Transport Fever 2

Transport Fever 2

Yeol's Senseless Industries
GordonDry 14 Jan, 2020 @ 7:01am
Done: Make the different cargo have different (realistic) weights
Actually the most cargo types have a weight of 1200, like in the vanilla game.
(only mail got a different value of 50, but that is even too low).
From older mods for TPF1 and even TF I know that this is "kilograms per cubic meter", so 1000 would be for water, 1 ton.
1200 is just a cheap compromise to fit them all...

Just research what weight a cubic meter of any cargo would have and decrease that value a little for the "gaps of air".

Example for steel:
Steel weighs 7.9 gram per cubic centimeter or 7 900 kilogram per cubic meter, i.e. density of steel is equal to 7 900 kg/m³.
Make it 7000.
Or consider make it 1/4 (like capacities are handled ingame), that would be either 7900/4 = 1975 or some lower value like 7000/4 = 1750.

Iron ore:
Hematite (iron ore) weighs 5.15 gram per cubic centimeter or 5 150 kilogram per cubic meter, i.e. density of hematite (iron ore) is equal to 5 150 kg/m³.
Make it 5000.
1/4 of it? Would be 1287.5 or 1250 ...

Plastic:
High density polyethylene weighs 0.96 gram per cubic centimeter or 960 kilogram per cubic meter, i.e. density of high density polyethylene is equal to 960 kg/m³.
Make it 900.
1/4 of it? 225 then.

etc.

I used Google for the examples above, just enter
weight cubic meter steel
to check for steel.

Think about the 1/4 for a reason, like early cargo horse carriages ... they would have a real problem pulling 7 times of what they were used to.

Mail (and unsorted mail) got a weight of 600 in the "Post Mod by nown" - think about a cubic meter of mail in a mail bag.
And this value of 600 fits better to the "realistic values divided by four" mentioned above.
Last edited by GordonDry; 25 Apr, 2022 @ 8:50am
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Showing 1-15 of 25 comments
GordonDry 14 Jan, 2020 @ 7:07am 
This mod for Tpf1
https://www.transportfever.net/filebase/index.php/Entry/2872-Cargo-Calculated-Weight/
used these values (no division by four):

cargoCompactness = {
["PASSENGERS"] = 85,
-- Baumstämme
["LOGS"] = 800,
-- Vieh
["LIVESTOCK"] = 1000,
-- Kohle
["COAL"] = 1350,
-- Eisenerz
["IRON_ORE"] = 2400,
-- Steine
["STONE"] = 1400,
-- Getreide
["GRAIN"] = 600,
-- Rohöl
["CRUDE"] = 861,
-- Stahl
["STEEL"] = 7900,
-- Bretter
["PLANKS"] = 528,
-- Kunststoff
["PLASTIC"] = 1250, -- thx Baubus; Mittelwert aus "http://www.kern.de/index.php/de/kunststofflexikon/spezifisches-gewicht"
-- Schlacke
["SLAG"] = 1700, -- thx Baubus
-- Leichtöl
["OIL"] = 855,
-- Baumaterial
["CONSTRUCTION_MATERIALS"] = 3000,
-- Maschinen
["MACHINES"] = 3950,
-- Kraftstoff
["FUEL"] = 830,
-- Werkzeuge
["TOOLS"] = 2950,
-- Lebensmittel
["FOOD"] = 900, -- thx Baubus
-- Güter
["GOODS"] = 2500,
--[[
ATT 2.x Güter
]]
-- Ausstattung
["EQUIPMENT"] = 2500,
-- Bretter
["PLANK"] = 528,
--Fahrzeuge
["VEHICLE"] = 150,
-- Farben
["COLOR"] = 1500,
-- Gas
["GAS"] = 540,
-- Glas
["GLASS"] = 1900, -- thx Baubus
-- Gülle
["SEWAGE"] = 1030,
-- Koks
["COKE"] = 560,
-- Leder
["LEATHER"] = 590,
-- Möbel
["FURNITURE"] = 349,
-- Roheisen
["IRON_PIG"] = 7874,
-- Eisenspäne
["SAWDUST"] = 2000,
-- Sand
["SAND"] = 1530,
-- Schmierstoffe
["LUBRICANTS"] = 900,
-- Gemüse
["VEGETABLE"] = 750, -- thx Baubus
--[[
Neue Industrie Güter 2.x
]]
-- Müll
["WASTE"] = 150,
-- Milch
["MILK"] = 1030,
-- Baumwolle
["COTTON"] = 1510,
-- KLeidung
["CLOTHES"] = 1350,
-- Düngemittel
["FERTILIZERS"] = 950,
-- Chemikalien
["CHEMICAL"] = 950,
-- Papier
["PAPER"] = 800,
-- Sägespäne
["FILINGS"] = 220,
-- Zement
["CEMENT"] = 1900,
-- Kalkstein
["LIMESTONE"] = 1400,
-- Mineralien
["MINERALS"] = 1400,
-- Uran
["URAN"] = 19160,
--[[
Post-Mod von @nown
]]
-- sortierte Post
["MAIL"] = 600,
-- unsortierte Post
["UNSORTED_MAIL"] = 600,
},
GordonDry 14 Jan, 2020 @ 7:16am 
^ those values look like a mix of realistic (steel) with lowered (iron ore) and averaged (plastic) ...

