Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Forklifts
I like the concept of forklifts, but even after this recent minor update, I still find them getting caught up on one another, to the point where the whole line gets shut down, and they do not carry nearly enough to keep up with factories.

When are these going to be fixed?
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Adyen 8 mart. 2020 la 17:11 
Postat inițial de Promethian:
Postat inițial de Adyen:
Speaking of forklifts... is this actually as intended? https://steamcommunity.com/sharedfiles/filedetails/?id=2009484161
I see nothing wrong here. What is your problem precisely? Do note those forklifts aren't hauling for free. They consume fuel which they restock at their depots.

Took me a while to come back to this, but if you looked carefully, I built the connectors over mountains so this allows for connection of areas that normally would be impossible with roads without extensive bridging or tunnelling.
there are too many different forklift sizes to list but there are some that can lift over 100 tons, though those are used in specialized applications.
I love the concept, but I have 'opted out' of forklifts for the most part and continue to simply use the 'old' connections with no penalty (thanks). I find the paths and crossings to be very ugly and unrealistic. If you have several connections things can quickly start looking like an airport with all the lines and yellow markings everywhere.
gusgblaw 13 mart. 2020 la 12:21 
Its a cool concept, I wanna stick with it.
I'd happily settle to seeing them zip back and forth and calling it 'working' and pay an abstract value of gas, without having to micro-mange them to this extent. But it seems that how granular this game wants to be, and I respect that.
Zulton 13 mart. 2020 la 13:05 
Using 1 garage per item fixed my forklift snags. Enough throughput or not enough seems to be what it is without mods or changes to a file (which is beyond me).
Postat inițial de Zulton:
Using 1 garage per item fixed my forklift snags. Enough throughput or not enough seems to be what it is without mods or changes to a file (which is beyond me).

They're very much so a specialized mechanism, yeah. They're good at what they're good at, what's upsetting a lot of people is that what a forklift is good at isn't "everything".

For splitting / merging connections, especially in low to medium volume applications (they start to choke about 25 tons/day).

And I owe JCMiller an apology, I was wrong. Finally found some good reading material about the soviet forklift in game, it's a big honkin' thing and my 'about right' was off by about 100%. 5-6 "generic cargo volume units" [tons of whatever is set at 1 ton = 1 volume unit] is correct for that one, not 2 1/2-3.
I've opted out of using forklifts and using the old direct connection as well.
Postat inițial de TheAmishStig:
.....
For splitting / merging connections, especially in low to medium volume applications (they start to choke about 25 tons/day).

And I owe JCMiller an apology, I was wrong. Finally found some good reading material about the soviet forklift in game, it's a big honkin' thing and my 'about right' was off by about 100%. 5-6 "generic cargo volume units" [tons of whatever is set at 1 ton = 1 volume unit] is correct for that one, not 2 1/2-3.

So how far did you get with the .ini?


For anyone interested in this beast :-
This is a good simple article on the Lviv FL 4xxx type
https://zen.yandex.ru/media/oldtimer/lvovskii-avtopogruzchik-lza-na-baze-gaz51--5bca3467503f5b00ac8cf395

& some interesting vids
https://youtu.be/mT6RCm_FkJY
https://youtu.be/2Uecucy6jsI


In making my edit I wondered why the devs released it @ 20-30% of it's 'actual' historical rating, as I figured they would have access to the original specs.....
So I wasn't 100% sure that the uprating to <5 tons would work in terms of game balance & kept it light. But "In 1960, the LZA 4045 index was transferred to a five-ton loader." & Fortunately by the time the game starts PAS & hydraulic brakes were added. :)

The GaZ-51 has a 70 hp (52 kW) straight 6, 3485cc engine.
To be technically correct (assuming the game allows for direct vehicle simulation in it's balancing) I believe this is closer to real values:-

$TYPE VEHICLETYPE_ROAD $SOUND_PARAMS sounds/car1.ini $SOUND_PARAMS sounds/car_truck3.ini $NAME 5471 $COST_RUB 4300 $LIGHT_FORWARD -1.0372 1.2358 1.1872 $LIGHT_FORWARD 1.0372 1.2358 1.1872 $LIGHT_BACKWARD -0.5548 2.3311 -0.4081 $LIGHT_BACKWARD 0.5548 2.3311 -0.4081 $RESOURCE_CAPACITY 4.99 //1.75 $RESOURCE_TRANSPORT_TYPE RESOURCE_TRANSPORT_GENERAL $MOVEMENT_SPEED 56 //45 $MOVEMENT_POWER_KW 52 //40 $MOVEMENT_EMPTY_WEIGHT 1.4 $AVAILABLE 1959 2005 $COUNTRY 39011 $PARTICLE_MOVEMENT vehicle_medium 0.6237 4.3580 1.6635 $RESOURCE_VISUALIZATION rotation -0.035 0 0 min 0.000 0.3213 3.0317 0.721 0.721 0.721 max 0.000 0.3213 3.0317 0.721 0.721 0.721 $SKILL_FORKLIFT 5 //1

I've been running this in my existing save & it hasn't broken anything I can see... & I like it with these settings.
Guess I'll re-run $skill increments & see what happens next.

If anyone wants to try it -
Copy & paste the above code into a notepad instance & save as script.ini & swap out the existing LZA .ini at media_soviet\vehicles\forklift_lza\script.ini (& backup the original script.ini!).
in what world are there forklift roads and fuel stations that dominate the landscape
never seen that on earth
game would be better with out it . looks odd and there always in the way .no more forklifts plz
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Data postării: 2 mart. 2020 la 19:33
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