Heavy Equipment Set (HEQS) v1.5.2 released! [OTTD]

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Re: Heavy Equipment Set (HEQS). Sneak Preview: v0.7 [OTTD]

Post by colossal404 »

It's from the HEQS, of course :lol:
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Re: Heavy Equipment Set (HEQS). Sneak Preview: v0.7 [OTTD]

Post by NekoMaster »

colossal404 wrote:It's from the HEQS, of course :lol:
I ment the red double trailer semi's in that screen shot, becuase I haven't seen those in any nightly or version of HEQs
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Re: Heavy Equipment Set (HEQS). Sneak Preview: v0.7 [OTTD]

Post by colossal404 »

Oh, thats Long Vehcles V4, the trucks intersect each other.
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Re: Heavy Equipment Set (HEQS). Sneak Preview: v0.7.0 [OTTD]

Post by andythenorth »

HEQS 0.7.0 now available in first post of thread and on Bananas :)

Main feature: three Industrial Trams, first one available 1902. Refittable to different capacities. Later models haul up to 390t.
industrial_trams.png
industrial_trams.png (118.92 KiB) Viewed 3291 times
industrial_trams_new_wagons.png
industrial_trams_new_wagons.png (11.65 KiB) Viewed 3291 times
Trams have been available in HEQS 0.7 preview for some time, but this release features more wagon sprites (box van, tanker).
Few other changes:
- cargo graphic support improved for some vehicles
- tweaks to support realistic acceleration
- Speedytrac speed reduced for game balance
Last edited by andythenorth on 04 Jul 2010 11:44, edited 3 times in total.
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Re: Heavy Equipment Set (HEQS) v0.7.0 released! [OTTD]

Post by Kogut »

Great!
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Re: Heavy Equipment Set (HEQS). Sneak Preview: v0.7 [OTTD]

Post by damerell »

Emperor Jake wrote:Cargo trams? Awesome!
However, while it does seem somewhat churlish to complain, the running costs (as often with HEQS) seem absurdly low. The 225 ton Industrial Tram is no more expensive to run than, say, eGRVTS's 10 ton hopper truck (which moves slower, to boot!)
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Re: Heavy Equipment Set (HEQS). Sneak Preview: v0.7 [OTTD]

Post by NekoMaster »

damerell wrote:
Emperor Jake wrote:Cargo trams? Awesome!
However, while it does seem somewhat churlish to complain, the running costs (as often with HEQS) seem absurdly low. The 225 ton Industrial Tram is no more expensive to run than, say, eGRVTS's 10 ton hopper truck (which moves slower, to boot!)
The trams are slow and electric, what would you expect?
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Re: Heavy Equipment Set (HEQS). Sneak Preview: v0.7 [OTTD]

Post by damerell »

NekoMaster wrote:
damerell wrote:
Emperor Jake wrote:Cargo trams? Awesome!
However, while it does seem somewhat churlish to complain, the running costs (as often with HEQS) seem absurdly low. The 225 ton Industrial Tram is no more expensive to run than, say, eGRVTS's 10 ton hopper truck (which moves slower, to boot!)
The trams are slow and electric, what would you expect?
They ain't that slow; the second industrial tram does 30mph in 1922, which compares very favourably with vehicles from other NewGRFs - for example, the aforementioned eGRVTS truck does only 20mph (and carries 1/22 the cargo) - or with trains; the UKRS "EF1" (to pick an electric vehicle) will pull perhaps twice as much coal at 40mph and costs around forty times as much to run as the tram!
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Re: Heavy Equipment Set (HEQS). Sneak Preview: v0.7 [OTTD]

Post by andythenorth »

damerell wrote:However, while it does seem somewhat churlish to complain, the running costs (as often with HEQS) seem absurdly low. The 225 ton Industrial Tram is no more expensive to run than, say, eGRVTS's 10 ton hopper truck (which moves slower, to boot!)
I never got around to setting the running costs. They are all the same :)

The cost is identical to some eGRVTS vehicles because the original code was provided by Zephyris from eGRVTS :D

Will get fixed some time.
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Re: Heavy Equipment Set (HEQS) v0.7.1 released! [OTTD]

Post by Ogre »

Great Job!

