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How fast do you think an oil tanker is in 2020? How fast do you think a train is in 2020? Chances are, 100 km/h boats are not realistic unless they are some sort of hovercraft (which we do have in-game!)andreasaspenberg wrote: ↑01 Jun 2020 22:18i have been playing the game a lot and i have found out that near the end of the game, ships is practically useless because they are too slow. what i suggest is a series of faster ships that replace them later in the game. 40 kilometres per hour is not exactly fast compared to trains or buses. trains gets a lot more upgrades(monorail, maglev) while ships does not. they get one upgrade to 40 kilometres per hour and that is that. what they should do is add at least one more speed upgrade for ships, preferably 2.
For example, the Titanic had a max safe speed of 23 knots, which is about 26mph or 43km/h, with a standard speed of 21knots, 39km/h, 24mph.. Let's have a look at 2 random modern day cruise liners, The Spectrum of the Seas, a Royal Caribbean cruise liner launched in Feb of just last year, has a max rated speed of 22 knots, or 41km/h or about 25mph. Spectrum is about half the length the Titanic was. Let's find a ship closer to the size of Titanic, which brings us to the MS Queen Victoria, this is a ship delivered in late 2007 and operates for Cunard Line, It's slighter longer than the Titanic was, with an absolute maximum of 23.7 knots, 43.9kmh or 27.3mph, although its standard operating speed is 18knots, 33km/h or 21mph. So either longer or shorter, they're close to Titanics speed over 100 years ago.
Onto non passenger, a T2 oil tanker, that operated at about the same time as World War II, ranged from 15 to 17.5 knots, 30kmh / 17mph to 32.4kmh 20.1mph. Skip to modern day, a TI class supertanker, built around 2003 has a max speed of 16.5 knots, 30.6km/h, 19mph. Smaller containerships sometimes reach up to 26-27 knots, although this is pushing it, they often run slower to conserve fuel or to not get torn apart or lose cargo overboard in waves.
Also worth noting is Hovercraft. These are by far the fastest way of transporting passengers on oceans, although they're expensive to maintain vs the fairly low passenger capacity.
The SR.N4 type of hovercraft that ran in the English Channel between England & France, they ran at up to 70 knots, which is 130km/h, 80mph. The Channel tunnel killed this route off, as passengers preferred not getting shaken about uncomfortably on trains apparently.
Ultimately it all boils down to water, its a real pain to traverse through, and puts up a large fight to get through at any decent speed. A typical (modern) cruise liner would use about 30 to 50 gallons (136 to 227 litres) of fuel per mile and they don't go very fast for all that fuel used. This is why in the past 100 years, we've not got any faster at travelling through water. It's a barrier we've ultimately not solved yet.
what the game is missing is a payment model that focuses less on speed for certain kinds of cargo.
If you got rewarded not for fast delivery of oil or coal (and other bulk cargo that doesn't deteriorate), but regular deliveries instead, then the speed of the vehicles wouldn't matter, and in fact ships might be preferable to trains. But there's some technical problems with detecting "regular deliveries", and also the built-in profitability calculations also sort of break for vehicles that may take more than an in-game year between deliveries.
* a station rating bonus
* practically infinite capacity per tile as they can overlap
* very simple infrastructure requirements
There are plenty of NewGRF ships available that are faster than default ships.
Some newgrfs offer the option for even higher ship speeds as a player setting.
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)
Road Hog (road vehicles, released)
It is also true that ships in general are overpowered on short distances, due to absence of collision detection. In particular, the hovercraft from the default set makes a perfect commuter vehicle.
The latest ship in Squid ate Fish appears in 1985. In the redFISH set in 2009.
Of course it is possible to create a new ships. But someone would have to draw them, think through the parameters well, and then encode it all...
In terms of speed, there are a set of Martian ekranoplan's that should swim/fly at speeds over 500 km/h. Unfortunately, the game currently doen't allow ships to develop faster speeds than 127.5 km/h(?). Btw. Looking at the default set of planes, ekranoplan's would be an interesting development of the default set of ships.
There is.... FIRS... where in the case of bulk cargo speed doesn't matter. In any case, extended subsidies could also change a lot in this matter - they could set a fixed rate for transport in advance.
Frequent oil supplies? And where does it make sense or reference to reality? Ships are better than trains in many situations today. Of course not default ships.
I think they are very well balanced. Especially Squid. But this does not mean that it couldn't be improved or developed.
That could be done by using the current model as regular deliveries, and then have contracts. Contracts would be sort of similar to subsidies, but whilst subsidies are for any company and pay a percentage of the fee that would've been payed, contracts would be specific to one company, and maybe include negotiations over features such as price and which company will do it.
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