openttd cargo payment rates

Triple First game after watching some tutorials! Hungerford opened the ticket and wrote: I am running OpenTDD on Windows 7 Home Premium 64-bit Service Pack 1. Screenshots, Scenarios and Saved Games, Locomotion Problems, FAQs and Tutorials, Locomotion Graphics, Modifications & Tools, Owen's TT Station Forum (Archived Posts). The following graph shows the income from delivering 20 passengers a distance of 100 tiles at various speeds. We also run a suite of community servers! A production agent does not distribute cargo evenly among nearby stations. Moderator: OpenTTD Developers. Refer to delivery and Game Mechanics. by Eddi 27 Aug 2014 21:00, Post By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. price. (In some industries, only certain squares can accept cargo. Chris opened the ticket and wrote: Up to latest trunk r10522 there is an overflow bug with Cargo payment rates. by leifbk 27 Aug 2014 23:05, Post 7 posts Page 1 of 1. ccomley Traffic Manager Posts: 227 Joined: Fri May 31, 2013 4:19 pm. Powered by phpBB 2000-2022 phpBB Limited. Different building squares in towns accept differing amounts of passengers and other cargo. - type "dump_info cargotypes" - find all the cargo IDs to change. Check `SimpleCargoDecayOverride` for that. This implies that for very long routes, the distance component overcomes the time component, effectively making the days in transit moot. My question is that, when it calculates how much to give me, is it going directly from point A to point B, or is it following my tracks. Built for SPI 1.32. The transit distance is measured as the manhattan distance between the origin station and the destination station. Per the in-game cargo payment rates graph, is there an easier way to determine the point at which the flight isn't being 100% efficient? Each cargo type has two numbers, days1 and days2, that determine the boundaries between "fast", "medium", and "slow". Each cargo unit tracks its own age, starting from the moment it was produced; some cargo types deteriorate faster than others and must be served faster. See savegame from <2200 and >2300. But, it might work on most FIRS related grf. Example: I have a 4000x4000 map. https://wiki.openttd.org/Game_mechanics#Delivery_payment_rates. I get about 1.5million per trip, but could I get that same 1.5million even if I place the airports closer? OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features. by Panando 28 Aug 2014 10:01, Users browsing this forum: No registered users and 1 guest. The problem is that for some reason some of my cargo payment rates have suddenly changed to negative values. Some industry tiles also accept 1/8 of passengers. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Cookie Notice and our Some industry tiles also accept 1/8 of passengers. Around 2250 or so inflation is so high that cargo payment rates seemingly start from the beginning causing huge negative income on vehicles. Press J to jump to the feed. http://en.wikipedia.org/wiki/Manhattan_distance EDIT: That's my favorite redirect now. Where can I read about how railway networks are designed What type of games do you like to play the MOST other Elizabeth Line - London Paddington to Abbey Wood. I searched on the reddit and the wiki for this, but still no answer. Check `SimpleCargoDecayOverride` for that. Farther distances are more sensitive to speed. train is loaded (or from departure from station). The save represents more or less the point where the problems start. 40 game days correspond to only 16 cargo transit days (divide by factor 2.5). Accepting agents that are nearby a Stations accept (consume) cargo and passengers from this station, and producing agents will deliver their produced cargo to any nearby station, allowing it to be transferred elsewhere. Press question mark to learn the rest of the keyboard shortcuts. Authors. The transfer costs always includes a penalty for the age. Here is an example showing the income for a vehicle with a speed of 300 km/h at various distances: Similar graphs can be drawn in-game using the new graphs patch. Companies are not charged for those losses, although waiting too long to pick up cargo does affect the rating of the station. Note: One "day" on this page is actually 2.5 days in the game. Post by Eddi Wed Apr 25, 2012 8:56 pm. A producing agent creates new cargo units and places (delivers) them to nearby stations, if available and if a vehicle accepting that type of cargo has been to the station before. spi. Does NOT change payment decay. Around 2250 or so inflation is so high that cargo payment rates seemingly start from . OpenTTD discussion, strategy, and banter. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. If I deliver a load of mail over 20 squares, and it takes 20 days, I get about 600. And now that i think about it, most of my short rails are only about 50 tiles away, when i should have instead built to the next powerplant to at least get to 100, and even above that and try to aim towards 500. Im still questioning the point of useing anything BUT the fastest train, and the slowest train might aswell be hidden from the list :x, A short explanation: http://imgur.com/a/TdW4E. a single unit of Oil consists of exactly 1000 litres. It is known that cargo payment rates depend on the cargo delivery time. Copyright Owen Rudge/The Transport Tycoon Forums 2001-2022. The transit distance is measured as the manhattan distance between the origin station and the destination station. or does this benafit by makeing the new hub station the new send from location so the train that runs from there straight to the delivery point get maximized income if the person puts the fastest trains and calculates the distance near 500 tiles to the delivery point :O? Once cargo unit