But as mentioned above, it is somewhat irritating, that e.g. the heavy looking hoppers in the NARS set will now be replaced by these finescale trams. I will try to ask the respective creators to increase the capacities of the cars (especially regarding the outputs of certain industries in FIRS).

Anyway, the graphics of these trams and their stats add a nice detail to the game offering new possibilities and that's what counts!
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Re: Heavy Equipment Set (HEQS) v0.7.1 released! [OTTD]

Post by andythenorth »

Ogre wrote:But as mentioned above, it is somewhat irritating, that e.g. the heavy looking hoppers in the NARS set will now be replaced by these finescale trams.
It's an interesting problem. DanMacK likes to set capacities some way below RL, partly (I think) to increase train lengths (longer trains being often desired by players).

The larger HEQS industrial trams are inspired by some fairly hefty RL equipment :)
http://en.wikipedia.org/wiki/Yallourn_900mm_Railway - overview
http://railgallery.wongm.com/sec-railway - drawings + specs
http://www.gunzelgallery.hobbiesplus.co ... il0116.JPG - in action

The biggest wagons on that system look to be 33t. The HEQS ones are 26t. One option is to make them a little smaller, but that reduces overall capacity - and increasing the number of wagons to restore capacity is problematic :)
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Re: Heavy Equipment Set (HEQS) v0.7.1 released! [OTTD]

Post by Ogre »

andythenorth wrote:It's an interesting problem. DanMacK likes to set capacities some way below RL, partly (I think) to increase train lengths (longer trains being often desired by players).
Well, I agree that lower capacities and then-longer trains might look desirable, but when comparing these two sets, players seeking purely for profit and efficency will choose to run a tram network connecting mines with the respective industries. Meanwhile, some players (somehow I belong to them as well) will ask themselves why the capacities of a tram could overthrow the capacities of a train, regardless of the cargo transported.

andythenorth wrote:The larger HEQS industrial trams are inspired by some fairly hefty RL equipment :)
...
The biggest wagons on that system look to be 33t. The HEQS ones are 26t. One option is to make them a little smaller, but that reduces overall capacity - and increasing the number of wagons to restore capacity is problematic :)
Please do not misunderstand my previous post: Your set is excellent. Capacities of 26t are definitely reasonable for a tram car. Unfortunatly the capacities of the hoppers in NARS are max. 33t (large hopper, which is far larger than one of your tram cars), in DB XL Set, it is 40t. In my opinion the capacities of the mentioned cars (and some in other sets) should be corrected, not yours! Regarding the outputs of some industry stes (e.g. your FIRS), a general increase of all vehicle's capacities is desirable. Your trams / vehicles can be seen as the "first step". :)
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Re: Heavy Equipment Set (HEQS) v0.7.1 released! [OTTD]

Post by Kogut »

But on other hand the fastest tram is about 50 km/h. Hoppers can go about 100 km/h.
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Re: Heavy Equipment Set (HEQS) v0.7.1 released! [OTTD]

Post by Ogre »

Kogut wrote:But on other hand the fastest tram is about 50 km/h. Hoppers can go about 100 km/h.
You are correct, the hoppers are faster than the tram cars. When looking at the hoppers, their size simply suggests a larger capacity than these 33t / 40t. However, I understand that OpenTTD will not be able to recreate real life of transportation entirely. But a kind of reasonable illusion should be achieved, should it not?
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Re: Heavy Equipment Set (HEQS) v0.7.1 released! [OTTD]

Post by Kogut »

Yet another HEQS screenshoot
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Re: Heavy Equipment Set (HEQS) v0.7.1 released! [OTTD]

Post by Zephyris »

Very nice, are you playing with the new road vehicle acceleration model?
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Re: Heavy Equipment Set (HEQS) v0.7.1 released! [OTTD]

Post by kamnet »

andythenorth wrote:
Kogut wrote:Yet another HEQS screenshoot
Switchback! You don't like slopes of more than 1 tile then :lol:
That's not a switchback, technically. But I'm nitpicking. :-)
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