Started by DrSuperGood, February 21, 2018, 06:44:26 AM
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Quote from: ACarlotti on February 22, 2018, 02:02:54 AMIs that the case also on roads? Because at present, I seem to see road vehicles affect by gradients only as they are actually on the sloped road tile, whereas I was suggesting spreading the effect of (single) gradients over a number of tiles.
Quote from: DrSuperGood on February 21, 2018, 06:44:26 AMNow I do not really know about rail physics but from a game play perspective this is kind of ludicrous. I understand that single slopes are meant to represent an incline of ~26.565 degrees which is kind of steep as far as transport goes. However that is the shallowest one can make an incline due to game limitations meaning more realistic inclines of 10 degrees or less over longer distances is mechanically not possible for the player.
Quote from: Ves on February 22, 2018, 03:20:37 PMCan't the logic from the rail cornering be used? I believe that calculates a radius based on multiple tiles. Or, perhaps that was what you where saying is happening on slopes too already, James?
Quote from: jamespetts on February 24, 2018, 12:39:02 PMKirill - what sort of calibration for the different Z-scale were you thinking of here, and how would this fit into all of the various sybsystems?
Quote from: Kirill Stepanoff on February 24, 2018, 10:43:31 PMI just was scared of 500 per mille gradients assumed by DrSuperGood However there are no traces of them in the code.Gradients that present in the code are rather steep - up to 40‰ for 1Z slope and 80‰ for 2Z slope for railways, and slow and weak vehicles (read "horses") are more prone to reach maximum gradient penalty :-(
Quote from: ACarlotti on February 25, 2018, 08:14:50 PM----ud---- = 2|5|5|5|6|-6|-5|-5|-5|-2 (this is slightly different to the literal specification in my previous post)
Quote from: ACarlotti on March 02, 2018, 08:08:38 PMSome of the main issues in the results of the current code:The force due to downhill slopes is less than the force due to uphill slopes. They should (from a physics perspective) be equal.The current code for smoothing gradients gives inconsistent results to the total force (averaged over distance) for some combinations of different slope values, due to varying use of min and max without accounting for what the previous slope was.The addition of curve_friction_factor looks problematic, but might be ok as long as it's never too large.I could fix these issues separately, but I think it would be more efficient to leave that code alone until we've decided whether or not implement gradient smoothing properly.
Quote from: Vladki on March 03, 2018, 01:49:25 PMI don't know where Acarlotti got his information about early railways having only 0.05% gradients, but as you can see horse railways were able to overcome some decent hills. Of course at the steepest part of this railway, trains had to be split and extra horses employed. More on that later.