is delivered to a station, the station's owner company effectively controls it. An accepting agent consumes cargo units (effectively destroying them) upon unloading at a nearby station, and pays for their transportation. It involves logistics, service throughput effectiveness and local reputation (rating). Does that distance outweigh the time penalty I'd incur on that route? Also, if the vehicle is faster, larger distances can be reached without a dip in income. Cargo Payment Rates table. The question is how delivery time is calculated: from when the first cargo is loaded on the station or from when the full e.g. I wanted to figure out if there's a more efficient placement of airports maximizing distance between the two to get the most payment per passenger. It is computed by adding the differences in x and y tiles (manhattan distance), not straight-line distance. Cargo dissipates/vanishes over time at stations if left there for too long. ment-rates Passengers: 39 Coal: 72 Mail:55 Oil: 54 Livestock: 53 Goods: 75 Grain: 58 Wood: 61 Iron Ore: 62 Steel: 69 Valuables: 91 Arctic specific : Wheat: 58 Paper: 66 Gold: 71 Food: 69 Tropical specific: Rubber: 54 Fruit: 51 Maize: 53 Tropical Wood: 97 - type "dump_info cargotypes" - find all the cargo IDs to change - set Game Options to British Pounds (GBP) for easy reading Usually its 00 PASS 01 COAL 02 MAIL etc. If a square can't accept a cargo by itself, the amount is noted by 1/8's. There has to be at least 8/8 of a cargo type in a station's catchment area for the station to accept that cargo. I have been playing the scenario since 1950 and had no difficulties until the point rep. the cargo payment graph is really really terrible, because it shows no useful values. In other words, it is the product of the cargo payment rate, amount of cargo, transit distance, and time factor determined by days in transit. by ccomley 27 Aug 2014 14:00, Post Copyright Owen Rudge/The Transport Tycoon Forums 2001-2022. Cargo can only be accessed by an agent via a nearby Stations. I put an airport at each corner and send flights back and forth. Cargo Payment Rates table. What's not clear, however, is how to apply the graph to a different distance. (The growth is logarithmic.) Description. So no, zig-zags are bad. Instead of a longer journey leading to decreased cargo profits, it now results in reduced cargo losses. If you've played the original 1994 edition of Transport Tycoon Deluxe, you may like to read the comparison of OpenTTD and Transport Tycoon Deluxe to see what's changed. OK, if my two stations are 20 squares apart, I can easily see how much I get for a cargo depending on how long it took from the graph. Event announcement: 17 Dec 2022 From 10:30utc. Simply put, it's the number of grid lines which a straight line from A to B would cross. Howto: - place as last NewGRF - toggle console ~ or ` or (?) Take a look at the passenger delivery over 500 tiles: This time, income of 100 km/h is 67.1% of income of 600 km/h, which means that a faster vehicle will substantially increase our income. See Catchment area for more information.). Furthermore, we get a very interesting graph when we plot distance versus income, with the same 20 passengers at a speed of 100 km/h): At approximately 600 tiles, you will begin to make less money, because the decline in value due to the age of the cargo overcomes the growth in value due to the longer distance. In other words, it is the product of the cargo payment rate, amount of cargo, transit distance, and time factor determined by days in transit. Below are charts and tables showing each Cargo in each climate, and what produces and accepts them. OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features. So if days_in_transit = 4, then you use 4 in the calculations that follow, but actually the cargo is already 10 days in transit. In some cases the agent produces and accepts the same type of cargo unloading that type permanently destroys all old units (standard payment occurs), unless the vehicle is ordered to Orders. The time scaler penalizes slow transportation. See Cargo income for more information on how income is calculated. Before OpenTTD 1.0/r17437, transporting Valuables a distance of fewer than 10 tiles yielded no money. 4 posts Page 1 of 1. liquid Engineer Posts: 100 . Example: I have a 4000x4000 map. Me too. - What happened The Cargo Payment Rate graph. As a result, a large portion of my network has become loss-making. Before OpenTTD 1.0/r17437, transporting Valuables a distance of fewer than 10 tiles yielded no money. I have just got back into playing the game, and noticed that on the top of the "Cargo Payment Rates" graph, it says "Payment for delivering 10 units (or 10,000 litres) of cargo a distance of 20 squares." My question is that, when it calculates how much to give me, is it going directly from point A to point B, or is it following my tracks. Cargo payment rates when people use transfer to a hub then sending it to destination from there Wont that make your income worse? Some cargo agents (Industries or town buildings) produce cargo, and some agents accept (consume) cargo; some both produce and accept cargo. Or is there a way to make it so you don't basically Candyfloss Forests (Cotton Candy Forests). Noticed your comment and i read the whole page, and im still mindbugged :x, seems 600 tiles is some sort of magic number, as a distance to delivery shouldnt be much over that. Per the in-game cargo payment rates graph, is there an easier way to determine the point at which the flight isn't being 100% efficient? by Panando 27 Aug 2014 22:17, Post Moderator: OpenTTD Developers. The manual provides in-depth information on how to play. If a square can't accept a cargo by itself, the amount is noted by 1/8's. Does NOT change payment