xml train definitions
xml train definitions
can anyone tell me what the definitions are for <power> and <speed>? the <power> conversion to real life horse power and the <Maxspeed> to max MPH? and <speed0>. what about runlenght? whats that seting for. Thanks
looked in the wiki but it does not say what a valuse are. i am trying to figure out what the hp to <power> conversion should be. i think the ac4400 <power> is way off. the real world HP is 4500 HP. dont know if i should realy care about the phics being the same in the game as real life. not like this is a train sim.
In order to figure the HP you would need 1 of 2 things, something to compare it to, or the drag of the cars it's pulling. RRT_TrainCars only gives run length and event codes, which are things that happen at certain times. And I don't really think Firaxis went thru and researched the HP of the engings that much. With the power of a Planet at 2 and their GP38 at 14, they're saying that a GP38 can only haul 7 times as much as a Planet. That don't sound right.......
They have the GP38 @ 14, which is a 2000 Hp engine, which gives the multiplier at 143. The AC4400 is 4400 Hp, divided by 143 = 30.77
As this has my interest, further research to come........
They have the GP38 @ 14, which is a 2000 Hp engine, which gives the multiplier at 143. The AC4400 is 4400 Hp, divided by 143 = 30.77
As this has my interest, further research to come........
I'm correct 97% of the time..... who cares about the other 4%....
I played a little bit with the settings
and it isn't so clear to me either...
i setup just because of this post a quick test,
and it's different as i remembered me...
but hé, best way to get an idea, take a look at all the trains (in train table mode you can do this easily) look at their values in the xmls and try to figure it out... the graphs fgive you enough information, i think, so you don't need to ride around with trains...
but it still is pretty difficult to get really an idea, or someone of firaxis should give an answer instead of...
my idea:
- maxspeed: increases the initial maxspeed, when the train is empty it will go faster, but i believe when the train is healing cargo this maxspeed is quickly lost and you will end up with the same speed as if the maxspeed was less...
- speed0: this has a big effect! it changes the point to the right where the speed will decrease because of weight, if it is set to a heigher value, fe you'vez got a decrease in speed after 2 carloads, after setting higher you will have only effect on speed after 4 carloads, but the decrease will have the same graph but later
- power: it changes the effect of weight also but not in such a way as speed 0, the point where the weight will have effect is not changed (fe after 2 carloads) but the decrease in speed will be less
- runlenght: (i believe) it changes the lenght where the weight is ahving effect
fe a higher value, will spread the decrease in speed over a longer (lenght, carloads) fe the decrease in speed will start already at 1 and not at 2 carloads, but this decrease is slower because it is spreaded
so less runlenght will give you a shorter lenght in wich this decrease is spreaded (you must look from right to left on the graph) so the decrease will start later fe after 4 carloads but this decrease will be faster because less spreaded...
Am I right, i don't know...
ps: have a look at my screenshots
ps2: the values i started with are
<MaxSpeed>15</MaxSpeed>
<Speed0>10</Speed0>
<Power>15</Power>
<RunLength>90</RunLength>
if there's stated out MORE it means a doubled the value
fe more_power will result in a change of 15 x 2 = 30
less means divided by 2
ps3: if someone knows it exactly, let us know... also the effect on how speed is handled when the train climbs a mountain is still unclear to me (maybe it will put on more weight) but i never had a train that stopped on a mountain, there's a minimum value calculated by using the params...
and it isn't so clear to me either...
i setup just because of this post a quick test,
and it's different as i remembered me...
but hé, best way to get an idea, take a look at all the trains (in train table mode you can do this easily) look at their values in the xmls and try to figure it out... the graphs fgive you enough information, i think, so you don't need to ride around with trains...
but it still is pretty difficult to get really an idea, or someone of firaxis should give an answer instead of...
my idea:
- maxspeed: increases the initial maxspeed, when the train is empty it will go faster, but i believe when the train is healing cargo this maxspeed is quickly lost and you will end up with the same speed as if the maxspeed was less...
- speed0: this has a big effect! it changes the point to the right where the speed will decrease because of weight, if it is set to a heigher value, fe you'vez got a decrease in speed after 2 carloads, after setting higher you will have only effect on speed after 4 carloads, but the decrease will have the same graph but later
- power: it changes the effect of weight also but not in such a way as speed 0, the point where the weight will have effect is not changed (fe after 2 carloads) but the decrease in speed will be less
- runlenght: (i believe) it changes the lenght where the weight is ahving effect
fe a higher value, will spread the decrease in speed over a longer (lenght, carloads) fe the decrease in speed will start already at 1 and not at 2 carloads, but this decrease is slower because it is spreaded
so less runlenght will give you a shorter lenght in wich this decrease is spreaded (you must look from right to left on the graph) so the decrease will start later fe after 4 carloads but this decrease will be faster because less spreaded...
Am I right, i don't know...
ps: have a look at my screenshots
ps2: the values i started with are
<MaxSpeed>15</MaxSpeed>
<Speed0>10</Speed0>
<Power>15</Power>
<RunLength>90</RunLength>
if there's stated out MORE it means a doubled the value
fe more_power will result in a change of 15 x 2 = 30
less means divided by 2
ps3: if someone knows it exactly, let us know... also the effect on how speed is handled when the train climbs a mountain is still unclear to me (maybe it will put on more weight) but i never had a train that stopped on a mountain, there's a minimum value calculated by using the params...
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After further reasearch I found that steam engines power was not measured in horsepower. Here is a list of the engines and their numbers with the HP of the diesels:
Looking at some of these numbers is confusing. The Max Speed has been figured as the given # X 10 =max MPH.
Some of Gforce's info would best be tested on Hill Valley Rush on a straight track, and then add a large hill in the middle of it for the runlength he speaks of.
Code: Select all
Name Max Speed Power HP
Planet 3 4 2
Grasshopper 3 4 2
Norris 4 6 3
Patentee 4 5 3
Adler 4 6 3
American 5 6 5
Beuth 5 6 5
Iron Duke 5 6 4
Crampton 5 5 5
Mogul 5 4 17
Medoc 5 3 23
DX Goods 5 3 19
Ten Wheeler 6 8 6
Stirling 6 23 1
Class 121 6 14 2
Consolidation 6 4 28
S3 6 7 6
Johnson Midland Spinner 6 6 9
Claud Hamilton 8 10 5
Pacific 8 9 6
ES1 10 10 5
Mikado 6 6 25
Webb Compound 8 5 19
P8 6 6 11
De Glehn 8 8 8
Crocodile 4 7 9 1261
A1 9 7 13
P5 7 8 18 3750
Class 01 7 9 8
Nord Pacific 7 9 8
F Series 8 15 5 1500
A4 9 30 2
E18 10 12 8
Golden State 9 9 16
Class 141 7 8 17
GP38-2 12 15 14 2000
V200 B B 9 6 37 1135
Class 40 9 12 15 640
Bo Bo Bo 9 12 15 10590
TGV 20 20 5 12500
F7 AB 10 15 8 3000(?)
F7 8 13 7 1500
GP7 8 8 12 1500
GP7 Dual 9 9 18 3000(?)
AC4400 Dual 12 15 32 8800(?)
AC4400 SGL 12 15 18 4400
Some of Gforce's info would best be tested on Hill Valley Rush on a straight track, and then add a large hill in the middle of it for the runlength he speaks of.
I'm correct 97% of the time..... who cares about the other 4%....