I'm not sure if I like those more or a strict " real / 4 " approach.
GordonDry 14 Jan, 2020 @ 7:39am 
Actually I'm fiddling the configs, incl. vanilla. Will be testing soon.
I strictly use 1/4 of real values, lowered to integers.
Last edited by GordonDry; 14 Jan, 2020 @ 7:40am
GordonDry 14 Jan, 2020 @ 8:31am 
For some reason (cough) I now suggest to also use a 4x cargo capacity mod - a lot of stuff gets lighter than 1200, but steel ... gets much heavier.
I suggest my mod (not released anywhere officially):
https://www.dropbox.com/s/ztq98kwcywzvoqm/gordondry_passenger_capacity_equals_real_passenger_count_1.zip?dl=1
Last edited by GordonDry; 18 Jan, 2020 @ 1:50pm
Yeol  [developer] 14 Jan, 2020 @ 11:33am 
I've never experienced a big difference in pulling weight of cargo with any vehicle, Maybe it is because all cargo had the same weight. But anyway, I like your suggestion, even if it's for the good feel (I'm sure it will be for more than good feel, though). I will implement your suggestions with the 1/1th scale. Seems fun to see if it really has an impact. Thanks for the suggestion.

For cargo capacity (industry and vehicles), I suggest to use the mods to your personal liking.
Last edited by Yeol; 14 Jan, 2020 @ 11:54am
GordonDry 14 Jan, 2020 @ 11:55am 
I give you my actual numbers here, the contents of my changed files in the mod subfolder res\config\cargo_types\
https://www.dropbox.com/s/q1e04p69qis0uge/gordon%20dry%20cargo%20weights%20for%20yeol_s_senseless_industries_2.7z?dl=1
Yeol  [developer] 14 Jan, 2020 @ 12:33pm 
Thanks, I download your zip. I'll compare the values with what I've found and done already. ;)
Yeol  [developer] 18 Jan, 2020 @ 2:11am 
The adjusted weights have been intro in Senseless version 1.19. Hope is makes a difference in gameplay (choosing engines for uphill sections). Thanks for the suggestion, GordonDry.
GordonDry 18 Jan, 2020 @ 7:49am 
I have to see. Your values make a lot of cargo types much heavier, so a different approach than the "real / 4" approach.

With those values it's not recommended to have a cargo multiplier. (at least before very late games with powerful engines).
If anybody uses my mod I linked above than change line 28 in mod.lua, set to false - or redownload the updated version with different default values.

