Long Trains

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Sentinel
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Long Trains

Post by Sentinel »

I was playing TTD and TTD with TTDPatch for a long time and the last days I tested OTDD and now I have questions about the long-trains-feature:

- what is the limit of lengts? I have one train with almost 100 wagons and it says "too long", when I want add more (and I need more :D)
- why stay this train a very very very long time at a station? Even when its empty or unload 3000 litre Oil? (btw. the unloading process is very fast, but the train whaits almost a game-year...this is not only boring, it ruined my company :/, because I was at the beginning and it was my only money-making train, the others only used for feeder service for this long train)
- then "realistc acceleration"? only the breaking was perfect, or is a 74 km/h train whith 13000 PS to strong and to slow for these feature?
- what about the realistc hill/curves calculation, like in TTDPatch, will this be integrated, too?

It's a good work :) I like it...and after this "Transport Giant - Disaster" I'm happy to get new resolutions, bigger maps and the new airports (and all the other small features) for TTD :)
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Tino Didriksen
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Re: Long Trains

Post by Tino Didriksen »

Sentinel wrote:- why stay this train a very very very long time at a station? Even when its empty or unload 3000 litre Oil? (btw. the unloading process is very fast, but the train whaits almost a game-year...this is not only boring, it ruined my company :/, because I was at the beginning and it was my only money-making train, the others only used for feeder service for this long train)
If the train doesn't fit on the platform, it will take very long to unload. So trains with 100 wagons are simply too long. On a normal 7-length station, you can have a train with maybe 2 engines and 11 wagons (or 3:10 for hills) before it becomes too long for the platform.
Tino Didriksen / Project JJ / Waterscape
Sentinel
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Post by Sentinel »

I thought something like that, too, but so long? And it doesnt change if the station is 24 or 6 long....somethimes I think its faster with 6 and when I hold on a station but there is nothing to load or unload, the train shouldn't wait a year and do nothing.
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Bouke
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Post by Bouke »

just make it smaller... and if your train is 100 wagons long... it still doesn't fit on a 24-platform. 24 x 2 = 48 waggons - 4 trains = 44 wagons.
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Post by MT3269 »

Way to fix this s*** is to drag and drop til you get the distance you want but make sure your max station spread agrees with it.

This feature only allows for one platform stations btw.
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Post by Sentinel »

But it should go faster with with a length of 24 instead of 6 but sometimes 6 is faster and the wagons for this station is at the end of the train.
I only want to know if this Feature is already ready or not? In (near) future will there be longer Trans (up to 256?) and more "intelligent" load/unload Calculation (wait only the time for the wagons which will be load or unload, not for all) so a empty train or if the station don't have/want something from the train, the train can drive on like a "normal" train loads/unload

I want to use this kind of trains. It makes a lot of money (I spare 4-5 normal-mammoth-trains (20-24 Wagons)) and it looks great.
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lucaspiller
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Post by lucaspiller »

Whats the point of absolutely massive trains like this? When they have to stop for a signal they will take forever to speed up again. Also how much do you make from them? Another thing as such all your eggs are in one basket. If your train crashes you are completely s*****d and if it breaks down the whole thing is slowed down rather than just one train.
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Post by Sentinel »

Speed up to fullspeed is like a normal train (I told in the first post)
My trains crashes never...if it does I'm not good enough.
When it works (with trick: 1. go to next station in route 2. goto depot on and off, then the train will go) it makes almost a Million DM (Track build 1950-1960, Train and route was upgrades all the time (when the money was there))
But I found another "error", on one station i said 'load' (with the when one kind of goods full go on - feature on) but it only load what was there (in a second) and wait (none of the goods were full) and do nothing more, when more goods come to this station, the train let it on the station and don't load any more...so I think this train will stay there forever.
what does this don't deliver goods to stations, when it doesn't need - feature do (Is it for the next or for all station of the route?)? When I change something in the Patch settintgs, when will it enabled, immediately, on next load, next start of OTTD or when I created a new game (does it save this settings within the savegame?)

