Those values are ... wrong

or at least you can't just take them like that, the description says its the price for
100 units and 1 tile.
The graph shows values for
10 units after 20 tiles, so you need to double it: (100x1 = 10x10 != 10x20)
luk3Z wrote: 27 Feb 2022 13:05
...
OTTD default cargo payment graph (without any grfs):
- [+] Spoiler

This is interesting, my graph looks different already:
- [+] Spoiler

luk3Z wrote: 27 Feb 2022 13:05
I put that values as parameters in Ultimate Cargo Payment Override so ingame graph looks like this:
- [+] Spoiler


When I put in 39, it will be 39, but as I wrote earlier you need to double the value (2x39 =
78 ), that produces following graph (which changes slightly when setting, but keeps the same value)
- [+] Spoiler

luk3Z wrote: 27 Feb 2022 13:05
Ultimate Cargo Payment Override + Simple Cargo Profit cargo payment graph:
- [+] Spoiler

Ultimate Cargo Payment + Simple Cargo Profit gameplay income:
- [+] Spoiler

Ultimate Cargo Payment + Simple Cargo Profit income graph:
- [+] Spoiler

(steady but rising with inflation - I think too steady we need to more variable cargo payment so there is a need to take time into account at least)
I dont think real inflation works like the mechanics ingame, thats why I don't play with this on. I don't think this has an effect tho, other than inflating the values..
For testing the values I'd disable this, otherwise you need to calulate it every time or we need to agree on some year to compare the values...
Keep in mind, this NewGRF only changes the
price_factor variable (if set), and DOES NOT touch
single_penalty_length or
penalty_lowerbound, which are (afaik) responsible for cargo decay.
I was looking into creating a second addon tackling those, but didn't see the need for this yet.
luk3Z wrote: 27 Feb 2022 13:05
May I suggest to put the rest default OTTD bits to description in NEWGRF Settings 03 to 11 (it will be easier set the parameters) ?
I actually don't know what you mean, what is "NEWGRF Settings 03".
The NewGRF is made with NML, I don't actually hardcode any bits/settings myself.
You can check the code yourself

as far as NML goes, no other options/settings are changed.
luk3Z wrote: 27 Feb 2022 13:05
BTW how would you determine optimal parameters in Ultimate Cargo Payment Override ?
I think there is a slight "misalignement of expectations"

This NewGRF does NOT compute optimal parameters by itself (despite the first picture maybe making the impression, im sorry).
You need to know what you want and set it up, manually.
As for what values you would actually use in a balanced game depends very much on the way you want to play, the mods you have, the settings you have, the difficulty you want, etc...
I like high cost / rewards, that way you CAN make millions, but need to be careful about what you build. Even later on in game there can be fatal mistakes, I don't like the point where no matter what you do you're too fat to die, thats the end of my games usually... so it very much depends on what you want to play

there is no one "optimal setup"
luk3Z wrote: 27 Feb 2022 13:05
If you want to have almost default OTTD cargo payment values with Ultimate Cargo Payment Override you need to put above values manually.
If you want to have almost default OTTD cargo payment, dont use this override

unless your want to get the original values back because some other NewGRF changed it...
luk3Z wrote: 27 Feb 2022 13:05
Ultimate Cargo Payment Override changing default OTTD cargo payment values even if factors are = 0 (anyway I don't know formula for it).
Thats strange, I have tested this case and it worked (as in, it didnt change anything unless set)... it also wouldn't make any sense. Can you send a savegame?
If the setting is 0 there is no formula, but an
if-statement. If that thing is 0, its as if the mod wasnt loaded...
Unless the NML-compiler puts some default stuff in the NewGRF, which would be extremly surprising and annoying and probably is not the case..