Heavy Equipment Set (HEQS) v1.5.2 released! [OTTD]

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Re: Heavy Equipment Set (HEQS) v1.5.1 released! [OTTD]

Post by Buggi »

Do you have any plans to do futuristic heavy equipment?
All my games go way past 2050...
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Re: Heavy Equipment Set (HEQS) v1.5.1 released! [OTTD]

Post by Buggi »

Holy CRAP

Nice... very nice.

I find it hard to use vehicles very often for industry as they are always so far away from one another. So speed is always the concerning issue for cargo. Otherwise I would need 100 trucks just for one mine to process the 2,000 tons of material per month.

I'd love to use vehicles more, but it feels counterproductive when your ratings never go up due to long distances.
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Re: Heavy Equipment Set (HEQS) v1.5.1 released! [OTTD]

Post by Sabre_Justice »

andythenorth wrote:
Buggi wrote:Do you have any plans to do futuristic heavy equipment?
Not as far into the future as 2050.
Might do these: http://www.etftrucks.eu/
"The first significant change in rigid haul truck design for 50 years"

Man, is it that obvious? I think these were linked earlier, and they certainly look the part.

I do hope you introduce some new stuff soon, it's getting annoying keeping 'vehicles never expire' on just so I can keep using mining trucks, and having to scroll through all the horse-drawn buggies to find them. Damn... er... whatever that generic road vehicle GRF was. Maybe I should find some specialised ones, any good Australian/British/Russian road vehicle sets?
I find it hard to use vehicles very often for industry as they are always so far away from one another. So speed is always the concerning issue for cargo. Otherwise I would need 100 trucks just for one mine to process the 2,000 tons of material per month.

I'd love to use vehicles more, but it feels counterproductive when your ratings never go up due to long distances.
The HEQS vehicles tend to be situational- they work very well for moving large amounts of cargo over a short to moderate distance. When you're using something like FIRS on high industries and have things like mines and factories relatively close to each other, they're a more convenient option than large, expensive and unwieldy trains. So a lot like real life, basically.

They're also good in mild urban areas or other places with roads all over the place and not much room for train tracks, though you gotta be careful that you don't let your high speed buses get stuck behind a coal truck. This is where highways and careful road design help.
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Re: Heavy Equipment Set (HEQS) v1.5.1 released! [OTTD]

Post by damerell »

Sabre_Justice wrote:I do hope you introduce some new stuff soon, it's getting annoying keeping 'vehicles never expire' on just so I can keep using mining trucks, and having to scroll through all the horse-drawn buggies to find them. Damn... er... whatever that generic road vehicle GRF was.
That's eGRVTS, which also has a pretty good selection of trams, which is handy since "real" tram sets are not all they could be at the moment.

Having played a couple of 19th century games I feel there would be a lot to be said, if we ever get a "continuous transport" type for pipelines and cable cars and suchlike, for automagically generating continuous transport links that correspond to smaller road vehicles, so that - in return for building a completely dedicated route - you can operate the hundreds of horse trams necessary without actually having a vehicle list the size of the Moon.
The HEQS vehicles tend to be situational- they work very well for moving large amounts of cargo over a short to moderate distance. When you're using something like FIRS on high industries and have things like mines and factories relatively close to each other, they're a more convenient option than large, expensive and unwieldy trains.
Although - oddly, given that the game generally likes trains - the cargo payment and rating schemes also militate heavily against the realistic steam-era approach of getting a small, cheap locomotive like an 0-6-0 industrial and chugging it back and forth on a dedicated line, because apparently the coal mine finds the sight of a half-trainload of coal sitting in hoppers waiting for the train to return just too horrible to contemplate.
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Re: Heavy Equipment Set (HEQS) v1.5.1 released! [OTTD]

Post by andythenorth »

because apparently the coal mine finds the sight of a half-trainload of coal sitting in hoppers waiting for the train to return just too horrible to contemplate.
Try FIRS 0.7.0 with 'improved' station ratings parameter set...
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Re: Heavy Equipment Set (HEQS) v1.5.1 released! [OTTD]

Post by changnian »

These three industrial trams -- the Dorstfeld, Chemnitz, and Afonside -- appear redundant; and the former is strictly better than the others. They all refit to the same range of cargoes and lengths; they have the same capacities and maximum speed. I assume the variation in maximum reliability is "random".

So the only significant difference is that the two later models cost more to buy and to operate. Um, sorry; this makes no sense to me. What am I missing?

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Re: Heavy Equipment Set (HEQS) v1.5.1 released! [OTTD]

Post by Voyager One »

IIRC, newer ones have more refit capabilities therefore can be refitted to larger cargo quantities. Also, if I'm not mistaken, newer ones have more power = faster acceleration.
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Re: Heavy Equipment Set (HEQS) v1.5.1 released! [OTTD]

Post by FooBar »

Yes, if you enable realistic acceleration, those models probably make a lot more sense.
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Re: Heavy Equipment Set (HEQS) v1.5.1 released! [OTTD]

Post by DeletedUser17 »

Forgive me for saying- this stuff is sweet. :]
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Re: Heavy Equipment Set (HEQS) v1.5.1 released! [OTTD]

Post by Zhall »

All I had to see was the "Made in Germany" on ETF's site to know it's legit.
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Re: Heavy Equipment Set (HEQS) v1.5.1 released! [OTTD]

Post by Supercheese »

Cross-posted from the devzone bugtracker:

HEQS 1.5.1 industrial trams have incorrect capacities when used with FIRS 1.2.0 Tropic Basic and Arctic Basic economies. I suspect there is an issue when the typical primary cargo (Coal, perhaps?) isn't defined and instead the fallback primary cargo capacity_multiplier can be something other than 1 which may throw the refitting scheme off.

Steps to reproduce (tested using OTTD r25385):

1. Load a game with HEQS 1.5.1 and FIRS 1.2.0, choosing either the Tropic or Arctic Basic economy for FIRS.

2. Build a tram depot and purchase one of the HEQS industrial trams.

3. Attempt to refit the tram and observe the actual capacities shown do not match the advertised capacities in the purchase menu ("20t in four trailers" is claimed but the refitted capacity is only 12 tons, and so on.)
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Re: Heavy Equipment Set (HEQS) v1.5.1 released! [OTTD]

Post by Trond »

wow, hadnt tried these before, and I must say: AWESOME! Playing a big tropical map, and using these trams for fruit/maize/food and water was just awesome :D I Love it! Thanks for making it!
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Re: Heavy Equipment Set (HEQS) v1.5.1 released! [OTTD]

Post by chuggles »

Yes, these things are great. I don't know how realistic I'm being but personally I like to use them to create huge industrial pandemoniums full of ore trains and ore trams and trucks and ore and metal going back and forth.
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Re: Heavy Equipment Set (HEQS) v1.5.2 released! [OTTD]

Post by doxlulzem »

(The topic is a bit to large to search through so sorry if I missed the answer)
On the first few images, what is the road grf and what is that train in the station?
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Re: Heavy Equipment Set (HEQS) v1.5.2 released! [OTTD]

Post by YNM »

ISR and NARoads. The latter is quite hard to find (unless someone uploaded it to BaNaNaS), and dirt roads only appearing before a certain years (forgot what precisely), then becoming all asphalt.

EDIT by planetmaker: subsequent non-FIRS discussion split to http://www.tt-forums.net/viewtopic.php? ... 0#p1117100
Last edited by planetmaker on 14 Jun 2014 08:15, edited 2 times in total.
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