decay. Diagnols are more cash efficient per time and distance? Up to latest trunk r10522 there is an overflow bug with Cargo payment rates. Most notably, Steel Mills have many 1/8 squares and can accept passengers on their own. I have just got back into playing the game, and noticed that on the top of the "Cargo Payment Rates" graph, it says "Payment for delivering 10 units (or 10,000 litres) of cargo a distance of 20 squares." Every action whether production, transfer or consumption is conducted against an integer number of cargo units. OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features. Reddit and its partners use cookies and similar technologies to provide you with a better experience. The vertical axis is income in , while the horizontal axis is velocity in km/h. Howto: - place as last NewGRF - toggle console ~ or ` or (?) Initial cargo payment (default values in ) https://wiki.openttd.org/en/Manual/Game . Since increasing the speed produces diminishing returns, it is often better to optimize other factors, such as the cargo capacity of a vehicle especially when dealing with planes (each of which are far off to the right of this graph, regardless) or with shorter routes (where speed has a smaller effect, as we'll soon see). For more information, please see our The acceptances can be found out by using the land area information tool (question mark). I've started tens of games on normal mode with only a few mods and they stay exactly the same? If you are new to the game, our Tutorial will show you how to set up your first transport route and continue expanding your network from there.. I put an airport at each corner and send flights back and forth. Can change all 64 cargo payment rates, no matter the industry. This is a crucial (and somewhat obscure) part of competitive play. E.g. From this moment, the company alone decides where or how to transfer or store it. Industries however, except for Oil Rigs, don't produce any passengers. Hosted by Zernebok Hosting. (Note that this is not the distance of the route taken, but the shortest distance between the two stations, as noted above.). There has to be at least 8/8 of a cargo type in a station's catchment area for the station to accept that cargo. payment. All cargo exists in the form of discrete, atomic units of a fixed quantity and size. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. In Manual, Cargo is what you, as a Transport company, transport (relocate) between cargo agents. As you can see, the speed of the vehicle has a dramatic effect until about 50 km/h, at which point it starts to level off. So would a train that zig-zags all over the place be good? I've searched, so I know this has been spoken about before but I couldn't find a straight answer. It uses manhattan distance between station signs (without transfers). The acceptances can be found out by using the land area information tool (question mark). Furthermore, if you pay close attention to the above equation, you will notice that if it takes too long to deliver a cargo, the time component will never be lower than 31. Default payment values in the readme . Furthermore, the Company Headquarters accepts and generates some passengers and mail to help players in the very beginning of the game. The company can't sell the cargo, however it can collect payment for transferring it to a station with an accepting agent nearby which accepts the same type of cargo. Post Distance is measured between the name-labeled tiles of the stations, not from the industries or by vehicle distance traveled. For example. Also Manhattan distance doesnt seem convinient for us that likes to build one giant rail setup to collect all the coal mines and deliver to one point that means the nubitoes that builds 1 train station per coal mine and just make a straight path from that to longest convinent straight distance to a powerplant will make the most efficent money in the long run and it will be faster to make as they dont have to deal with the hassle of light signals exept if they use 2 or more trains to keep it in a loop. Cargo payment rates. Lets you alter the cargo payment rates. According to the equation above, the income of passengers delivered at 100 km/h equals 96.2% of the income delivered at 600 km/h. RossenX. arie_ opened the ticket and wrote: I first noticed this issue while playing a CargoDist build, so I continued to try to reproduce it in a trunk version. by ccomley 28 Aug 2014 08:49, Post Usually its 00 PASS 01 COAL 02 MAIL etc. Passengers and Mail are also types of cargo, mainly produced and accepted by Townss. Can I make use of multiple buildings GRFs? By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Takeing this in account, i guess hills that are more than 1 tile up is terrible because of the slowdown of the train :x hence useing tunnels becomes more of a priority. If anyone knows I would appreciate it. Does that distance outweigh the time penalty I'd incur on that route? So if i place the stations at oposite edges from the factory and delivery point to maximize the distance, and keeping it in a straight line or diagonal\straight, will that increase what i earn, or should i try to minimize the distance from station to station? It essentially takes 4 months for that trip one way. The amount of money earned when delivering a Cargo is determined by four factors: type, amount, distance and days in transit. by Wahazar 27 Aug 2014 14:28, Post Diagonals are good and station sign manipulation helps a bit. Instead, it checks certain conditions before delivering the cargo to a station. OK, if my two stations are 20 squares apart, I can easily see how much I get for a cargo depending on how long it took from the graph. Privacy Policy.

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