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It's really just a guideline value though and depends on usage. Even a "good" power rating might have trouble pulling full loads uphill.
However, same is true if you go further and apply math. It would be quite the task taking into account every incline etc. on the route.
There are some topics on it if you search the forum. Be aware that patches made crucial changes after initial release. Specifically cargo weight was added by patch, so early discussions might complain about missing it.
This spreadsheet might still be the best/easiest help besides the power rating:
https://docs.google.com/spreadsheets/d/1FW5R8aq3E88py-sTObi5s-w8U1z_li8Q9Mzp1ZQ9iPU/edit#gid=1891888107
It was posted early on in this thread:
http://steamcommunity.com/app/446800/discussions/0/215439774872043182/
Should still work fine if you add data for weight. The vanilla weight value for a cargo unit is 1200kg.
It really depends on how much work you want to put into it. I don't take it THAT serious ;)
I'm personally just estimating based on power rating and my experience, then follow the first fully loaded train to check the speed. Having slow-downs due to incline is usually a bad sign and you might then be better of with a faster setup or a change in track layout.
Pretty much any poor rating for any train is going to be a problem. Medium for cargo is usually sufficient. Passengers will want Good.
Really it comes down to just watching the trains. If you built lines that have hill climbs, you are going to need more power, add more engines to the train. Apply same rule to accelleration issues where a train takes to long to get to full speed.
e.g. Power - has an impact on acceleration and is important for fast trains such passenger expresses. Whilst Tractive Effort - determines the ability of the locomotive to haul heavy loads, e.g. freight.
It also says that for really heavy freight one can double-head the train to provide more tractive effort. But it gives no indication of the relationship between the Tractive Effort and the amount of cargo it can haul effectively.
If every cargo units weights 1200Kg as suggested by Thork then there should be a relationship between the number of loaded wagons and the tractive effort of the engine, as was the case in Railroad Tycoon.
In practice, worry about TE when your trains are:
- heavy
- ride up mountains
- often need to start/stop
Overall, in this game it is fairly minor thing to worry about. Power - or more specifically, power/ton of train weight is more important.
https://i.imgur.com/EDiv6JQ.png
The choice was made simple by the information provided in the purchasing dialog, and you could visually check how an engine would perform pulling varying numbers of carriages or wagons prior to purchase.
By comparison the approach used in Train Fever and Transport Fever seems unecessarily vague and complicated.
If you build a train and the empty weight says it will take 4 minutes to get to 65mph, then you need to add engines until the time is more reasonable for the length of the trip.
The numbers are really more useful when comparing one engine to another. Early pre-1900's they are all pretty week. Later, in the diesel years, there are more options, but the choice still isn't that big of a deal. Add engines till the train will move. As a general rule, every 10-15 wagons needs at least one more engine. Step grades, +1.
Likewise putting an engine on a 10 car train only to find the thing struggling to move it, is a massive deal as it means I've not only wasted a fortune, but possibly compromised my entire cargo strategy by assuming I could deliver the goods.
I can't really understand why Urban games are determined to make the player do all the maths when game designers from 30 years ago already had the maths worked out and incorporated into their game.
Its the same with the finances. I have to run a seperate excel spreadsheet alongside this game to work out the P&L for my company, whereas Railroad Tycoon just gave you that as a standard financial report every year. It's what computers are good at.
RRT did not use simulate physics. The model used there was entirely arbitrary.
What is so hard in TPF?
Power - how much work a vehicle can perform in a period of time.
Tractive Effort - how much weight it can sensibly start
Consider two locomotives with the same TE, but different power:
Loco1: 1000hp
Loco2: 2000hp
Both weigh the same with their train. It is certain that loco1 will hit all of the speeds slower then loco2, arriving at the destination much later then loco2. Given sufficiently steep hill, loco1 will reach almost half of the speed of loco2.
Consider two locomtives with same power but different TE:
Loco1: 100kN
Loco2: 200kN
Above speed of ~10km/h they will perform _identically_, however below that speed the loco2 will have an advantage and in extreme case loco2 will not stall on a hill, while loco1 will.
EDIT:
Essentially, in this game you mostly need to worry about Power/Capacity ratio. Trains which have simular Power/Capacity rating, which carry the same commodity, will perform the same. 300kW train with 50 capacity will perform almost exactly the same as 900kW with 150 capacity.
It's bascially bad design.
Well as I said above what we are provided with by Urban Games is basically raw data, or 'Noise' as we call it in the trade e.g. 'sounds impressive but means nothing'. In order to derive any information value from it the player has to process this data outside the game.
In Railroad Tycoon when you open the Locomotive purchase screen it gives you a simple little table which shows at a glance the potential performance of that locomotive with different manifests over different gradients. So, you can see at a glance which engine is going to be the most efficient for the role you are trying to fulfill.
https://i.imgur.com/1T2E80m.png
So, if you look at this image of the purchase screen for the 4-2-0 Prussian you can see clearly what that engine can haul and at what speed over various gradients of track.
I guess it is/was rather low priority compared to other issues and maybe noone on staff is a real statistics nerd.
There were some improvements and there is hope it gets further improved.
I don't mind as much as you do though.
In reality having to work out your company profits on Excel when the game could have given you the information directly and wasting money buying trains that aren't fit for purpose just because the game designers were too lazy to present the facts in an understandable format is just a minor niggle.
I was just hoping someone would have come up with an easy way of converting the meanless data provided by the train depot into something useful.
The spreadsheet you linked earlier is more useful, but its still way too over-engineered for my needs. At least having played Railroad Tycoon I recognise some of the loco's and know what their intended to be used for.
It is relevant, because it being a physical model makes it pretty darn hard to make a pre-baked table of intended usage.
The thing is, you can't make such a table outside of a context of a train the locomotive is going to be pulling. The best you could possibly get in TPF is a plot showing you time to reach certain speed on level track from a standstill i with preset train weight. Such tables are actually compiled IRL, btw. But real life railroading is a tad more difficult then a game.
What UG did is merely expose your ignorance of what are you dealing with. Would you want a table of enemies slain per second or projectiles absorbed per hit instead of damage and armor respectively?
Also known as "playing the game". As I said - it is your ignorance of what those numbers mean that is the issue, not the format they are presented as.
Except you can't make such table for TPF, or any other game that has a physical model of acceleration ( Mashinky and OTTD come to mind ). Even if only because inertia is a thing in TPF and a train approaching a hill at significant speed will power through it regardless of what such table would claim.
The "raw data" you are presented with is precisely what a train dispatch needs to deal with when composing trains. Sure, it would be cool if a train also showed us 'power_per_ton' ratio instead of a vague 'power rating' but that is a minor problem.
Patently not true, as Railroad Tycoon did it. We aren't talking about some amazing new technical innovation in game design just copying something that has already been done before and was actually useful.
I'll leave others to judge whose being ignorant here, the person who thinks a computer can't crunch complex numbers, or the one arguing that players should not be expected to do it in their heads.
Actually I think there is a bug in the physic's model anyway, based on these tests conducted by @NUB Sauce which shows that Tractive Effort is not affecting engine performance at all even on a gradient. That doesn't sound logical to me.
https://youtu.be/sXrKIzf4C8s
Of course you can. It's already been done by Railroad Tycoon's designers, the game itself does it in order to compute the speed of a train, and Thork linked a spreadsheet that does it offline. The only problem is that the Urban Games development team lack the experience of producing a useful user interface. It shows in both the lack of useful financial reports, the use noise in the line management data and the unhelpful train purchase screen.
I surely seen a bigger practical difference when using heavy loads.