Started by jk271, February 21, 2012, 08:27:24 PM
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QuoteIs tractive force / tractive effort desired in standard or it should be only in experimental?
QuoteImagine having 2 locomotivesLocomotive A: 1000kW, maxspeed 108km/h, gear=1.0Locomotive B: 1000kW, maxspeed 54km/h, gear=1.0
QuoteSo the slower one (B) can pull double amount of cargo than faster one (A)
Quote+ // one tile 1km = 1000m, height of 1 tile = 10m (from landscape settings) ==> 10/1000 = 10 per mille
Quote from: Hans on February 21, 2012, 10:00:17 PMHmmm ... the gear factor was intended to simulate this to some extend. What reasons speak against giving the slower loco a gear factor of 2.0? Wouldn't this yield about the same result with the existing code? (I mean this questions honestly. I don't know the code well enough these days, and I might be wrong with my assumption that a gear factor of 2.0 still does what I think it would).
Quote from: Combuijs on February 21, 2012, 10:54:33 PMI could be horrible wrong, but:Say you could just about pull 6 wagons with Loc B at 54 km/h then I'm quite sure that you can't pull the same 6 wagons at 108 km/h with Loc A. At 54 km/h with Loc A yes, but not at higher speeds.So I think that behaviour is already there in Simutrans standard. What am I missing?That looks very strange: Two locs with the same power should be able to pull the same amount of cargo at the same speed.
Quote from: TurfIt on February 21, 2012, 11:16:20 PMI'm rather missing the point here too. Why add a link between the top speed and power?
Quote from: TurfIt on February 21, 2012, 11:16:20 PMAlso note the "power" figure is used in the physics formula as a force instead of a power already.
Quote from: TurfIt on February 21, 2012, 11:16:20 PM And gear is simply a multiplier intended to allow tuning of desired ingame performance given real power figures in a vehicles .dat.
Quote from: TurfIt on February 21, 2012, 11:16:20 PMThe patch just looks to me like renaming/rescaling the values, and removing the flexibility of having power, speed, and gear all separate.
Quote from: TurfIt on February 21, 2012, 11:16:20 PMAs to the friction component, there are no real world values used. The friction factors are simply numbers that result in good enough ingame behaviour.
Quote from: TurfIt on February 21, 2012, 11:16:20 PMFinally:This 1 tile = 1km thing really needs to die. There's no such scale in Simutrans.
Quote from: jk271 on February 22, 2012, 01:13:15 AM Locos usualy have constant tractive force, so maximal power is usualy reached at maximal speed. Unless some gearing is available.
Quote from: prissi on February 22, 2012, 11:23:11 AMOn a sidenote:Due to the several time scaled/length scales involved, the formula in SE are only mathematically more close to the one in real world physics. But du to the distorted time and length scales, they are not correctly reproducing reality. Otherwise almost everything would just jump instantaniously to maximum speed (even a high speed train does not need more than 2 min to get to maximum speed). This would be very "real" but not pleasant at all.