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Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 19 Oct 2010 16:46
by dasy2k1
I seem to have a bug with the horse drawn busses,
they are showing as being 0hp (rather than 1 2 4 or 6)
and so are only moving at 1mph regardless of their design speed...
Image

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 19 Oct 2010 19:13
by NekoMaster
dasy2k1 wrote:I seem to have a bug with the horse drawn busses,
they are showing as being 0hp (rather than 1 2 4 or 6)
and so are only moving at 1mph regardless of their design speed...
Image
YOu have realistic road vehicle acceleration on. YOu may want to disable that in the advanced options until you get powered trucks\trams

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 20 Oct 2010 08:23
by Zephyris
Or, if you feel really keen, provide me with some sensible power values I can use for all the vehicles :)

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 20 Oct 2010 08:30
by andythenorth
Zephyris wrote:Or, if you feel really keen, provide me with some sensible power values I can use for all the vehicles :)
How about 1hp, 2hp and 4hp for the horse-drawn vehicles? :twisted:

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 20 Oct 2010 08:49
by DJ Nekkid
Wikipedia wrote: Horsepower from a horse

In 1993, R. D. Stevenson and R. J. Wassersug published an article calculating the upper limit to an animal's power output.[8] The peak power over a few seconds has been measured to be as high as 14.9 hp. However, Stevenson and Wassersug observe that for sustained activity, a work rate of about 1 hp per horse is consistent with agricultural advice from both 19th and 20th century sources.
So i guess there is room for speculation there... but somewhere between 1 and 3hp is probably ... sufficient :D

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 20 Oct 2010 13:54
by wallyweb
andythenorth wrote:
Zephyris wrote:Or, if you feel really keen, provide me with some sensible power values I can use for all the vehicles :)
How about 1hp, 2hp and 4hp for the horse-drawn vehicles? :twisted:
Is there a parameter setting for oxen or mules? (That's me hiding behind orudge)

Actually ... :idea: ... Oxen would be good for HEQS - The Early Years.

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 20 Oct 2010 15:39
by NekoMaster
wallyweb wrote:
andythenorth wrote:
Zephyris wrote:Or, if you feel really keen, provide me with some sensible power values I can use for all the vehicles :)
How about 1hp, 2hp and 4hp for the horse-drawn vehicles? :twisted:
Is there a parameter setting for oxen or mules? (That's me hiding behind orudge)

Actually ... :idea: ... Oxen would be good for HEQS - The Early Years.
Oxen would be nice for heavier things like minerals and logging. I read somewhere that good work horses can do better then 1HP, something like 14HP for a short while, but even still their normal must be higher then 1HP, and then haveing multiple horses would be half decent. Also they need some traction as they wont be going anywhere without even 1kN of TE

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 20 Oct 2010 21:10
by dasy2k1
well i would say that 1 horse = 1hp as far as horse drawn vehicles should go.

http://www.napoleon-series.org/military ... orses.html says a horse can exert 0.1-0.125 of its weight in TE...

so assuming 1 horse weighs 1 tonne it can excert 100kgF or 1kN (assuming g=10)
so a TE of 1kN per horse would not be out of place in the game

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 21 Oct 2010 09:06
by Hirundo
dasy2k1 wrote:well i would say that 1 horse = 1hp as far as horse drawn vehicles should go.
It's a pity that road vehicle power can only be set in units of 10 hp...

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 21 Oct 2010 15:04
by Zephyris
Surprisingly difficult isn't it!

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 21 Oct 2010 15:11
by colossal404
How about set the horse's power just enoug to able the vehicle to reach it's maximum speed?

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 21 Oct 2010 19:02
by NekoMaster
Well, I think that for 2 horses, 10 HP might be a little much but then again big work horses are strong.

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 21 Oct 2010 21:10
by colossal404
I think the gameplay is more important than reality. I set the power specs to the gameplay in Ikarus set, not to the real values. (Eg: Ikarus 256 has only 220 Hp in reality, but I set 320 to reach it's full speed)

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 06 Dec 2010 01:13
by dasy2k1
It would be better if RV power was set log2rithmically,

ie

1,2,3,4,5,6,7,8,10,12,14,16,20,24,28,32,40,48,56,64,80,96,112,128,160,192,224,256,320,384,448,512,640,768,898,1024, ....

while 10hp is very significant if the vechle only has 20 or so, 10hp on a 1000hp vechle is nothing

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 07 Dec 2010 01:03
by ostlandr
Short answer, give a 2 horse team 20 horsepower (15 kw) of power and 400 lb-f (1.8 {round to 2?} kn) of TE. 4 horse team should be 40 hp (~30 kw) and 800 lb-f (~4 kn).

Weight of the 4 horse carriage should be ~5 tons, 2 tons of which is horses. Add or subtract 1 ton per 2 horses.

A pretty accurate figure (comparing tractors to horses) is 17.5 horsepower per horse.
That's for a draft horse. Figure a max of 10 mph for sustained speed on a level road.
A carriage/cart horse might be 10 horsepower but have a top speed of 15 mph. Funny, that works out to about 1 hp per 100 lb of horse. :?:

Sustained TE for a horse should be on the order of 10% of the weight. Call it 250 pounds for a 2,500 pound team of 2 carriage horses, or 350 pounds for a 3,500 pound team of draft horses.

An ox has the same TE per pound, only 2/3 hp per pound, and lower purchase and operating costs. Top speed is less, also- call it 7 mph.

Hauling capacity (to reach max speed) should be 50 pounds of pull per ton on paved roads, and 25 pounds per ton on tramways. If we go to road types, dirt roads require 100 pounds per ton. Vehicle weight should equal vehicle load capacity.

So, a 2,500# team of carriage horses should be able to pull 5 tons (2 1/2 ton wagon, 2 1/2 ton load) at 15 mph on level paved roads, 10 tons @ 15 mph on level tram tracks, or 2 1/2 tons @ 15 mph on level dirt roads.

A 3,500# team of 2 draft horses should be able to pull 7 ton @ 10 mph on pavement, 14 ton @ 10 mph on rail, and 3 1/2 ton @ 10 mph on dirt.

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 07 Feb 2011 12:16
by DanMacK
Got a problem with eGRVTS and FIRS 0.6 - FIRS currently has a new cargo of Alcohol that uses the cargo label 'BEER' - Starting in 1702 here, and none of the horse wagons carry beer! I'd almost suggest shipping it on a flat wagon or in a box van, if it's in casks, it shouldn't need to be refrigerated.

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 07 Feb 2011 13:38
by Zephyris
Is there a vehicle later on that can carry beer (i.e. have I messed up the cargo classes for all vehicles or just the horse-drawn ones)?

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 07 Feb 2011 13:54
by DanMacK
Not sure, I'd have to check my game when I get home...

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 07 Mar 2011 14:38
by colossal404
I don't know what is that, but how could it happen?

Re: [Univ] GRVTS (v1.4) and [OTTD] eGRVTS (v1.0)

Posted: 08 Mar 2011 17:13
by Zephyris
Those are broken articulated vehicles... I have never seen it before so I guess it is a recent bug in OpenTTD, or you have changed the newGrfs in a running game and broken the articulation.