Voyager One wrote:May I give you an opinion, a small remark: IMO you shoud change the name of the Hovercraft. Bakewell? Isn't that the "original" OTTD name?


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Voyager One wrote:May I give you an opinion, a small remark: IMO you shoud change the name of the Hovercraft. Bakewell? Isn't that the "original" OTTD name?
AFAIK, this is impossible due to OTTD game machine.Woutert wrote:And might it be an option to carry two types of cargo with one vessel? I know some ships here which carry both gravel and sand.
Yes, kind of. Either the small coaster should be bigger, or the medium coaster graphics should be used but smaller. I'll figure out which when I start fixing it.colossal404 wrote:I just like to ask, are the size tried to depend on capacity? Shouldn't we get back the old medium coaster graphics for the small coaster?
My tests show me that capacity above 1000 is useful in ECS games. Hope to see more of themandythenorth wrote:Yes, kind of. Either the small coaster should be bigger, or the medium coaster graphics should be used but smaller. I'll figure out which when I start fixing it.colossal404 wrote:I just like to ask, are the size tried to depend on capacity? Shouldn't we get back the old medium coaster graphics for the small coaster?
Number of hatches is one valid measure. The other is whether the small and large coasters look different enough to be interesting. It was boring to have lots of ships that looked the same, 'just a bit longer'
Why do you think so?George wrote: My tests show me that capacity above 1000 is useful in ECS games. Hope to see more of them
How big?George wrote:My tests show me that capacity above 1000 is useful in ECS games. Hope to see more of them
Up to 2500 tons (2500000 litres). Oil rig on the highest production level produces about 3000000 litres of oil a month. A trip would take 4 months (average), so it would require 5 ships of such huge capacity. Imho that is a good number of ships per oil rig. Of cause in the beginning, when the oil rig produces 32000 litres of oil a month, such sips would be totally useless, but smaller ships should operate there. When production grows, small ships go to the other oil rig, and large ships come in service. This way there would always be about 5 ships per oil rig, but it would be different ships according to production level. Current situation, when the only thing the player can control is amount of ships, leading to have 40 ships per oil rig in service looks totally unrealistic. Large ships are invented IRL for such transportations, and I see no reason to miss it in game.andythenorth wrote:How big?George wrote:My tests show me that capacity above 1000 is useful in ECS games. Hope to see more of them
Because 40 ships servicing 1 oil rig looks odd.michael blunck wrote:Why do you think so?George wrote:My tests show me that capacity above 1000 is useful in ECS games. Hope to see more of them
I did not test RL, I tested ECS and output of ECS industries.michael blunck wrote:IMO, we should carry on that discussion in Andy´s thread over here.
As I already wrote there, ship capacities shouldn´t only depend on "realistic" numbers, but also on industry output, which might be quite different.
Output of ECS industries is documented on the wiki. The thing you have balance is trip length in days (speed), capacity and a number of ships. Speed does not role a lot (I'd say it does not role at all). So the only thing is number of ships and capacity. IMHO, the best number of ships is 5 (suggest you number if you do not think so). So, capacity = IndustryProduction * DaysInTransit / DaysInMonth / BestShipsAmount. I get 2400michael blunck wrote:Maybe sort of an agreement between us could result in some progress on this issue.
Probably the easiest answer is a cost multiplier parameter, same as added to HEQS. Balancing against all sets is just impossible.George wrote:Imho, FISH ships are too cheap in comparison to New Ships, while New Ships are too expansive in comparison to JP train set.
Sounds reasonable!andythenorth wrote:Probably the easiest answer is a cost multiplier parameter, same as added to HEQS. Balancing against all sets is just impossible.George wrote:Imho, FISH ships are too cheap in comparison to New Ships, while New Ships are too expansive in comparison to JP train set.
Yes, some of the bigger ships have clipping problems, they're just too big for the game. Good spotArie- wrote:Do you know of a bug where occasionally a part of (a long) ship temporarily is invisible? I'm having difficulties reproducing so asking here before I put all my time into things you already know!
I 'borrowed' that idea from Michael Blunck's NewShips grf which has had it for many yearsEelco wrote:my river boat was fully loaded with coal and it was laying deeper in the water indicating it was heavier, minor change in the sprite drawing but just making it all much more realistic
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