Extra Time

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R3D
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Extra Time

Post by R3D »

The lengthened days was exactly what i was looking for and for that i would like to thank everybody who had part in it and for the kind person who pointed me towards it. Thankyou

Just writing now to ask if the day could be made even longer - i set it at the longest day length and i am still only at the construction of 4 coal mine to powerstation railways in 6 mnths :)

I blame the huge map i have been given the chance to select (again thankyou everybody) but looking at my map size of 1024 X 1024 i am going to have to shift the date back again!! Hehehe.

Could i therefore put forward a suggestion to make the days l-o-n-g-e-r :) please. Maybe upto the condition of a day = a day rofl. It might just be i am real slow and for that i apologise but i really like TTD - i play it on and off and have done since it first came out. I never tire of it and with all the mods how can anyone??

My deepest gratitude to all for the game and all its mods and as always :-

Best Regards
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bobingabout
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Post by bobingabout »

currently, 1 day can last upto 1 min. at 1 min, 4 game years passes per 1 real day (Aprox). at daylength 32, 6 months lasts 3 hours. to build only 4 stations in 3 hours is rather slow...

however, if you still want to make it last longer, why not compile the game yourself? once you know how to compile, simply find the place where you can set the daylength, and change the max from 32 to about 125. this will make 1 game day last 4 mins, and 1 game year last 1 day.

if you want the game to last even longer, try starting the game earlier, such as in 1920 using a GRF set. i recomend UKRS. if you don't use a GRF, start at about 1935.
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Post by Sacro »

hmm... well i think its saved as a uint, so could be extended up to 65535 (correct me if i'm wrong Dalestan ;) )

Which would make days veeeeeeery long, and could make OpenTTD into an RTS...
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Post by Ajcon »

Sacro wrote:hmm... well i think its saved as a uint, so could be extended up to 65535 (correct me if i'm wrong Dalestan )

Which would make days veeeeeeery long, and could make OpenTTD into an RTS...
a question.... dose the trains have the same speed as usually `????? or are thay slower too ???
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Post by bobingabout »

Ajcon wrote:a question.... dose the trains have the same speed as usually `????? or are thay slower too ???
trains have same speed. a sugestion i made was to allow the option to have either normal economy,(ie, same running costs, same payments etc) or have a reduced economy, where although construction prices remain the same, things like running costs and payments are devided by daylength.
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Post by NightFlash »

Ey where can this function be found?
Just what I was looking for.. is in the nightly builds or is it in the 0.4.8 if so where do I change the settings?

// NightFlash
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bobingabout
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Post by bobingabout »

its neither in the nightly nor the stable (0.4.8). it is only in the MiniIN.
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Post by uzusan »

bobingabout wrote:trains have same speed. a sugestion i made was to allow the option to have either normal economy,(ie, same running costs, same payments etc) or have a reduced economy, where although construction prices remain the same, things like running costs and payments are devided by daylength.
Im not sure of the specifics, but there is a "daylength affects economy" switch in the config, that ramps up the running costs.

Look at the running costs on the train screenshots below. (its using the japanese set trains)
Attachments
Affect Economy Switch Off
Affect Economy Switch Off
Green & Co., 1st Jul 2019.png (47.38 KiB) Viewed 6484 times
Affect Economy Switch On
Affect Economy Switch On
Green & Co., 2nd Jul 2019.png (48.61 KiB) Viewed 6484 times
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bobingabout
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Post by bobingabout »

thats a damn cheap vehicle to run :P
thats basicly what my sugestion was, however, my sugestion would also effect cargo payements (running cost is /32, but that would also mean the amount receaved from a shipment of cargo was also /32), and some other stuff. i assume it does, i've never tried, but i think i will look into it ;)
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Post by Wolf01 »

the point of that option was:
default day length:
running cost = 500$/yr
travel of 50 tiles/month = 200$
total income/yr = 200*12 - 500 = 1900$

extended day length (20x for easy calcs) - affect economy OFF
running cost = 500$
travel of 50 tiles/month = 200$ * 20 = 4000$
total income/yr = 4000*12 - 500 = 47500$

extended day length (20x for easy calcs) - affect economy ON
running cost = 500$ * 20
travel of 50 tiles/month = 200$ * 20 = 4000$
total income/yr = 4000*12 - 10000 = 38000$

1900*20 = 38000$!!!!!!!!!!!!
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Post by bobingabout »

thats backwards to my orignal idea. but doesn't matter.

infact, its just a mess... in your example, effecting ecconomy should always be on.

assuming your way.

daylength 30, with effecting ecconomy off, should end up producing 30x the profit, because its effeectivly over 30 years. which is everything the same realtime. 30 times gametime a normal profit of £500 a train per year would increase to £15000 a train per game year
12mins x30 = 6 hours. £500 x30 = £15000.

with effecting ecconomy on, running costs and payment rates should also be devided by 30 over realtime making them the same over gametime, so a normal profit of £500 a train per year would remain £500 a train per year, except instead of taking 12 mins, it takes 6 hours.

(assuming 30 day months)

normally:
running cost = 500$/yr, 12 mins
travel takes 1 month, 1min, train makes 300$ a trip = 300$ per month, 1 min
total income/yr = 300*12 - 500 = 3100$, per year, 12 mins

extended day length (30x) - affect economy OFF:
running cost = 500$, 12 mins (*30 =15000$/yr, 6 hours)
travel takes 1 day, 1 min, train makes 300$ a trip = 300$ * 30 = 9000$ per month, 30 mins
total income/yr = 9000*12 - 15000 = 93000$, per year, 6 hours

93000/30 = 3100!

extended day length (30x) - affect economy ON:
running cost = 500$/yr, 6 hours (running cost/30 per PF tick?)
travel takes 1 day, 1 min, train makes 300$/30 a trip = 10$ * 30 = 300$ per month, 30 mins
total income/yr = 300*12 - 500 = 3100$ per year, 6 hours
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Post by pprimus »

Well, in my opinion it's great as it is now.

