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as a start, try multiplying power of the locomotive by 10 instead of tractive effort. check the results. think.
Think about tractive effort as if it was stickinness of your shoes. If it is 0 - then your shoes are basically made of ice. No matter how strong you are and how fast you are trying to run - you can't move (shoes are perfectly slippery).
If your shoes are sticky enough - good, you can move. But it doesn't make too much difference if you make your normal shoes 10 times stickier - you will still walk at the same speed! They will probably stop you much faster when you land at 200 km/h, but that is far from normal scenario.
Now, if you go to the gym and add some muscules to your legs, you can walk faster by pushing harder with your legs (If your shoes are sticky enough. I am sure those chinese Adibas can start to slip worn by Mr. Bolt). This is what you actually need to go faster - muscules. And vehicle's power stands for those muscules.
But 4 carriages is not enough weight to see the difference. Probably with 10 that would be noticeable.
So, in this game locomotive's tractive effort is more important for freight trains, because they tend to weigh much more than passenger ones. I am no expert in trains at all, but I suspect this also stands in real life.
I ran the same test as the "Hill Test" from my original post, only this time each locomotive (the "15 KN Baseline" and the "150 KN Test Subject") had 20 cars instead of 4 cars--a total weight of 130 tons for each trains (as opposed to 50 tons in the original test).
Once again, the trains started off neck-and-neck. However, as they progressed up the climb and started losing speed, the 150 KN test train "bottomed out" at a speed of 5 km/h, while the 15 KN baseline train dropped down to 3 km/h.
Over the span of the climb (approximately 2 km), the test train crushed the control train. The test train reached the apex of the climb while the control train was roughly 60% up the hill.
Tractive Effort has value after all!
And there was much rejoicing.
(It still doesn't affect price, though, so congratulations to all hill-course-heavy-freight-haulers out there.)
Isn't the price just set specifically according to how the developers decided to balance things? It's not generated procedurally is it?
I don't know what the formula is -- that was the original problem I was trying to tackle before getting sidetracked by Tractive Effort. But I do know that, if you adjust vehicle statistics, the game's calculated cost changes.
I also know that for single-unit locomotives, at least, the only variables that affect that calculation are Power (KW) and Top Speed (km/h). The effect of Power is very straightforward, but the effect of Top Speed has been impossible to decipher.
After 1 lap, 1x emd is way back there where the cursor is highlighting it http://steamcommunity.com/sharedfiles/filedetails/?id=803687708
So better lap time for 2x emd's is due to having more combined hp and kn or that they have more hp.. Also a nub question, where does it say the length of the track: "Over the span of the climb (approximately 2 km),"? how would u know its approx 2km? just the mk1 eyeballing it?
Yes Grim, its generated based on few factors, speed, hp.. increase capacity/top speed for a wagon/bus/plane and the price and upkeep will be higher
Combining locomotives does properly combine there HP and Tractive Effort, so they can pull more cars, with less of a slowdown (like the ALCO HH is a great little loco for that purpose).
To summarize, tractive effort only has an influence at low speeds (when the vehicle starts); and that's why it is not included in the price / running costs formula. Hope this helps :-)
What do means a LOT, is the amount of KW (horsepower) the locomotive can push out. Tractive effort will determine the acceleration (there is a maximum acceleration/deceleration) while KW determine speed.
When you attach 2 loco's at the front, you double the KW and thus a train can go faster up a hill.
It looks something like this for a 7MW locomotive.
https://en.wikipedia.org/wiki/Tractive_force#/media/File:Schematic_tractive_effort_curve.JPG
Point A and B is a limiting factor of the wheels on the rails. B to C is the reduction of tractive effort due to the limitation of only having 7MW available. As train increases in speed, so does the tractive effort reduces and therefore the train cannot reach top speed on slope tracks.
You should take a good look at your code, because that's not how it works in game :P
I tried to find out how it all works, the results are in these reddit threads:
https://www.reddit.com/r/TransportFever/comments/5dm6ej/short_analysis_of_train_physics/
https://www.reddit.com/r/TransportFever/comments/5e3jme/the_impact_of_of_tractive_effort_on_slopes/
Rather than following the formula you described, it's following something more like this:
f=min(max(ft, P/2v)), P/v)
Meaning that the tractive effort is ignored at low speed, which explains why train acceleration out of the station is so damn high. Furthermore, in my tests there was absolutely no impact of tractive effort on the terminal velocity on hills, only the rate at which they accelerate / slow down when going uphill.