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Laporkan kesalahan penerjemahan
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,
},
I'm not sure if I like those more or a strict " real / 4 " approach.
I strictly use 1/4 of real values, lowered to integers.
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
For cargo capacity (industry and vehicles), I suggest to use the mods to your personal liking.
https://www.dropbox.com/s/q1e04p69qis0uge/gordon%20dry%20cargo%20weights%20for%20yeol_s_senseless_industries_2.7z?dl=1
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
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.
-> 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.
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...
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