LocoTool V0.4.3 [30 Oct 2004]
Moderator: Locomotion Moderators
The goal of this tool is to add new vehicles (and soon other stuff) to Locomotion, and perhaps edit the existing one. I don't know what you want to swap...
For those interested, I've posted an updated version of the source code only, plus the libraries you need to compile it with cygwin, at http://www.ttdpatch.net/loco/
No real new feature, but the xml reading is getting there. I decided to go with libexpat, btw.
For those interested, I've posted an updated version of the source code only, plus the libraries you need to compile it with cygwin, at http://www.ttdpatch.net/loco/
No real new feature, but the xml reading is getting there. I decided to go with libexpat, btw.
Well if there be some changes I would like to see the 747 raised its seat to 250. Th concorde down to 100 passengers (its now a kind of uberplane with more passengers and more speed for only about 10% more bucks then the 747), and raised running cost. (Supersonic flights costs a lot of fuel).Patchman wrote:The goal of this tool is to add new vehicles (and soon other stuff) to Locomotion, and perhaps edit the existing one. .
Also I would like to see the A380 increased his passenger capacity to ... 380.
And last but not least: Can there be some real difference between the Stanier Black 5 and the Stanier Jubilee. At the moment they are the same size, both have a top speed of 90mph, 1600hp and wiegh 140t.,
I've been thinking for a while, I don't have the game to check that but maybe some of you can (when locotool gets to the point of repacking vehicles), that line referring to reliability on the xml file, I think it can be 1 of 2 things, either the maximum reliability of the vehicle, or some rate that the reliability drops (for example drops 1% every #reliabilitynumberhere# days), if it's the second then it'd be possible to get rid of the problem of having to change everything every 5 years, don't remember now if it's possible too but to balance things a bit you just raise the running costs of the vehicles to compensate for the costs of changing the machine, if that can be done I'd buy the game.
Maybe some of you can look at the reliability number of a vehicle in the xml file and compare it with the number in the game, see if it is the maximum reliability...
Maybe some of you can look at the reliability number of a vehicle in the xml file and compare it with the number in the game, see if it is the maximum reliability...
- Daan Timmer
- Tycoon
- Posts: 2406
- Joined: 12 Apr 2004 11:21
- Location: +31299......
hmm too bad, there goes the chance of an easy fix for that, I don't think that you will actually find the decay rate, cause I don't think there is one then, it's probably just calculated by some (current year - year vehicle was bought) formula. Wish I knew how to create trainers...Yes, that is it. I haven't found the reliability decay rate (yet?).
I dont think C and java are so different... I prefer C tho... more compatible... (hmm lets not make this thread an language discussion ?)PROGRAM IN JAVA !
Well it does seem to me like some vehicles lose reliability a lot faster than others, though. I doubt that's just an effect of higher starting reliability.Realgar wrote:hmm too bad, there goes the chance of an easy fix for that, I don't think that you will actually find the decay rate, cause I don't think there is one then, it's probably just calculated by some (current year - year vehicle was bought) formula. Wish I knew how to create trainers...Yes, that is it. I haven't found the reliability decay rate (yet?).
So it might be out there somewhere... but I don't have good enough statistics to go look for it. What I'd need someone to do is start a game, buy a loco and set it to run in circles. Then write down the reliability at the beginning, after exactly one year, then 2, 3, 4 and 5 years. Then repeat that for some other locos from other years. Maybe that'll allow me to figure out the decay rate.
Agreed.I dont think C and java are so different... I prefer C tho... more compatible... (hmm lets not make this thread an language discussion ?)PROGRAM IN JAVA !
I tested it for a Class 86 with no cars attached. Started my game in 1990.
Age: Reliability:
---------------------------
0 93
1 88
2 82
3 76
4 71
5 65
After that I used a Class 86 with 3 mk3 passenger cars. Reliability numbers were the same (for the first 2 years, after that I didn't test).
Might do some more testing tomorrow.
Age: Reliability:
---------------------------
0 93
1 88
2 82
3 76
4 71
5 65
After that I used a Class 86 with 3 mk3 passenger cars. Reliability numbers were the same (for the first 2 years, after that I didn't test).
Might do some more testing tomorrow.
-
- Engineer
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Just 3 questions:
-will you be able to create a new vehicle by using an existing vehicle model? It would be really cool if you could use the concorde model and create some sort of "uber" plane, that would be invented in about 2030.
-would it be feasable to make a "fan" expansion pack to add new vehicles like maglevs and superbuses? then to finish it off, Patchman could add some gameplay enhancing features. (Of course this could only be if the worst comes to the worst and Chris Sawyer dosen't release another expansion)
-(slightly unrelated) I heard that Chris Sawyer is working on a "secret project" but I can't remember where it was. Does anyone else know about this? Could it be an expansion?
-will you be able to create a new vehicle by using an existing vehicle model? It would be really cool if you could use the concorde model and create some sort of "uber" plane, that would be invented in about 2030.
-would it be feasable to make a "fan" expansion pack to add new vehicles like maglevs and superbuses? then to finish it off, Patchman could add some gameplay enhancing features. (Of course this could only be if the worst comes to the worst and Chris Sawyer dosen't release another expansion)
-(slightly unrelated) I heard that Chris Sawyer is working on a "secret project" but I can't remember where it was. Does anyone else know about this? Could it be an expansion?
