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Vehicles in Simutrans Extendedlink


Also see: Vehicle Physics

Obsolete vehicle running costslink


In Simutrans-Standard, vehicles go out of production, but there is no functional difference between an obsolete vehicle and a current vehicle.

In Simutrans-Extended, vehicles become obsolete a certain number of years after they go out of production. Once they become obsolete, they cost more to maintain than current vehicles. The cost of maintaining obsolete vehicles slowly increases with time until it reaches a certain percentage (by default, 400%) of the normal value, when it ceases to rise any further. The increase is linear over a set number of years: 40 by default.

Note that the calibration of this feature can substantially be customised in simuconf.tab, including the extent of the increase, and the time over which it comes into effect. It is possible to revert this feature to the behaviour of Simutrans-Standard by changing settings in simuconf.tab.

Fixed maintenance costslink


In Simutrans-Standard, all vehicle maintenance costs are paid per kilometre. If the vehicle does not move, it does not incur any operational costs.

In Simutrans-Extended, vehicles can be set to have a fixed monthly cost as well as a per kilometre cost. This is achieved by using the "fixed_maintenance=" value in the vehicle's .dat file by the pakset author. The function is dependant on the pakset - using paksets designed for Simutrans-Standard will give the same behaviour in relation to running costs as Simutrans-Standard. From version 9.3 onwards, this cost will be reduced by 95% (to 5% of the original cost) when a vehicle is stored in a depot to represent the fact that most of this cost is the staff cost of running the vehicle, but some small element of maintenance is necessary even on a vehicle that is not used to keep it in a serviceable condition.

The aim of this feature is to provide a more realistic means of calculating the running costs of vehicles, and create a stronger incentive for players to run more efficient networks. See here for more information.

Reversinglink


In Simutrans-Standard, all convoys reverse by turning in full 180 degrees. All different types of convoy take exactly the same time to reverse.

In Simutrans-Extended, the amount of time that it takes to reverse, and what is shown graphically when a convoy reverses, depends on the nature of the convoy. This is mainly relevant to trains. If the train is a multiple unit and can be driven from either end, it reverses quickly, and does not rotate 180 degrees when going backwards: the formation remains the same. If the train has a locomotive at one end that has to run around the carriages, then it will take longer to reverse. The formation will not rotate 180 degrees: the carriages will stay in the same formation, and the locomotive (which will not itself rotate 180 degrees) will attach to the other end of the train. If the train is hauled by a steam tender locomotive, or some other sort of locomotive that has to be turned on a turntable, it will take even longer to reverse, and the locomotive will rotate 180 degrees, but (generally) the carriages will not.

This function is dependant on having a compatible pakset - paksets produced for Simutrans-Standard will not display this reversing behaviour. It is possible to customise the reversing time in simuconf.tab. It is possible to revert to the behaviour of Simutrans-Standard by using a Simutrans-Standard pakset and configuring simuconf.tab.

The aim of this feature is to provide greater operational depth to the simulation, and give players incentives to use suitable vehicles for particular tasks (multiple units, for example, being faster to turn around, but sometimes less powerful, or more expensive, than a locomotive hauled train).

Overcrowded vehicleslink


In Simutrans-Standard, all vehicles have a single maximum number of goods/passengers that can be loaded. Vehicles cannot be overcrowded.

In Simutrans-Extended, vehicles may have an overcrowded capacity, which equates to standing capacity for passengers. More passengers can use the vehicle, but those who do will be very uncomfortable, and will adversely affect the comfort rating of the line or convoy, in turn, impacting on revenue (more for longer journeys). Overcrowding also affects loading time. Overcrowded lines or convoys show in purple in the line management and convoy information windows.

This setting cannot be customised in simuconf.tab, but is only operational if configured in the pak files.

The aim of this feature is to provide a deeper and more interesting simulation of passenger transport, in which overcrowding is an important concern. I

Loading timelink


In Simutrans-Standard, all convoys used to take the same amount of time to load and unload as each other, In more recent versions, loading time has been partly customisable, but there is not a range of loading times based on minimum and maximum loading.

In Simutrans-Extended, all vehicles have a loading time range in in-game seconds. A convoy's loading time range is based on the loading time of the slowest vehicle in the convoy. Different vehicles can therefore load and unload at different rates. How long that it actually takes a convoy to load/unload within that range depends on the number of passengers/amount of goods that are loaded at the stop in question.

The aim of this features is to distinguish between long-distance and suburban transportation, and give incentive players to choose appropriate vehicles for the particular task, as well as simulating the relative inefficiencies of higher utilisations.

Scheduling featureslink


A small cluster of miscellaneous schedule related features are described here. In Simutrans-Standard, there is a "mirror schedule" button, which replicates the schedule in reverse. It does not work effectively for double track railways, where the co-ordinates for the stops are different on the outward and return journeys.

In Simutrans-Extended, there is the option to mirror the schedule automatically, meaning that a vehicle will run through its schedule in reverse order when it reaches the end of its schedule without having to duplicate the schedule. This makes it easier to add extra stops to a mirrored schedule. Also, for twin-track (and higher) railways, the game will automatically detect which platform should be used on the return journey. This feature was designed and mostly written by Yobobandana.

The aim of this feature is to make the management of schedules easier.

Further, in Simutrans-Extended, it is possible to regulate the number of convoys per month departing from each stop on a line when a minimum load is set on any stop(s), as well as an offset to stop large numbers of convoys regularly departing from the same stop at once. These features were designed and written by Inkelyad.

The aim of this feature is to prevent bunching of vehicles in cases where the vehicles behind the first are travelling with a light load, making the spacing of vehicles more even, thus improving the regularity of departures and reducing the average waiting time, as well as making more efficient use of vehicles on a route.

Automatic convoy replacinglink


In Simutrans-Standard, to change the vehicles in a convoy, each convoy must be sent to the depot by hand and upgraded manually.

In Simutrans-Extended, it is possible to replace every convoy of a certain sort either in a line or in the whole game automatically, through an easy graphical user interface. This code was written by Isidoro.

The aim of this feature is to make it easier for players to replace a large number of convoys/vehicles at once.

Vehicle upgradinglink


In Simutrans-Standard, new vehicles can be bought and old ones sold, but vehicles cannot be upgraded to other vehicles.

In Simutrans-Extended, individual vehicles can be upgraded to other vehicles, to simulate refurbishment of vehicles. Refurbished vehicles might have a more powerful engine, or lower running cost, although they will still be the same basic vehicle. Upgrading a vehicle will generally be cheaper then buying a new vehicle. Some vehicles are only available as upgrades to other vehicles: others are available as stand alone vehicles, or upgrades. Only vehicles for which there is a specified upgrade (set in the pak files) can be upgraded.

The aim of this feature is to simulate more accurately the resource management elements of transportation, and to give players further interesting choices about how to manage their vehicle fleets, as well as to give more variety of vehicles.

Liverieslink


In Simutrans-Standard, each type of vehicle has only one appearance, except that it can have different graphics for being empty or carrying different loads, if applicable.

In Simutrans-Extended, vehicles can have different liveries. Liveries are grouped in livery schemes (in each of which, there can be multiple liveries according to date, so that, for example, the scheme "British Railways" can have the liveries "BR Early", "BR Revised", "BR Blue", "BR Large Logo", etc.). Players can select which livery scheme applies to vehicles when bought in a depot, and can additionally re-assign livery schemes to lines.

The aim of this feature is to improve the visual representation of historical vehicles over time. This feature has no economic effect.
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