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Running cost zeroing in depot and when stopped by player not made clear #5094

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DorpsGek opened this issue Mar 11, 2012 · 2 comments
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flyspray This issue is imported from FlySpray (https://bugs.openttd.org/)

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@DorpsGek
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NG opened the ticket and wrote:

It can only be seen indirectly in the finance window, the vehicle information window still shows the normal amount. I was surprised to find that this happens at all, and I believe others have often assumed that it doesn't (some NewGRFs, I couldn't say exactly which at the moment).
This function should either be optional or change to dividing the normal running cost by some factor, if not overridden by a callback - after all, a stopped engine isn't free and should come with some sort of penalty.

Reported version: trunk
Operating system: All


This issue was imported from FlySpray: https://bugs.openttd.org/task/5094
@DorpsGek
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frosch wrote:

It is not for free, the value of the engine decreases.


This comment was imported from FlySpray: https://bugs.openttd.org/task/5094#comment10954

@DorpsGek
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andythenorth closed the ticket.

Reason for closing: Won't implement

Game treats stopped engines as having no running cost, as they're not running. Not a current goal to change that. Thanks for noticing and reporting though.


This comment was imported from FlySpray: https://bugs.openttd.org/task/5094

@DorpsGek DorpsGek added Core flyspray This issue is imported from FlySpray (https://bugs.openttd.org/) labels Apr 7, 2018
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