Cars and trains

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NoUsername
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Cars and trains

Post by NoUsername » Sat Apr 02, 2016 10:46 am

Its a bit strange that a small car can have so much items in it when its not even made for it. The car got almost 3 times as much storage space than the train. when the train wagon is made for storage and is way bigger. Image Image Image
I think the car and tank storage should be decreased by a bit.
Last edited by daniel34 on Sat Apr 02, 2016 1:16 pm, edited 1 time in total.
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Re: Cars and trains

Post by bobucles » Sat Apr 02, 2016 11:07 am

The devs mentioned a possible train buff a while back.

The main reason for the limited train size is because train loading and unloading is automated. High capacity trains are more difficult to load and unload in a reasonable manner. Cars can't be automated (except a few weird belt tricks), so their storage space doesn't have any impact on balance.

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Re: Cars and trains

Post by ssilk » Sat Apr 02, 2016 2:05 pm

Some similar and more general discussion: viewtopic.php?f=16&t=7401&hilit=car+inventory Balancing of Capacities of Containers
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Re: Cars and trains

Post by Adil » Mon Apr 11, 2016 11:19 am

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Re: Cars and trains

Post by bobingabout » Mon Apr 11, 2016 11:45 am

In my opinion, the car should have a much smaller storage space, as should the tank.

The only reason I can think of for the car having such a high storage space is for the mission where you have to fill it with resources and stuff.
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Re: Cars and trains

Post by bobucles » Mon Apr 11, 2016 12:19 pm

That sort of inventory problem can be addressed with a "trailer", I.E. a cargo car for the car. More cargo space comes at the cost of mobility.

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Re: Cars and trains

Post by Jackalope_Gaming » Fri May 06, 2016 5:17 pm

bobucles wrote:That sort of inventory problem can be addressed with a "trailer", I.E. a cargo car for the car. More cargo space comes at the cost of mobility.
A trailer might not be feasible given the current programming and how clunky the driving tends to be.

However, a new larger ground vehicle could be added. The regular car is basically a buggy, so adding in a cargo van or truck would be perfectly in line with the game and would allow the campaign mission to work without the small car.

It sounds like something a mod could add in for preliminary testing purposes. The coding is already in place to handle vehicles so the only new work needed is art.

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Re: Cars and trains

Post by FMTK » Fri May 13, 2016 1:29 pm

ssilk wrote:Some similar and more general discussion: viewtopic.php?f=16&t=7401&hilit=car+inventory Balancing of Capacities of Containers
It should be way more general ;)
If we discuss the balance between trunk sizes, we should also talk about a person, carrying 6000 steel bars! :lol:
This is all pretty fair "balanced", because it's mainly corresponding pretty good with the rest of the game (amounts of reciept ingredients, construction times, moving speeds aso).
Back to topic :D IMO the balancing of the capacities of cars and cargo waggons is ok because
  • trains are faster
  • trains can be scheduled
  • trains run without being moved by the player
  • trains can have more than one cargo waggon
To sum it up: Trains can move much more items in much less time with much mire efficiency.

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Re: Cars and trains

Post by Slayn25 » Mon May 16, 2016 12:23 am

bobucles wrote:High capacity trains are more difficult to load and unload in a reasonable manner.
Why? In 0.12 you would just need to up the time at each station and in 0.13 the "when empty" or "when full" train conditions will accommodate any cargo capacity.

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Re: Cars and trains

Post by bobingabout » Mon May 16, 2016 9:48 am

I'm still of the opinion that the car and tank storage space should be significantly smaller (Maybe 40 space for the car, and 20 or 30 for the tank, small enough to not be silly huge, but large enough to still be useful), obviously the mission where you have to fill the car with stuff will need to be modified to accommodate the new car capacity, or have a special case override for the mission.

And on the other end, train cargo wagon capacity increased to... 50 or 60.

Now I've seen cargo wagons with space 60, I have them as a MK3 cargo wagon in my mod, they work well, and would be a reasonable balance to a car with trunk space 40.
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Re: Cars and trains

Post by joe_da_cro » Sun May 22, 2016 4:43 am

lets take a look at this from a different approach.


if the car had a million storage spaces would you use it over a train with 10 spaces per wagon?

the answer is no because with the car you still need to manually drive it. i mean you could use belt tricks to load and unload automatically and have it move around but its not with the same level of autonomy as the trains.

So people are asking for balancing cars/tanks where they are not in direct conflict with another method transport.


Now if a person could set up roads where cars would drive along them automatically like trains, then id be on-board them being balanced but as it stands a car with 100 slots < train wagons with 10 slots (and i know this is not how they are just illustrating my point again)

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