Search found 87 matches

by farcast
Sat Jun 22, 2024 11:46 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 74831

Re: Friday Facts #416 - Fluids 2.0

Hmmmm.... I think I'll like this change. For low demand fluids (lubricant for example), I think builds using the two systems would end up nearly identical. The difference is only noticeable for high demand fluids. When throughput isn't enough in the old system, you have to split the build into small...
by farcast
Fri Feb 23, 2024 10:26 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 295
Views: 65832

Re: Friday Facts #399 - Trash to Treasure

I think it'd be funny if some of the ruins have to be demolished with explosives before you can place miners on them.
by farcast
Sat Feb 10, 2024 7:48 am
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 15297

Re: Maximum throughput of a rail line

Yet another graph! Here's what's different: I learned how to make an actual approximation function for the inverse of stop point displacement. This didn't change the results of the graph at all, but is once again what I spent most of my time on. I changed the train displacement over time formula to...
by farcast
Sun Dec 31, 2023 6:20 am
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 15297

Re: Maximum throughput of a rail line

Graph number 5, 5 times the math, 50 times the effort, 5% more accurate. I must confess, the previous graph was horribly, terribly wrong. My mistake was calculating throughput using the distance between two trains at a single point in time, which can vary over time, as I mentioned before. What I sh...
by farcast
Tue Dec 19, 2023 7:12 pm
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 15297

Re: Maximum throughput of a rail line

Once you all are done over-engineering the solution, something on page 1 will be updated with the answer so others don't need to read through the whole thing, right? :mrgreen: :lol: I can add a link to my newest graph to my first post, but I think the last part of my throughput calculation is wrong...
by farcast
Tue Dec 19, 2023 5:11 pm
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 15297

Re: Maximum throughput of a rail line

New graph 2, Remastered edition -Updated Velocity and friends to be a tiny bit more accurate -Changed v_max to show the right unit -Added a formula for S_0 that looks to give a good starting point for Newton's method for all vanilla configurations. -Added functions for average speed and distance ne...
by farcast
Sat Dec 16, 2023 1:56 am
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 15297

Re: Maximum throughput of a rail line

New graph 2, Electric Boogaloo New graph, new model, this time including acceleration. Velocity formula comes from something I did a while ago, I messed around with regressions to find a good formula for train velocity until I got something that was suspiciously perfect. I later looked up formulas ...
by farcast
Sat Dec 09, 2023 5:20 am
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 15297

Re: Maximum throughput of a rail line

New graph with more bells and whistles. Added settings for reversed locomotives, artillery wagons (because why not), fuel bonuses, drag, and switches for m/s to km/h or trains per minute to wagons per 10 seconds. Max throughput calculation now accounts for top speed due to drag or the speed limit. ...
by farcast
Thu Dec 07, 2023 7:17 pm
Forum: General discussion
Topic: Maximum throughput of a rail line
Replies: 83
Views: 15297

Re: Maximum throughput of a rail line

On a straight track with constant signal spacing, with identical trains as close to each other as can be (train -> braking distance -> signal block length -> train), and assuming trains move at a constant speed, this graph on desmos should show how throughput varies with speed. Train throughput grap...
by farcast
Fri Nov 10, 2023 2:11 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 69888

Re: Friday Facts #384 - Combinators 2.0

I can't wait to see what kind of horrors I'll be able to create in 2.0! With deciders having infinite conditions, is it possible to make a computer out of one decider combinator connected to itself? ...ah, I'm getting too excited, you can't tie different outputs to different conditions can you? It's...
by farcast
Wed Oct 18, 2023 6:56 pm
Forum: Gameplay Help
Topic: I'm looking for information on the train braking mechanic.
Replies: 32
Views: 6206

Re: I'm looking for information on the train braking mechanic.

Getting the numbers for thrust and drag requires its own set of measurements and calculations that I'm not going to get into here. I think you did it the hard way with measurements, but it may be possible to do using the fact that locomotive have 600 kw energy consumption which is 600 kg m2 sβˆ’3 The...
by farcast
Mon Oct 16, 2023 7:22 pm
Forum: Gameplay Help
Topic: I'm looking for information on the train braking mechanic.
Replies: 32
Views: 6206

Re: I'm looking for information on the train braking mechanic.

