(Off-topic, needless nitpicking aheadandythenorth wrote: "5t of metal" and "5t of metals" are both about the same.

I'll stop wasting everyone's time now...
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(Off-topic, needless nitpicking aheadandythenorth wrote: "5t of metal" and "5t of metals" are both about the same.
A contractor, perhaps?andythenorth wrote:It's either a yard belonging to a construction firm or builders merchant, depending on how you want to interpret it. It's not a big deal either way
No, I hadn't. 'Scrap metal' would stay as 'scrap metal', even though it may be a mix of metals. (And anyway, it's a separate cargo type.) English is far too idiosyncratic to be consistent, and plural collective nouns are an area of the language where it's hard to even see a pattern. If you're a native speaker you usually have a feel for what's right, but if you're not you might have a 3/4 chance of guessing right.Core Xii wrote:You're forgetting 'scrap metal'. It would be considerably mixed by its very nature of being scrapped from a variety of items.
I think wording such a rule precisely and making it loophole-free would probably take more work than just producing a list. 'Fruit' and 'metal' can work as singulars, but 'chemicals' can't. Conversely, 'metals' and 'chemicals' both work in the plural form, but 'fruits' doesn't work; it just sounds like a bad translation. 'Coal', 'oil', 'fruit', 'chemicals', 'building materials', 'engineering supplies', 'goods'. With metal/metals I can make a case either way, but I suppose you get greatest consistency with the other cargos (incl. scrap metal) if you stick with 'metal'. I suppose it's handy to have steel and aluminium both being called 'metal'; saves a needless refit if you switch from transporting one to the other.I think a rule for consistency should be decided, such that all cargo adhere to either form: Fruit, metal, chemical; Or fruits, metals, chemicals. (barring translation exceptions where something sounds off)
Yes, that would work.Core Xii wrote:A contractor, perhaps?
git patches work perfectly with hg, it is also recommend to make git patches with mercurial.Core Xii wrote: [*]I could have cloned a git repo and provided a patch but you're using mercurial
There might be a command but I use a GUI. Don't see that option.Ammler wrote:HG is able to clone git repos, not possible the opposite?
Transport across a shorter distance, perhaps? Further isn't always better, certainly not with RVs.Leanden wrote:If I may comment, recently while making a UK game, I tried to transport food using refrigerated lorries, as happens in reality, and everytime i generate a loss over distances because food deteriorates in payment too quickly. I think that with the improvement in refrigeration, perhaps the drop in food payment should not be as steep as it currently is, as my vehicles are making a lossUnless you have an alternative solution that can be applied to the vehicles which can change this into a profit, but im fairly sure the problem lies with the cargo itself.
Transporting across a shorter distance is all well and good, but you shouldn't be penalised for wanting to transport over larger distances. Im playing a UK map and want to distribute food throughout the whole of the UK using RVs as is realistic.Hirundo wrote:Transport across a shorter distance, perhaps? Further isn't always better, certainly not with RVs.Leanden wrote:If I may comment, recently while making a UK game, I tried to transport food using refrigerated lorries, as happens in reality, and everytime i generate a loss over distances because food deteriorates in payment too quickly. I think that with the improvement in refrigeration, perhaps the drop in food payment should not be as steep as it currently is, as my vehicles are making a lossUnless you have an alternative solution that can be applied to the vehicles which can change this into a profit, but im fairly sure the problem lies with the cargo itself.
I noticed in BRBV the food trucks don't make money where as the other variants do over the same distanceHirundo wrote:Transport across a shorter distance, perhaps? Further isn't always better, certainly not with RVs.Leanden wrote:If I may comment, recently while making a UK game, I tried to transport food using refrigerated lorries, as happens in reality, and everytime i generate a loss over distances because food deteriorates in payment too quickly. I think that with the improvement in refrigeration, perhaps the drop in food payment should not be as steep as it currently is, as my vehicles are making a lossUnless you have an alternative solution that can be applied to the vehicles which can change this into a profit, but im fairly sure the problem lies with the cargo itself.
Check the cargo payment rates graph. Food payment decays faster than other cargos. See also http://wiki.openttd.org/Cargo_incomeBob_Mackenzie wrote:I noticed in BRBV the food trucks don't make money where as the other variants do over the same distance
Im using BRBVS. My map is 2048x2048 based on the UK and Wales scenario from bananas. And as Bob says, the food trucks dont make profit where other vehicles do.Hirundo wrote:It's completely possible to make UK maps of any size, 64x64 up to 2048x2048. Should transporting food throughout the map be equally profitable in all of these cases, since all of these maps are equally 'realistic'?
Please specify the map size, grfs/vehicles used and any other information (cost settings etc.) that may be relevant. Without such information I can't say anything relevant about this issue.
I know that food payment decays faster, this is what i was requesting to be changed, as lets be honest, food transported and stored in game, would be done in refrigerated areas and so should last longer over long distances.Terkhen wrote:Check the cargo payment rates graph. Food payment decays faster than other cargos. See also http://wiki.openttd.org/Cargo_incomeBob_Mackenzie wrote:I noticed in BRBV the food trucks don't make money where as the other variants do over the same distance
Maybe three presets would be sufficient: slow decay, normal decay and fast decay. If someone really wants to tweak all nuts and bolts it should check out the source, do some tweaking and build a custom version.Terkhen wrote:Another option would be adding FIRS parameters for controlling each cargo payment rates. Since FIRS has 31 cargos and payment rates are set by three parameters, this option would need 93 parameters.
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