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I haven't found anything that states the actual acceleration in game is calculated assuming the train is full. The mod development guide says that it uses empty mass, and it doesn't mention anything about the game adding an extra 80kg per passenger, unless I just didn't see it. If it is the case however, the simplest way to address this problem from my perspective is just to reduce the empty weight of each car to reflect an average load to not maximum possible load. I also remember a much more experienced member of the community having mentioned that the stated max acceleration value only plays a small role in determining actual acceleration, with the tractive effort and weight values having far more importance.
The stated capacity does not affect acceleration values, I ran two test units on parallel tracks, the only difference between them is one has 100 capacity and the other 1000. Their acceleration performance is exactly the same. However, for some reason the game seems to "assume" that trains with higher capacity will take longer to complete a leg, even if it does not. The game automatically assigned a higher "leg time" for the unit with higher capacity, even though the two units arrived at the next station at exactly the same time. This means that in practice the unit with the higher capacity had was forced to stop longer at each station, as it always arrived earlier than scheduled. I am not sure if this is intended behaviour as it seems very strange. I could not modify the leg time to custom timings either, as the game seems to think the unit with higher capacity cannot make the time, even though it literally does and just wait out the unnecessary time in the station. I'll probably raise this in the game's discord server.
About comparing legs of different capacity trains: as explained adlet, line legs are calculated assuming a full train with 80kg per pax.
The units being discussed do not have max_tractive_effort set.
As confirmed by dev, the leg times are calculated assuming the train is full, but the acceleration performance in game is not calculated with that assumption. Thus the only way I see to resolve this reasonably is by reducing the default stop time at each station, thus getting rid of the schedule padding the game automatically includes.
This is actually exactly the issue. There is a difference between the stated timetable in the Lines tab and the actual train running. The timetable is always based on full train, this is why the train with higher capacity has a timetable with longer leg times, it just cannot accelerate as fast as the other one. But when the two trains run with the same number of passengers, the actual run time is the same, because acceleration in actual run is based on actual weight, not maximum weight. And yes in my model the E231-0 running empty (in testing for now) ends up arriving 7-10 seconds earlier at each station and stopping for about 37-40 seconds instead of 30 seconds per the stated timetable.
I remember WaW mentioned 80 kg in one of the posts somewhere a while back... yes it's not in the guide but just as confirmed by him, it is true.
When you don't define the max_tractive_effort it is automatically calculated as [train empty weight] x [maximum acceleration]. You can check this in the E231-0, the max_tractive_effort is visible in the train tab (in the Total power line) and is 144kN. This is simply 0.69 x 209200. The actual train tractive effort also depends on the speed and defines how fast the train actually accelerates and is power (1520 kW) divided by speed, capped by 144 kN. The value will therefore be the highest when the speed is the lowest i.e. 1 km/h - and the cap will apply. At about 8km/h, 1520x0.75 / 8 = 142.5 kN, i.e. calculated value starts being less than the cap. At 144 kN maximum divided by fully loaded weight of 412,000 in the acceleration calculation for the line timetable, you get to a maximum acceleration of 0.35. This is why in theory the maximum acceleration does not matter, but in reality it does at lower speeds, because it is part of max_tractive_effort default calculation. Thus, if you increase the maximum acceleration, the train can generate higher acceleration at these low speeds because the calculated max_tractive_effort is higher.
I see, sorry I didn't quite understand what you meant the first time, I'm not certain if i can fix it on my end, as it is just a feature of the game. I would suggest making the default stop time 20 seconds therefore it would still be 30 seconds with the game's padding added. If the train still lags behind IRL timetables then I'm not quite sure what I can do, as I would like to not change power output or acceleration values away from the official published ones. However, you are free to edit them yourself in the mod.txt in that case.
No worries. I spent a couple of hours yesterday working my way through the formulas to see how it works and why and how much effect different factors have. Yes reducing the stop time perhaps is actually a good way to manage this.
Actually also a suggestion for Carlos on this, as I was thinking how these can be addressed. Does the line timetable have to calculate based on maximum passengers? I understand the rationale for this, i.e. the train will always be able to be on schedule no matter how many passengers.
But I think the best practice in NIMBY speed management is your line cruise speed should be lower than the maximum track speed (and the maximum train speed) so the trains can accelerate and cattch up to the schedule if they are delayed. Typically they are delayed by other trains getting in the way. But if you change line timetables to calculate for example based on 50% or 70% train capacity filled, they could also get occasionally delayed when they are full. So with the right speed settings, trains could also catch up to the timetable by running faster. This could also help emulate the real life effect of rush hour, where the trains typically do take longer to make a run. Given this setting can disrupt many existing timetables, perhaps this could be a line/line service level setting in one of the future versions, calculate timetable based on full capacity or some lower capacity.
Don't know for sure but I presume it's for an empty train.