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Add speed factor settings for all vehicle types and allow greater than one speed factor #5843

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DorpsGek opened this issue Dec 30, 2013 · 4 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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Nicky726 opened the ticket and wrote:

Currently, it is only possible to set speed factor for airplanes and only less or equal than one. This feature request:

  1. add speed factor settings for all vehicle types,
  2. allow greater than one speed factor values (suggestion: 1.25x, 1.5x, 1.75x, 2x).

Reasoning:
- early and slow vehicles (esp. with various negrf) become more useful,
- single-track railway desings become more viable.

Reported version: Version?
Operating system: All


This issue was imported from FlySpray: https://bugs.openttd.org/task/5843
@DorpsGek
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Alberth wrote:

NewGRF authors select speed and other properties of vehicles to balance their set. Changing a property like you suggest will make that balance void, defeating the purpose of having different values of properties for different vehicles.

The value of properties also act as cause of trouble, pushing you to find solutions for problems in your network. Imagine you get an all-powerful, infinitely fast train right at the start. How long would your game last?

The original aircraft speed was designed for 256x256 maps. With the introduction of larger maps, the speed of aircrafts was not rebalanced, so they were too much an easy money maker. The speed reduction setting aims to fix that problem somewhat.

Last but not least, for features that can be entirely solved in NewGRF (like this one), we prefer not to change OpenTTD. Instead, talk to the NewGRF authors, or make a NewGRF yourself.


This comment was imported from FlySpray: https://bugs.openttd.org/task/5843#comment12880

@DorpsGek
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Nicky726 wrote:

Perhaps I didn't express myself clearly, so I'll try the other way around... The problem I am trying to solve is as follows: the vehicles are slow in general. This is especially noticeble in cases of a) slow early vehicles and b) single-track railway designs. So to work-around this in game, so as to not have poor raiting, a) one usually uses huge number of those slow vehicles and to solve b) one usually mostly uses double-(or more)-track railway designs. My idea to solve this problem is to make all vehicles move faster by setting a speed factor to some value greater then one (say two, but the exact value is subject to taste and trial).

I mentioned the airplanes because the implementation of my solution would be simmilar. A tunable speed factor, ideally just one tunable for all vehicles, but for backwards compatibility probably four separate tunables meant to be set to the same value.

Please, notice the following:

  1. actual in-game speed of all vehicles is changed by a player specifed coefficient, so the balance of the NewGRF sets is kept, what was 10% faster, is still 10% faster
  2. you will get no all-powerful nor infinitely fast train by this change, all vehicles will be "faster", relative speed diferences will be kept,
  3. since all vehicles will be faster, the slower of them will give player a better service than in current state, though still worse service than the faster vehicles,
  4. changing this in the game seems to be right since the change on one place will affect all vehicle sets in all NewGRFs past, present or future, while changing the speed of NewGRFs vehicles individually means changes in all the concerned NewGRFs.

Point 4) is not valid if it is posible to introduce such functionality by a single NewGRF, which would influence all the loaded NewGRFs'. I do not know, if that is possible, the case with planes speed factor suggests otherwise.

The problem which I try to solve may have better solutions. Perhaps some changes in the way how ratings and passangers/cargo production is calculated would solve it too, though it seems more complicated to me.


This comment was imported from FlySpray: https://bugs.openttd.org/task/5843#comment12881

@DorpsGek
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Alberth wrote:

Number 1 is not true. While the relative speeds are kept, the absolute speeds become different compared with the other properties.
Say vehicle A has 5 TE and 10 max-speed. Vehicle B has 10 TE and 5 max-speed. For simplicity, let's say we value TE and max-speed equally important. Train A and B are thus equivalent (both have (TE + max-speed) 15.

Now double the speed with your factor 2x. A has 5 TE and 20 max-speed. B has 10 TE and 10 max-speed. Using the same formula as above, A is now better than B. There is no reason to have B in the set vehicles any more.
Similar reasoning works for all other vehicle properties where you trade speed for something else, like capacity, reliability, etc etc.

Number 2 is not true. I can set trucks to a factor 2, and keep trains at a factor 1. That means trucks become more useful relative to trains, disrupting the balance between different types of vehicles.

Number 3 is true, but I don't see that as an advantage.

Number 4 is probably not true. If you implement this, NewGRF authors will take its existence into account, and compensate for it.


This comment was imported from FlySpray: https://bugs.openttd.org/task/5843#comment12882

@DorpsGek
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andythenorth closed the ticket.

Reason for closing: Won't implement

Vehicle speeds are addressed in newgrf. This won't be implemented. Flyspray clean up, so closing.
Thanks for the suggestion.


This comment was imported from FlySpray: https://bugs.openttd.org/task/5843

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