To calculate distance you need to need to know the scale:
Tile Distance = 0.001KM x 0.001KM
Types of Rail Collision Boxes = 3 (this is all observational, it could very very well be wrong)
Straight Rail = 2 Tile L = 0.002KM
Curve Rail =*5 Tile L = 0.005KM
Diagonal Rail = 1 Tile L = 0.001KM
Then you need to way to count the total number of rails between said stations.
Something like this could probably help with that: https://mods.factorio.com/mod/tape_measure_tool
Anyways once you have the distance measured you need to know the speed: Locomotive (base) | 259km/H (COAL)
Acceleration Formula:
https://docs.google.com/spreadsheets/d/ ... 1156092035
At this point I am becoming lost, its overly technical for me. However am I on the right track? (pardon the pun)
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My now realization of why this stuff has no real significance in game is because of how drastically short an hour really is in the world of Factorio. However with that said two questions as follow up to the above:
1. Wait Conditions |Time Passed
https://wiki.factorio.com/Railway
There is no mention of what exactly 'Time Passed' means, but I'm assuming this is set in Factorio time right? So default condition is 30S, or approximately wait for 1 hour. Or no?
2. Modifying the clock
Lets say you changed clock to:
If D = 2H then H = 5M | Diurnal Cycle Split 60MIN
What effects does this have on the game, keeping in-line with what was said here
Again 'Locomotive (base) | 259km/H (COAL)' default time this would take APPROX. 30S to travel 259KM. However if the clocked was changed would the in-game mechanics compensate for this so then it would take 5M to travel 259KM. Or are the day/night clock separate from the internal clock mechanics?
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Ticks
The base unit of all time inside Factorio. When running at game speed 1, there should always be 60 ticks in every real-time second leading to the figure of 60 updates per second, short UPS. This means that 1 tick should ideally always take 1/60th of a real-time second (0.01667 seconds). However, it is possible to change the game speed using mods or console commands, so it is possible that ticks don't take 0.01667 real-time seconds. Furthermore, game speed will automatically slow down when the computer that is running the game is unable to do all needed calculations in the wanted 0.01667 real-time seconds. The "show-fps" debug option allows to see the current UPS which can be used to estimate how long a tick currently takes.
If anyone could help shed some light on these matters it would be greatly appreciated. - MiG