Started by jameskuyper, November 08, 2012, 02:41:17 PM
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Quote from: jameskuyper on November 08, 2012, 02:41:17 PMCould some way be provided for querying the demand the factory would have if it were operational, even though it currently isn't?
Quote from: jameskuyper on November 08, 2012, 02:41:17 PM However, under such circumstances, would electrification of a factory make sense from the point of view of the factory's owner?
Quote from: jameskuyper on November 08, 2012, 02:41:17 PMThe Coal Power Plant's actual production of 928 exactly matched it's production capacity, even though power consumption was only 232.
Quote from: TurfIt on November 08, 2012, 03:00:55 PMThe chart can provide this information, along with the boost factor (since it's not necessarily x2 anymore), and passenger mail requirements/boosts. Somewhat cumbersome but nobodies bothered to make this info available in a more convenient format.The factories owner wouldn't care as factory finances aren't simulated. The player who's paying maintenence and wasting the limited amount of power on this factory that doesn't need it should care however. What to electrify is a strategic choice in the game for players.The fuel consumption of power plants is independant of electrical production. If a plant has fuel, it consumes at full rate, and makes full power available. It's been asked a couple times if changing this is desirable; No feedback, hence not implemented.
Quote from: jameskuyper on November 09, 2012, 04:14:31 AMI do think it's undesirable for power plants to generate more power than the total amount consumed. It would be particularly annoying in a scenario where fuel is in short supply, though I don't know if the game generator allows such scenarios to be created - but such a scenario could certainly be created by hand. If you could refer me to the relevant topics, I could post a reply giving my feedback on that issue.
Quote from: Fifty on November 09, 2012, 04:50:44 AMIn most cases, I think it is quite realistic that factories all want to be connected to the electrical grid (for the most part). By increasing production with mechanization, a factory owner in real life might be able to either produce more if supply and demand allows, or alternatively to employ fewer shifts of workers.
Quote from: jameskuyper on November 09, 2012, 04:14:31 AM I haven't been able to come up with any simple way for a factory to accept electricity only to the extent that having it provides a benefit to the owner
Quote from: jameskuyper on November 09, 2012, 04:14:31 AMI do think it's undesirable for power plants to generate more power than the total amount consumed.
Quote from: Ters on November 11, 2012, 10:13:37 AMI think power plants should always consume some fuel to "simulate" power delivered to other things than factories, like houses, street lights, railroad electrification and so on. In effect they should receive a boost from delivering electricity, just like other factories receive a boost from receiving electricity. Or is that what the patch does already?
Quote from: Fifty on November 11, 2012, 04:23:53 PMI like the idea of some power going to cities, but I think it might need to be done like simutrans experimental with transformers in cities, or alternatively calculated based on population.
Quote from: Ters on November 11, 2012, 04:43:51 PMI don't want to hassle with building electrical wires and transformers. I run a truck and railroad company, not an electricity company. And power plants feed the national/global electrical grid, not just the nearest city, don't they?
Quote from: TurfIt on November 11, 2012, 04:10:39 AMAttached patch also implements an optional setting to have power plants only consume fuel based on their actual electrical output. Was easier than I thought, wish I'd done it sooner! Turn on, and no more endless deliveries of coal to a powerplant that produces no power. Need to start games with something other than the standard coal mine>powerplant route.
Quote from: TurfIt on November 11, 2012, 08:23:21 PMDoes the AI currently handle factories that don't produce at their full rate?
Quote from: jameskuyper on November 11, 2012, 07:00:04 PMThe game mechanics suggest that the electrical grid is not complete, until some player lays down the wires that make it complete. I agree that having to worry about the grid seems outside the scope of a transportation game.
Quote from: sdog on November 11, 2012, 10:05:25 PMFrom a shitorical perspective this isn't so absurd. In several areas transportation companies where the first to build electrical grids. They built power plants to power their tram lines, and to have a steadier demand they also became electricity providers for consumers.Don't forget we have the historical perspective here. Typically the player is starting before a powergrid is available. Having to be built by private companies. Since this is simple enough, it doesn't fall out of the scope of the simulation.