I have a question. I haven't really examined the Locomotion folder yet, and can't do so as I am at work now but I was wondering if the same is true for Industries. Can industries be added, changed, etc....
It would be nice to be able to add your own industries. If thats the case I have a few suggestions. Just a few wild ideas, no idea if it even can be done. I am not a graphics artist either so don't count on me creating the graphics! Just throwing in the ideas
- Uranium Mine to Nuclear Powerplant (after 1950)
- Waste from cities to Incinerator (from 1900)
- Waste from cities to Recycling Centre (after 1980)
- Converts waste in 33% Recycled Materials (3 tons waste --> 1 ton recyclables, 2 tons will still be Incinerated)
- Transport Recycled Materials to Factory for Goods.
- Gold Mines, Mints, Banks
- Raw Gold to Mints
- Gold Bars to Banks in/near cities.
- Car Manufacturing Plant
- Requires Steel and Chemicals (plastics)
- Delivers to Car Dealership in/near cities.
I think especially the waste transports will be quite a challenge. I was actually thinking of Simcity 3000, when you did not have enough incinerators or landfills, trash would start piling up in the streets. The transporting of it was not your concern in Simcity, you were only building the facilities.
Just some ideas for people that want to create some neat stuff in the future
It would be nice to be able to add your own industries. If thats the case I have a few suggestions. Just a few wild ideas, no idea if it even can be done. I am not a graphics artist either so don't count on me creating the graphics! Just throwing in the ideas
- Uranium Mine to Nuclear Powerplant (after 1950)
- Waste from cities to Incinerator (from 1900)
- Waste from cities to Recycling Centre (after 1980)
- Converts waste in 33% Recycled Materials (3 tons waste --> 1 ton recyclables, 2 tons will still be Incinerated)
- Transport Recycled Materials to Factory for Goods.
- Gold Mines, Mints, Banks
- Raw Gold to Mints
- Gold Bars to Banks in/near cities.
- Car Manufacturing Plant
- Requires Steel and Chemicals (plastics)
- Delivers to Car Dealership in/near cities.
I think especially the waste transports will be quite a challenge. I was actually thinking of Simcity 3000, when you did not have enough incinerators or landfills, trash would start piling up in the streets. The transporting of it was not your concern in Simcity, you were only building the facilities.
Just some ideas for people that want to create some neat stuff in the future
... Some data ...
Scanned at high speed, looking at reliability values changed.
Dates are of by about +2/+4 day's
Train built date: 01/05/96
raw data result:
nomal decay rate: about 1.50 - 1.55 percent / day
Accel decay rate: about 4.0 percent / day
Scanned at high speed, looking at reliability values changed.
Dates are of by about +2/+4 day's
Train built date: 01/05/96
raw data result:
nomal decay rate: about 1.50 - 1.55 percent / day
Accel decay rate: about 4.0 percent / day
Code: Select all
[ID] Train Designed Obsolete
A Century 1960 2000
B Dash-7 1977 (none)
C Electra-Star 1994 (none)
D SD70 1994 (none)
Code: Select all
Date A B C D
01/05/96 90 87 94 85
02/05/98 79 76 83 74
14/08/98 77 74 81 72
18/10/98 76 73 80 71
21/12/98 75 72 79 70
27/02/99 74 71 78 69
29/04/99 73 70 77 68
30/07/99 72 69 76 67
02/09/99 71 68 75 66
06/11/99 70 67 74 65
08/01/00 69 66 73 64
01/05/00 65 65 72 63
12/05/00 67 65 72 63
18/05/00 64 64 71 62
22/05/00 66 65 72 63
06/06/00 63 64 71 62
02/07/00 62 64 71 62
17/07/00 62 63 70 61
20/07/00 62 63 70 61
27/07/00 61 63 70 61
22/08/00 60 63 70 61
20/09/00 59 62 69 60
18/10/00 58 62 69 60
23/11/00 57 61 68 59
10/12/00 56 61 68 59
24/01/01 54 60 67 58
29/01/01 54 60 67 58
17/02/01 53 60 67 58
29/03/01 52 59 66 57
01/04/01 52 59 66 57
08/04/01 51 59 66 57
10/04/01 51 59 66 57
04/05/01 50 59 66 57
30/05/01 49 59 66 57
01/06/01 49 58 65 56
26/06/01 48 58 65 56
20/07/01 47 58 65 56
That's pretty clear, all of them have the same decay rate, except for the Century's, whose rate accelerates after it's obsolete (which sort of makes sense anyway).
That means there's probably no way of adjusting the rate. There might still be something that adjusts breakdowns for each loco, because some locos do seem to have more breakdowns than others.
That means there's probably no way of adjusting the rate. There might still be something that adjusts breakdowns for each loco, because some locos do seem to have more breakdowns than others.
Your probably right. Did think the same when I saw the chart.Patchman wrote:That means there's probably no way of adjusting the rate.
Still, it could be that all trains have the same setting. (unlikely I admit).
(I'll look at some of the early models tomorrow)
Have not notist that.Patchman wrote: There might still be something that adjusts breakdowns for each loco, because some locos do seem to have more breakdowns than others.
Got some names of suspected trains in this case?
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