Hello,
I'm currently trying to rebalance some NewGRFs against each other. I've read basically all of the relevant specs (http://newgrf-specs.tt-wiki.net/wiki/Main_Page), or so I think. However, I still don't understand the running costs of vehicles yet.
According to the spec, for trains, the base value (referenced using prop 0E) is multiplied with the cost factor (prop 0D) to get the actual running cost. That seems trival, however in the 2cc Trainset v2.0.0 Beta 5 I find a lot of entries like this:
15328 * 84 00 00 1F 01 FF C5 08 02 01 03 28 04 19 05 00 06 07 07 0A 08 00 00 00 00 2A 4B C7 0A 00 09 73 00
0B 40 06 1B 00 00 1F 28 16 4B 24 00 20 20 14 00 15 00 1D 00 00 00 00 28 0B 00 29 F0 03 0D 00 0E
30 4C 00 00 17 00 1C 00 12 FD 19 00 13 00 1E 12 21 00 27 02
So the running cost of all these engines should be 0, which is not the case. I Have already considered the possibility of an action 07/09, but I haven't found any that would affect, for instance, this line - or maybe I missed them.
Is there another way of setting the running costs which I am missing?
Thanks in advance for any pointers.
Running costs - Base cost factor for vehicles
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- planetmaker
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Re: Running costs - Base cost factor for vehicles
You might have more joy by looking at the actual source which is quite well documented than some de-compiled, uncommented code 
The property for running costs is indeed set to 0 for vehicles in the 2ccTS. It is set to different values via callback 0x36 depending on circumstances.

The property for running costs is indeed set to 0 for vehicles in the 2ccTS. It is set to different values via callback 0x36 depending on circumstances.
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Re: Running costs - Base cost factor for vehicles
Thanks, the callbacks are what I was missing.
Looking at the source the only point in using a callback for running cost is to make the running cost lower while the vehicle is standing still. Is that correct?
Looking at the source the only point in using a callback for running cost is to make the running cost lower while the vehicle is standing still. Is that correct?
- planetmaker
- OpenTTD Developer
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- Joined: 07 Nov 2007 22:44
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Re: Running costs - Base cost factor for vehicles
Without going through all the code of that set, I believe that that is the intention, yes.gesia wrote:Thanks, the callbacks are what I was missing.
Looking at the source the only point in using a callback for running cost is to make the running cost lower while the vehicle is standing still. Is that correct?
OpenTTD: manual | online content | translations | Wanted contributions and patches
#openttdcoop: blog | wiki | public server | DevZone | NewGRF web translator
DevZone - home of the free NewGRFs: OpenSFX | OpenMSX | OpenGFX | Swedish Rails | OpenGFX+ Trains|RV|Industries|Airports|Landscape | NML
Re: Running costs - Base cost factor for vehicles
Well, thanks a lot for taking the time!
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