User:Maqifrnswa

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Revision as of 08:25, 30 July 2016 by Maqifrnswa (Talk | contribs)

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See my New Player Pointers

game mechanics

cargo delivery to stations

Every day is 74 ticks. every 256 ticks cargo is delivered to stations (8 or 9 times a month, every 3.5 days).

vehicle loading rates

When a vehicle is loading, cargo is loaded every: 40 ticks for trains, 20 ticks for planes/road vehicles, or 10 ticks for ships (src/economy.cpp "const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 }", order is enumerated in src/vehicle_type.h). Using default rules, 5 units of cargo are loaded per vehicle per tick ()

Default Vehicle Loading Rates
Type Ticks per Load Units Cargo Loaded Per Tick
Train 40 5
Road 20 5
Ship 10 10
Air 20 20

From: (src/economy.cpp "const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 }", order is enumerated in src/vehicle_type.h) src/tables/engines.h


1 unit of cargo is defined in the default OpenGRF as:

Cargo slot Default cargo in this slot Property 1D Meaning
00 PASS 0x400 A vehicle carrying 1 ton of coal, can carry 4 passengers.
02 MAIL 0x200 A vehicle carrying 1 ton of coal, can carry 2 bags of mail.
05 GOOD, SWET 0x200 A vehicle carrying 1 ton of coal, can carry 2 crates of goods/sweets.
xx (everything else) 0x100 All other slots default to 0x100, i.e. 1 unit of cargo equals 1 ton of coal.

https://newgrf-specs.tt-wiki.net/wiki/Action0Cargos

notes

rate equiations

pick up station

  • generation rate
  • loading rate * station size
  • what limits: track capacity, loading rate or generation rate?
    • ideal, limit by generation rate. Generation rate determines min number of station tracks, and number of station tracks determines sideline size

Drop off station size

  • limited by input capacity, which is = number of input tracks * max track capacity
    • min number of stations tracks determined by number of input tracks (make unload capacity = loading capacity)


clearing sideline jams:

  • start with furthest station, make all other stations merge with sideline with priority given to furthest station
  • optimize flow from furthest station (overload with trains such that waiting cargo goes to 0, and overflow is full. wait for steady state
  • when at steady state (i.e., multiple round trips of trains generated on demand) delete excess trains in overflow from furthest station. this station now generates trains on demand. Excess trains mean the total trains servicing the station should be round trip time times industry generation rate. At steady state, a train is returning to station as often as it is being generated, so any train in overflow is excess!
  • move to next closest station, repeat.
  • at end, each station will generate trains on demand. If, in steady state, on track never moves (because it has worst priority) - that means you need a second sideline. Start it from there, and all later stations merge with this new one.
  • repeat
  • if you added sideline out, will also need to add a new sideline in
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