EDIT:
Acceleration works perfekt with trains over 100 km/h so it seems the other was too slow for that feature :D ( I only need 3 x 7000 PS locos for a good acceleration and almost top speed)

But I saw, that trucks can block each other on an truck station (icomming/outcomming blocking each other) after a timeout time they drive through each other, but I don't think thats wanted.
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Post by Sentinel »

Maybe someone can build in a switch which turns the "realistic" load/unload time on and off?
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habell
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Post by habell »

Sentinel wrote:But I saw, that trucks can block each other on an truck station (icomming/outcomming blocking each other) after a timeout time they drive through each other, but I don't think thats wanted.
I think it is, otherwise they are stuck forever :roll:

The "turn around" button does not always work in these situations. When there is a timeout time, you don't have to watch every vehicle every once in a while to see if there stuck.
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Post by Sentinel »

I don't meant the drive trough :D , I meant that this blocking is not wanted.
I think this is a real error and wrong in this thread, I saw it by the way and it is not so bad, because of the timeout.
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Post by Sentinel »

One more question for tis subject:
Is it (already?) possible to change the direction of locos in a multihead-train (like with strg-drag&drop in TTDPatch in Depot)?
Oh, I've got one more :roll: Is it (easy) possible to put somewhere (maybe in train-info window) how much, in percent, the train power is used (when full loaded), as enhangement for realistic acceleration?
Example:
I want to design a train for coal, so I build a loco and so much wagons as I will need, so the computer will automaticly calculate how much percent of train power will be used when this train is full loaded, for example 120%. So I knew, one loco is not enough an I build a second for this train an the Info said 60%. (I hope everybody understood this :roll: )

P.S. I like the abillity to redesign an existing train station and the unregualr stations :) good work
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lucaspiller
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Post by lucaspiller »

Multiheaded trains affect the acceleration not the maximum speed. It probably would be possile to add a thing that works out how long (or over how far a flat distance) it would take for a fully loaded train to accelerate to top speed. The best way though would probably just to learn the trains and what you find is good for you.
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Post by Sentinel »

mmmmh...yeah I know, but with long trains it can happen, that it never reach full speed. Now I see the point, what is 100% is the question. Maybe a calculation of horsepower to maximum speed can do that or every wagon steals (not visualy, only for calculation) some PS (depend of tons/litre if the waggon would be full) and if the PS is 1500, it is 50%, 0 = 100% and -1000 = 133% (for example of a 3000 PS loco). I don't know how much of it allready in the "real acceleration" routine included, because the effect is the same?!

EDIT:
Maybe 1 PS for 0,1 ton/10 litre/0,25 piece (or 0,05/1/0,1 ?)
so 10 Waggons (30 tons) of coal on a 3000 PS train would be 100% (5 waggons?)
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lucaspiller
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Post by lucaspiller »

The only reason why it would never reach full speed is because the train does not have enough distance to get to full speed I should think.

The acceleration is worked out using this formula:

Code: Select all

acc = power / weight * 4;
But the acceleration is limited to 255. If you have realistic acceleration it is a lot more complicated. Have a look at the function beggining line 87 "GetRealisticAcceleration" of train_cmd.c.

The speed is then worked out with this:

Code: Select all

spd = v->subspeed + accel * 2;
v->subspeed and spd are the same.

So if you had a train that weighed 304t and had 2,200hp its acceleration would be 7. This means that every 'tick' in the game the speed increases by 7 mph. So I suppose you could say the accerleration is 7 mph per tick. I have had a look but can't find how long a tile is measured as so I am afraid this is all I can give you.

EDIT: The last bit is quite wrong in a few places.
Last edited by lucaspiller on 05 Jul 2004 10:12, edited 1 time in total.
Sentinel
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Post by Sentinel »

I'm sorry, but I can't doing programming with C (but acc = power * 4 / weight; whould be more accurate because of floating-point calculation in division)

But if we have this calculation, the 100% utilization could be a constant Number (normal acceleration of a normal train) and if the (theoraticly full) train has more it schows a utilization below 100%, if less, over 100%.
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