Difference between revisions of "User:Pikkabird"

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(Created page with "Cost calculations: For ease of balancing, vehicles use the same number for purchase and running cost, but with different base multipliers. The standard base multipliers are:...")
 
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Cost calculations:
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=Cost calculations=
  +
 
For ease of balancing, vehicles use the same number for purchase and running cost, but with different base multipliers. The standard base multipliers are:
 
For ease of balancing, vehicles use the same number for purchase and running cost, but with different base multipliers. The standard base multipliers are:
   
Running cost bases in NFO / NML:
+
==Running cost bases in NFO / NML==
07 / -1 locomotive purchase cost
 
0b / 3 locomotive running cost (steam locomotive basecost used for all locomotives, regardless of type)
 
0b / 3 wagon purchase cost
 
05 / -3 wagon running cost (diesel locomotive basecost used)
 
   
0a / 2 road vehicle purchase cost
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* 07 / -1 locomotive purchase cost
 
* 0b / 3 locomotive running cost (steam locomotive basecost used for all locomotives, regardless of type)
0a / 2 road vehicle running cost
 
 
* 0b / 3 wagon purchase cost
 
* 05 / -3 wagon running cost (diesel locomotive basecost used)
   
08 / 0 aircraft purchase cost
+
* 0a / 2 road vehicle purchase cost
0d / 5 aircraft running cost
+
* 0a / 2 road vehicle running cost
   
 
* 08 / 0 aircraft purchase cost
I usually include a GRF parameter to halve all purchase and running costs (by decreasing the bases by 1).
 
 
* 0d / 5 aircraft running cost
   
 
I usually include a GRF parameter to halve all purchase and running costs (by decreasing the bases by 1).
   
Variable running cost:
+
==Variable running cost==
   
 
You should reduce the running costs of vehicles to 25% when the vehicle is stationary (current_speed == 0) for rail locomotives (ie not wagons), road vehicles and ships, or when an aircraft is on the ground (variable e6 != 12). This balancing feature improves profitability of shorter connections, vs the meta of building the longest possible routes from one side of the map to the other.
 
You should reduce the running costs of vehicles to 25% when the vehicle is stationary (current_speed == 0) for rail locomotives (ie not wagons), road vehicles and ships, or when an aircraft is on the ground (variable e6 != 12). This balancing feature improves profitability of shorter connections, vs the meta of building the longest possible routes from one side of the map to the other.
   
Cost formulas:
+
==Cost formulas==
   
 
"p" may be either metric or imperial horsepower; these units are similar enough that the results will be comparable. For those using SI units, the conversion factor is 1 kW = 1.35 hp.
 
"p" may be either metric or imperial horsepower; these units are similar enough that the results will be comparable. For those using SI units, the conversion factor is 1 kW = 1.35 hp.
   
Locomotives: (p * 0.025) + (s * 0.1) + (c * 0.1) + ((2000 - y) * 0.1)
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* Locomotives: (p * 0.025) + (s * 0.1) + (c * 0.1) + ((2000 - y) * 0.1)
Where p = power in hp, s = speed in km/h, y = year of introduction, c = passenger capacity.
+
** Where p = power in hp, s = speed in km/h, y = year of introduction, c = passenger capacity.
   
Wagons: (s * 0.5) + (c * l)
+
* Wagons: (s * 0.5) + (c * l)
Where s = speed in km/h, c = capacity, l = "luxury" value (1 for passengers, 0.5 for freight).
+
** Where s = speed in km/h, c = capacity, l = "luxury" value (1 for passengers, 0.5 for freight).
   
Road Vehicles: (p * 0.1) + (c * l) + ((2000 - y) * 0.1)
+
* Road Vehicles: (p * 0.1) + (c * l) + ((2000 - y) * 0.1)
Where p = power in hp, c = capacity, l = "luxury" value (1 for passengers, 0.5 for freight), y = year of introduction.
+
** Where p = power in hp, c = capacity, l = "luxury" value (1 for passengers, 0.5 for freight), y = year of introduction.
   
Aircraft: (s * s / 25000) + (c * 0.2) + ((2000 - y) * 0.1)
+
* Aircraft: (s * s / 25000) + (c * 0.2) + ((2000 - y) * 0.1)
Where s = speed in km/h, c = passenger capacity, y = year of introduction.
+
** Where s = speed in km/h, c = passenger capacity, y = year of introduction.
   
Ships: TBD
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* Ships: TBD
   
 
If you have very overpowered vehicles in your set, the calculated numbers may exceed 255; in that case, you'll have to increase the relevant bases by 1, and divide costs by 2.
 
If you have very overpowered vehicles in your set, the calculated numbers may exceed 255; in that case, you'll have to increase the relevant bases by 1, and divide costs by 2.

Revision as of 05:51, 25 September 2023

Cost calculations

For ease of balancing, vehicles use the same number for purchase and running cost, but with different base multipliers. The standard base multipliers are:

Running cost bases in NFO / NML

  • 07 / -1 locomotive purchase cost
  • 0b / 3 locomotive running cost (steam locomotive basecost used for all locomotives, regardless of type)
  • 0b / 3 wagon purchase cost
  • 05 / -3 wagon running cost (diesel locomotive basecost used)
  • 0a / 2 road vehicle purchase cost
  • 0a / 2 road vehicle running cost
  • 08 / 0 aircraft purchase cost
  • 0d / 5 aircraft running cost

I usually include a GRF parameter to halve all purchase and running costs (by decreasing the bases by 1).

Variable running cost

You should reduce the running costs of vehicles to 25% when the vehicle is stationary (current_speed == 0) for rail locomotives (ie not wagons), road vehicles and ships, or when an aircraft is on the ground (variable e6 != 12). This balancing feature improves profitability of shorter connections, vs the meta of building the longest possible routes from one side of the map to the other.

Cost formulas

"p" may be either metric or imperial horsepower; these units are similar enough that the results will be comparable. For those using SI units, the conversion factor is 1 kW = 1.35 hp.

  • Locomotives: (p * 0.025) + (s * 0.1) + (c * 0.1) + ((2000 - y) * 0.1)
    • Where p = power in hp, s = speed in km/h, y = year of introduction, c = passenger capacity.
  • Wagons: (s * 0.5) + (c * l)
    • Where s = speed in km/h, c = capacity, l = "luxury" value (1 for passengers, 0.5 for freight).
  • Road Vehicles: (p * 0.1) + (c * l) + ((2000 - y) * 0.1)
    • Where p = power in hp, c = capacity, l = "luxury" value (1 for passengers, 0.5 for freight), y = year of introduction.
  • Aircraft: (s * s / 25000) + (c * 0.2) + ((2000 - y) * 0.1)
    • Where s = speed in km/h, c = passenger capacity, y = year of introduction.
  • Ships: TBD

If you have very overpowered vehicles in your set, the calculated numbers may exceed 255; in that case, you'll have to increase the relevant bases by 1, and divide costs by 2.