Started by Iluvalar, October 24, 2012, 08:23:10 PM
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Quote from: sdog on November 06, 2012, 04:10:45 AMWell, when they don't serve a purpose, why do you have it in the pak at all?
Quote from: Sarlock on November 06, 2012, 05:47:42 AMEven then, the 18t vehicle may still be preferred because it jams up stations and roads less since you'd have less than half as many vehicles to haul the same amount of cargo.
Quote from: greenling on November 30, 2012, 08:53:59 PMSorry i can your pakset not downloading.it will that i me regist.
Quote from: Iluvalar on November 30, 2012, 07:01:33 PMThe base speed is 50Km/h for tracks and 25Km/h for roads.
Quote from: Iluvalar on November 30, 2012, 07:01:33 PMAsset loss worth between 10% to 90% of the total vehicles operating cost ! Your lines might not make as much money as it seem. Also, the vehicles are very expensive. About 50% of the construction cost at start. Sometime a lot more.
Quote from: Iluvalar on November 30, 2012, 07:01:33 PMI made bridges, tunnels and stops nearly free to maintain. So you can make complex junctions if you feel it's the way to go.
Quote from: Iluvalar on November 30, 2012, 07:01:33 PMWhat is lost for gameplay reasonsI needed to know how much a line would give per Km. This mean that all in all, all factory produce the same value of good no matter what.
Quote from: Iluvalar on November 30, 2012, 07:01:33 PMSame for the speed bonus that is now at 100% per 25 Km/h. I needed that to be constant.
Quote from: colonyan on November 30, 2012, 10:50:48 PMADD: I remember Simutrans Standard did not take in account of the way's speed into speedbonus. Is it now?
Quote from: TurfIt on December 01, 2012, 05:21:02 PMThere's some strange intercity road bridges being built. See attached. I've never seen that before - intentional (how?) or some bug being triggered...I note the strange ones are always 13 tiles long - one tile longer than allowed.
Quote from: TurfIt on December 01, 2012, 05:21:02 PMDo you mean the speedbonus? It's defined as a 20-30km/h ramp for all waytypes. (25-30 in the .tab~ file)I note trains appear ~2x more profitable than trucks...
Quote from: TurfIt on December 01, 2012, 05:21:02 PMThis is truly killer. Did you set this to try a simulate a fixed monthly cost? I'd rather we finish that patch instead of using depreciation like this. Usually depreciation is relatively minor, so the fact that the numbers aren't displayed anywhere in game is but a minor annoyance. With this pak, depreciation is the determining factor; And you have to guess if your net worth is high enough to afford another vehicle when you can't even see how much the vehicle will truly cost!
Quote from: TurfIt on December 01, 2012, 05:21:02 PMBridges and tunnels appear to have 'normal' maintenance?Stops are cheap. Combined with 'free' convoy power (see below), results in it being best to use extra long train stations. Ways are so expensive, it's best to use a single long train with no passing sidings.
Quote from: TurfIt on December 01, 2012, 05:21:02 PMTractor and loco costs vary only with speed. Two locos with the same speed but different power cost the same, hence it's always best to pick the more powerful and pull a longer train. Also the variation with speed is small enough that picking the most powerful overall is viable.
Quote from: TurfIt on December 01, 2012, 05:21:02 PMMakes factories even more dull with no variation between them. Surely there's room for some high producers...
Quote from: TurfIt on December 01, 2012, 05:21:02 PMImplementation wise, a factory with factor 10 and productivity 100 produces the same as one with factor 100 and productivity 10. The later is easier to deal with in game for players IMHO. i.e. Normalize output factors to 100.
Quote from: TurfIt on December 01, 2012, 05:21:02 PM20 km/h in speedbonus.tab ?
Quote from: Iluvalar on November 30, 2012, 07:01:33 PMBut you will most likely never do that and get only 2-3% . Please, if you do more tell me how you made it.
Quote from: Iluvalar on December 02, 2012, 03:31:22 AMLike this, it's easier to compare the production and consumption of the factories between each others. Some factories produce many goods, so it would be at most only 100% for 1 of the production anyway.
Quote from: TurfIt on December 04, 2012, 05:06:46 AMBoats! I'm guessing you've not balanced them...? What about aircraft?
Quote from: TurfIt on December 04, 2012, 05:06:46 AMHarder to see what the actual monthly production is though... Calculator in me head not working these days! Yes, true for only one, but better than none.
Quote from: TurfIt on December 04, 2012, 05:06:46 AMThe road trailers don't seem balanced with the trucks that pull them. e.g. Log truck costs $161864 to haul 16t at 60km/h. Its trailer costs $383107 for 20t. The trailers listed at 80km/h - perhaps you used that figure instead of the 60km/h it actually goes? Nothing else can pull it.The 25km/h horse log trailer is also more expensive (depreciation wise) than the truck. $388683 to haul 8t at 25km/h. The super cheap $/km doesn't make up for it. Better to use the truck on a 25km/h road.
Quote from: TurfIt on December 04, 2012, 05:06:46 AMRoad tolls also seem excessive. Paying $22700/month in tolls to use a 25km/h public dirt road when I could build my own for $400000 and $8300/month maintenance.
Quote from: Iluvalar on December 04, 2012, 06:11:23 AMAre you 100% sure ? Or it is a guess or a feeling ?
Quote from: Iluvalar on December 04, 2012, 06:11:23 AMIt doesnt know if the trailer have no correct truck to pull it.
Quote from: Iluvalar on December 04, 2012, 06:11:23 AMThey are set with multiplayer in mind. If you have more than one line deserved by the same road, you'd better make your own. But there is situation where it's a nice move to use pre-built roads. If you try to "flood" a road in a traffic jam, the owner will be happy with that.