If cargo payment would also be divided, it would made game really boring, because you would have to wait so much more to get the same money, so most of the time you would be doing nothing. I don't see a point in longer days if there is no money to spend.

Maybe you should look from different angle :wink:

For example, we both play identical game, one with 1x and other with 10x day length. After 5 hours of playing, we have exactly the same amount money, but in one game 25 year passed and in other only 2.5. Thats the only difference. Why does it matter if one get 10 times more money per year than other?
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Post by bobingabout »

pprimus wrote:Well, in my opinion it's great as it is now.

If cargo payment would also be divided, it would made game really boring, because you would have to wait so much more to get the same money, so most of the time you would be doing nothing. I don't see a point in longer days if there is no money to spend.

Maybe you should look from different angle :wink:

For example, we both play identical game, one with 1x and other with 10x day length. After 5 hours of playing, we have exactly the same amount money, but in one game 25 year passed and in other only 2.5. Thats the only difference. Why does it matter if one get 10 times more money per year than other?
when i had the idea originally, well over a year ago, this reduced payments was intended for network games, where you might only be available to play for a couple of hours a day, but the server keeps running 24/7. as it is now, you go to work, and when you get back, either the game is over, or the game has progressed so much that there isn't much you can do anyway, or you have so much cash you can't find enough to do with it.

this reduced ecconomy is not intended to be used for single player games, where 1 person is always there while the game is running.

and also, like i said, the fixed running cost that wolf currently has for "effects ecconomy ON" should be the default behaviour. aka, if a train burns though £2 of fuel every 2 seconds (1day) then a train should still burn through £2 every 2 seconds instead of £2 every 60 seconds (1 day)
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Post by Wolf01 »

i tried to divide the cargo payments rate, but so a train lose more money than the profit (i had trains with negative profit which travelled for half a 1024 map, where with the normal economy a train repays itself twice in one trip)
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Post by bobingabout »

are you sure the running cost actually needs adjusting? because if it doesn't, that'd explain your problem, because you'd need to devide that by daylength too.
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Post by hertogjan »

Wolf01 wrote:i tried to divide the cargo payments rate, but so a train lose more money than the profit (i had trains with negative profit which travelled for half a 1024 map, where with the normal economy a train repays itself twice in one trip)
There may be a difference between multiplying the number of days by the day length and dividing the actual profit by the day length*. That is because the function

Code: Select all

GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
is not inversely linear in transit_days, i.e. multiplying transit_days by x does not have to imply that the result is divided by x. If it would have been inversely linear, then it would make no difference what option you had chosen.

I would go for

Code: Select all

profit = GetTransportedGoodsIncome(num_pieces, dist, transit_days * day_length, cargo_type);
rather than

Code: Select all

profit = GetTransportedGoodsIncome(num_pieces, dist, transit_days, cargo_type) / day_length;
The first version reflects what actually should be done (namely, to compensate for the fact that the days are longer), whereas the second one is an alternative which yields fair results on first sight, but it is based on a wrong assumption (read the remarks above).
Note that for the first version, one must take care that for long day lengths and very short distances transit_days might become 0 (for instance, if you have a fast train over a short distance that drops the cargo the same day it has picked it up). You'll have to find a way to get around that problem.

*Which is equivalent to dividing the cargo payment rates by day_length.
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Post by bobingabout »

just do an if zero, do the other.
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Post by tenpoints2k5 »

If 0 then make 1? That would work, but there might be a cleaner method to ensure that the days_transit does never = 0.
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Re: Extra Time

Post by R3D »

lol - I just searched for this same question and found I had already asked it - I just re installed the latest version 1.4.1 and I still want to set the game so time either doesn't pass at all or it passes very slowly so I can play the game as a train set - I looked at the answers here but in my new found noobness I cant find any setting to sloowwww time down. Could someone please help an old kid with a new train set set it to a persistent world where my objective is to make the most amazing transport infrastructure ever seen in the taking over of the entire world muhahahaha - oh I mean a sophisticated well managed realistic depiction of the uk in 1950 - for instance. Please I would be very grateful if someone would tell me how to make time freeze or as near to as possible. Thankyou and as always thankyou all for the grt effort in this game - I love the new 0 6 0 and open wagons etc etc etc - simply brilliant.
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Re: Extra Time

Post by Digitalfox »

R3D wrote:lol - I just searched for this same question and found I had already asked it - I just re installed the latest version 1.4.1 and I still want to set the game so time either doesn't pass at all or it passes very slowly so I can play the game as a train set - I looked at the answers here but in my new found noobness I cant find any setting to sloowwww time down. Could someone please help an old kid with a new train set set it to a persistent world where my objective is to make the most amazing transport infrastructure ever seen in the taking over of the entire world muhahahaha - oh I mean a sophisticated well managed realistic depiction of the uk in 1950 - for instance. Please I would be very grateful if someone would tell me how to make time freeze or as near to as possible. Thankyou and as always thankyou all for the grt effort in this game - I love the new 0 6 0 and open wagons etc etc etc - simply brilliant.
If you use enable Build on Pause, you can avoid time moving on when planning stuff or even building stuff. Then if not enough you'll have to look for a patch to modify time settings (Meaning most likely you will have to compile or use one of the patch packs.

http://www.tt-forums.net/viewtopic.php?f=33&t=42432
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