Optimal train setup in 0.15
Optimal train setup in 0.15
Was that discussed and/or tested anywhere? With the way fuel works now, does it stay the same old 1-2-1, 2-4-2 and so on?
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Re: Optimal train setup in 0.15
Folks are still doing testing, I imagine.
Two other factors that may affect things: effect of braking force research and the pathing penalty of 2000 tiles assigned to any paths with a station (that's not the destination station).
Another related factor is that late game science (+ RPM) megabases will require massive amounts of material (1k per min of each science pack in non-marathon is >100k iron and ~30k copper iirc) and I think there may be a shift toward decentralized or on-site smelting to conserve UPS.
If your question is just related to acceleration, I believe creative mode is already updated for 0.15.
Two other factors that may affect things: effect of braking force research and the pathing penalty of 2000 tiles assigned to any paths with a station (that's not the destination station).
Another related factor is that late game science (+ RPM) megabases will require massive amounts of material (1k per min of each science pack in non-marathon is >100k iron and ~30k copper iirc) and I think there may be a shift toward decentralized or on-site smelting to conserve UPS.
If your question is just related to acceleration, I believe creative mode is already updated for 0.15.
Re: Optimal train setup in 0.15
Here I am once again asking the same question Despite following Xterminator's videos, it seems Madzuri nor anyone else didn't mention 100% certain data about it. Does anyone here know anything?