's right to set the same price for all bulk goods. That coal is more profitable than sand and stone makes sense to me. I didn't even know sand trains existed until one suddenly started running from my home town a few years back, and I think it was only worth setting up because it returns to the quarry with finished goods.That some parts of a chain is unprofitable adds a nice challenge to the game in my opinion, but it should be equally unprofitable no matter how you transport it unless there is a very good reason for it. AAC is barely unprofitable no matter what, so I'm not too bothered by that. However paper has a serious problem with both price and capacity in my opinion, at least when compared to most other goods. It might be more right to lower production and consumption than increase capacity, though.
Quote from: Fifty on October 07, 2012, 05:28:22 PMThe problem with an end-product making a loss like AAC is that some money-hungry players will just "dump" the end product instead of bringing it to end consumers in netgames. I've even seen it done with profitable chemicals because the oil revenue is by far the biggest revenue source.
Quote from: Fifty on October 07, 2012, 05:28:22 PMProportionally to the size of the paper truck and the steel truck and railcar, the paper rail car should have almost double the paper capacity.
Quote from: prissi on October 07, 2012, 06:08:36 PM(The 614 usually gaos as double or triple units, almost never in realy live as units of four.)
Quote from: prissi on October 07, 2012, 06:08:36 PMSecond: The speedbonus does not jump. Between those points linear interpolations is used. Thus in 1985 you will have about 120km/h for rail. The curve was done in such a way that it approximated the mean speed of the available engines (that was how the speed bonus speed was calculated before this file or when it does not exist.)With the tigress at 450 km/h you need really a high speedbouns or you would get really excess income. If you make the speedbonus less, than your destroy the distiction between freight and high speed engines. Look at pak46.german. There is always a best engine, not matter how old or what consists.A high speedbonus allows for passenger engines to have very high running cost. You cannot run freight profitable by a Br1034. And that is fully intended. (Look at the second tab of the spreadsheet. Some engines are not balanced using the passenger cars but slower cars.) How would make lower the running cost of high speed (which requires high power) make them more distinct?About pak128 coal: You can make lots of money with three coal trains supplying one pwoer station. More (in relation) than in pak64. But making oil less profitable is ok with me (since you will have to transport large amounts anyway).About the middle speed units: You could use trams instead. Most light rails use them. I could also offer some japanese EMU, I have them for 135 km/h in player colors.Container cars are on my eternal todo list. Vilvoh did some, but the had soo many stray pixels and no player colors. I had prepared some other too, but was not too satisfied. Still speed would be like 140 km/h I think.Cargo by plain is a nightmare. Some (medicine) has a speedbonus, while others do not. Either the plane can only transport these goods profitable (and people will complain, even if it is realistic). There should be also a trailer for steel in the pak. A mail trailer I have available. The freight of steel and paper are taken from reality. 32t is already really the upper limit, in reality such heavy truck are forbidden almost everywhere. 20t of paper is really a lot.There are different challenges with freight. Once Gotthardlok did an (abstract) freight pak (all factories coloerd squared) that used really high production. There the challenge was not the money but to supply everything with the sheer amounts needed. (Some might say like pak128 iron chain ... ) It was challenging, but was not too popular then.EDIT: some container cars. First length 8, would go best with the mail container. Second length 12, based on vilvoh and strongly edited afterwards. Steel trailer in player colors (but too long) is in pak64.german. Can be edited. With slight recoloring it may serve also for paper then. Mail trailer (also too long) is there too. As EMU I could offer the E233, with very high capacity but only 120 top speed. Intro would be 2007.
Quote from: Ters on October 07, 2012, 05:53:47 PMHow do you dump the end product? The whole chain needs to be served in network games too, don't they? If not, I'd blame that.
Quote from: prissi on October 07, 2012, 06:08:36 PMWith the tigress at 450 km/h you need really a high speedbouns or you would get really excess income. If you make the speedbonus less, than your destroy the distiction between freight and high speed engines. Look at pak46.german. There is always a best engine, not matter how old or what consists.A high speedbonus allows for passenger engines to have very high running cost. You cannot run freight profitable by a Br1034. And that is fully intended. (Look at the second tab of the spreadsheet. Some engines are not balanced using the passenger cars but slower cars.) How would make lower the running cost of high speed (which requires high power) make them more distinct?
Quote from: prissi on October 07, 2012, 07:33:14 PMThe Br614 was constructed as three units. The BD tried to drive them also a four units. But it was no success as their engine were too weak for it. Exactly like simutrans I would say ...
QuoteThe BR614 was run with four cars unit. But it showed soon, that those are too weak and they used from the lat 80ies only three car units. Just consult wikipedia, which gives a similar story as simutrans.
Quote from: Fifty on October 07, 2012, 07:43:45 PMSet up a transfer station near the plant, put a truck from plant to transfer station, then put a truck from transfer station to end consumer, but make it wait for 100% load at the consumer so it never leaves.
Quote from: Ters on October 16, 2012, 03:16:34 PMThe calculation in calc_speedbonus_kmh() doesn't seem to cope well with weights close to, but less than, power. As far as I can tell, when power and weight are equal, the speed (0) is less than when weight is greater than power (1).
Quote from: TurfIt on October 17, 2012, 05:02:01 PMNote the distance is applied on a per vehicle basis. The distance travelled by each car in the convoy is tracked seperately starting from their position when loading. If the train turns around before starting its journey, and then heads straight into the destination station, the cars at the end will have travelled less distance than the front front.
Quote from: prissi on October 19, 2012, 10:26:57 PMIn reality X2000 were never coupled, since the swedish platforms would not have allowed for that. But if it helps gamesplay, why not.