TL DR : i was not able to reproduce the 10 ticks difference you mention 1-18 coal powered train: Total mass: 20000 kilograms Total friction: 34200 Newtons = 19 rolling stock * 1800 Newtons per rolling stock Total braking force: -No research bonus: 264600 Newtons = friction + 36000 Newtons per locom...
by farcast
Fri Oct 13, 2023 9:38 pm
Forum: Gameplay Help
Topic: I'm looking for information on the train braking mechanic.
Replies: 32
Views: 6206

Re: I'm looking for information on the train braking mechanic.

So... trains start braking 1 meter before a rail signal, effectively adding ~1 meter to the braking distance and changing stop time accordingly. The good news is: This doesn't happen when a train is stopping at a train stop. The bad news is: Now there's a ~10 tick difference between calculated and m...
by farcast
Sat Oct 07, 2023 7:39 pm
Forum: Gameplay Help
Topic: I'm looking for information on the train braking mechanic.
Replies: 32
Views: 6206

Re: I'm looking for information on the train braking mechanic.

Milo_Thatch wrote: ↑Sat Oct 07, 2023 4:44 pm I made new measurements that are a lot more precise.
If you subtract 10 ticks from all your game time measurements, the friction model is the most precise across the board. I'm not saying the numbers are wrong, I see this as another clue for how to change the friction model.
by farcast
Thu Oct 05, 2023 7:33 pm
Forum: Gameplay Help
Topic: I'm looking for information on the train braking mechanic.
Replies: 32
Views: 6206

Re: I'm looking for information on the train braking mechanic.

Including friction perfectly accounts for the difference (1800 Newtons per rolling stock, or 0.5 after converting seconds to ticks). To be fair, i'm not understanding all the method that leads you to this conlusion. I made two braking distance measurements. For each measurement, I calculated the to...
by farcast
Sat Sep 30, 2023 10:13 pm
Forum: Gameplay Help
Topic: I'm looking for information on the train braking mechanic.
Replies: 32
Views: 6206

Re: I'm looking for information on the train braking mechanic.

I've re-traced my steps and cleaned up my spaghetti code. This is how I figured out that friction counts towards braking force. Braking distance meter.jpg I improved on knightelite's design for measuring braking distance by taking advantage of diagonal tracks having an irrational (square-root 2) len...
by farcast
Mon Sep 25, 2023 2:36 am
Forum: Not a bug
Topic: [1.1.91] Locomotive tooltip should say acceleration force instead of power
Replies: 3
Views: 853

[1.1.91] Locomotive tooltip should say acceleration force instead of power

TL;DR FIX_TRAIN_UNIT_PLS.png What? This topic of utmost importance deserves my strongest argument: Your own math. From the locomotive wiki page: The speed of an accelerating, fully fueled, train is calculated every tick by the game with the following formula: train_speed = max(0, abs(train_speed) -...
by farcast
Sun Sep 24, 2023 2:01 am
Forum: Gameplay Help
Topic: I'm looking for information on the train braking mechanic.
Replies: 32
Views: 6206

Re: I'm looking for information on the train braking mechanic.

At first it seem line an horizontal line, with some variation due to roundings as my measurement were done ingame with the truncated speed value. But on the right part of the graphs, there are several ticks during which the speed between 2 tick decreased less than all the previous tick. Meaning tha...
by farcast
Sat Sep 23, 2023 5:07 pm
Forum: Gameplay Help
Topic: I'm looking for information on the train braking mechanic.
Replies: 32
Views: 6206

Re: I'm looking for information on the train braking mechanic.

As you can see, we can forget about air resistance and friction. ... I made 7 measurements (gamespeed=0.05) for different train length (1:0, 1:4, 1:8, 2:8) and varying braking research (1 or 7), starting at 298km/h (nuclear fuel). Between the game and my program, all results were within 10% precisi...
by farcast
Fri Sep 08, 2023 11:46 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 196348

Re: Friday Facts #375 - Quality

So long as higher quality science packs give no benefit, quality modules would be exclusively useful in the mall and the supply chain for the mall. Beacon sandwiches with speed and productivity modules at every stage of science production would remain the meta for mega-basing. Even if higher quality...

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