Passengers still weigh 200 with your mod? Even with luggage that's a lot. But anyway, let it be like that for a while.

btw I like it that you found the way to transportfever.net
Last edited by GordonDry; 18 Jan, 2020 @ 8:06am
GordonDry 18 Jan, 2020 @ 12:46pm 
You know what? With 4x cargo it's a real challenge ... But then the game difficulty needs to be at least medium, even better is high. Why?
When the train can carry much more cargo, the difference between maintenence cost and income is so much higher with easy setting that you make hundreds of millions with just a few trains.

^this does not have anything to do with your mod, it has to do with cargo x 4 vs. easy game setting.
Yeol  [developer] 18 Jan, 2020 @ 1:06pm 
I've played very short on easy, but it was no fun. If i'm in survival mood, I'll play on hard (and try not to exploit the free maximum resource production system). If I'm in a building mood, I'll play on medium. I did not yet tried the 4x cargo mod, nor the 2x. First I like to experience how it is on 1x.
Last edited by Yeol; 18 Jan, 2020 @ 1:07pm
GordonDry 18 Jan, 2020 @ 1:57pm 
If you want to test with 4x cargo, you can use my mod as well.
-> https://www.dropbox.com/s/ztq98kwcywzvoqm/gordondry_passenger_capacity_equals_real_passenger_count_1.zip?dl=1

It got 3 setting fields in the mod.lua on lines 27-29 to fiddle.

It defaults to:

local multiplier = 4
-- default multiplier is 4, if you want the vanilla capacity calculation set it to 1. Set it to 2 as recommended value to have more balance of train vs. station platform capacity.

local multiplycargo = true
-- also multiply cargo capacity

local fixloadspeed = true
-- also adjust loadSpeed

As I also use a mod to have more capactity on the station platforms I can use a multiplier of 4.

btw actually I got a building materials train with LNWR DX Goods 0-6-0 with 200 kW and 51 kN on each end (reversible), 25 flatbed wagons, carries 400 units and got a total weight of 1,439 tons. It works like a charm, but needs some time to get to top speed.
Last edited by GordonDry; 5 Feb, 2020 @ 3:55pm
GordonDry 13 Feb, 2020 @ 6:51am 
Do you know this mod for Tpf1?
https://www.transportfever.net/filebase/index.php?entry/2872

Its main purpose was not to "just" change the cargo capacity or "just" change the cargo weights - it added two new parameters:
maxWeight and maxVolume
So a truck could have a maxWeight of 40 tons but also a maxVolume of let's say 31 m³
So it was only able to carry a low amount of heavy goods like steel but a much higher amount of goods like plastic.

I don't know if the author of that mod plans to port it to Tpf2 - I asked just a minute ago.

But that is also worth a consideration.

Think about a horse cart - with a capacity of 2.
With a 4x mod this is 8 - and steel is a no go. Even if that cart could carry steel.
If the maxVolume of the cart would be taken into account as well as the maxWeight that would be great.

The only "issue" is that it's not easy to make this all happen with generic scripting.
A table with values for all vanilla AND followed by more and more mod vehicles has to be maintained regularly when new mod vehicles come out.

I don't know if a script can measure the volume of a mesh and use this value as a calculation base.
Like for example 60% of the mesh's volume will be the cargo maxVolume if not already set by dedicated patching...
GordonDry 18 Feb, 2020 @ 7:35am 
Actually I updated my (yet unreleased) mod to have a simple boolean switch in it to make it somehow compatible to Yeol's Senseless Industries:
It alters the capacities of each good regarding the new weights.

(It's kind of a simple approach to mimic the good old TPF1 mod "Cargo Calculated Weight" - in a very simple way).

See
https://www.transportfever.net/index.php?thread/13398-sitzende-und-stehende-passagiere-erleditscht/&postID=292786#post292786
GordonDry 19 Feb, 2020 @ 8:34am 
@Yeol could you add a global variable to your mod to check for? Something like a boolean YSI_INSTALLED or such?
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