Join GitHub today
GitHub is home to over 36 million developers working together to host and review code, manage projects, and build software together.
Sign upFuel consumption increased significantly #19348
Comments
Coolthulhu
added
Game: Balance
(P2 - High)
Vehicles
labels
Nov 19, 2016
This comment has been minimized.
This comment has been minimized.
|
Fuel consumption was discussed in #15775 (that discussion may be useful here). |
This comment has been minimized.
This comment has been minimized.
|
We figured out on IRC that if you go to /data/json/item/vehicles/engine.json and change lines 18 and 34 to make it read: "efficiency": 50, For the first one, and 70 for the latter, makes it have more consumption than we used to, but still feels good. 60 and 80 is about what we had, maybe a bit more consumption. |
This comment has been minimized.
This comment has been minimized.
|
Plan is to adjust fuel Balancing is probably required and the forum post sets out a sensible approach:
I think you're stretching the idea of consensus a little - all I see is you proposing those values. I want to collect a meaningful range of opinions along with some evidential data. Your thoughts are welcome and actively sought but you need to back them up with the reasoning and data. |
This comment has been minimized.
This comment has been minimized.
|
I wasn't suggesting some sort of consensus, I was just letting people how to get the game back to the one they love. Toward that goal, Aabbcc made this mod which gets gas, diesel, and batteries, as back to before this as he could. https://drive.google.com/file/d/0B0btuC1DG_yxelBQOS1rT210TUE/view |
This comment has been minimized.
This comment has been minimized.
|
I'd bump it up back at first, we can lower it after figuring out the exact mechanics that affect it the most. Going with Aabbcc's ideas may be good for now. It isn't exactly how the old mechanics worked (looks like he just bumped fuel values to 300%, except for batteries which got 150%), but if it's "good enough" then it should suffice. And it keeps diesel's superior storage efficiency, which is a bonus. |
This comment has been minimized.
This comment has been minimized.
This isn't IRC. Please refer to yourself in the singular form and use non-perjorative language.
Is that not a 150x increase which is 150'00% making any reasonably sized electric vehicles defacto free? This is the problem with balancing the game around 90-tonne megavehicles. Sure we could (and probably should) merge that mod as 'Megavehicles' as it would keep that particular crowd happy but when it comes to balancing the game waiting for feedback via the forum seems a reasonable approach. |
This comment has been minimized.
This comment has been minimized.
So far we have a version that attracts complaints and doesn't have acceptance tests.
OK, looks like 15000% - I thought Even if we don't have exact values, it's obvious that majority of players at the moment agree we need more energy per unit of fuel than what we have now. |
This comment has been minimized.
This comment has been minimized.
|
I agree with @Coolthulhu, I saw a lot of complains about fuel consumption in russian community. |
This comment has been minimized.
This comment has been minimized.
There are very few posts as yet on the forum. The values need to go up but this should be based on actual test data using the in-game vehicles. A 150'00% increase to battery suggests either no testing or only using huge vehicles. I'm going to move that mod to
Fuel consumption probably is likely too high. I'm just waiting for actual reliable suggestions as to numbers. The ones proposed here don't explain how they were calculated and one value is out by two orders of magnitude which proves there has been almost no testing. |
This comment has been minimized.
This comment has been minimized.
Ataman
commented
Nov 21, 2016
|
I'm having trouble following the recent changes on the engines but my V8 6,5L Gasoline engine turned into a Wankel Engine and my 60L tank at 100% drained in seconds. Couldn't even drive over a bush. |
This comment has been minimized.
This comment has been minimized.
|
If reproducible that sounds like a bug. Can you define 'seconds'? |
This comment has been minimized.
This comment has been minimized.
Ataman
commented
Nov 22, 2016
|
It's strange, I tried reinstalling tanks and engines without success. Starting a new game and spawning fresh vehicles seems to work without issues though, might be time to stop updating or start a new game? Uploaded the save on my webserver: http://ataman.ch/stuff/Kronborg.zip |
This comment has been minimized.
This comment has been minimized.
ChucklesTheBeard
commented
Nov 22, 2016
|
Can confirm Ataman's bug independently, tested in 0.C.r19835.g861087 - ~6500lb van (save transferred from previous version could have something to do with it? 6.5L gasoline engine turned into wankel) drained 0.5L just on engine start, then ~30L in ~20 tiles at minimum speed. I detached that and the alternator, then replaced it with a large electric motor, which drained 1.2 full storage batteries in about 6 map tiles or so. Sorry for the lack of precision, I saw this issue before I tried it out and didn't realize that wasn't what this was about! |
This comment has been minimized.
This comment has been minimized.
|
Which build? There's one with a nasty random corruption bug in circulation and those values are so extreme I think there might be more to this. |
This comment has been minimized.
This comment has been minimized.
|
Can you try reproducing in the latest build? |
This comment has been minimized.
This comment has been minimized.
Ataman
commented
Nov 22, 2016
|
0.C-19840-gc4e4cc7 is the second latest by now (5929) |
This comment has been minimized.
This comment has been minimized.
|
Cannot reproduce. Can you post a save (you can attach files to comments) with the problem vehicle and a full tank ready to test? |
This comment has been minimized.
This comment has been minimized.
Ataman
commented
Nov 22, 2016
|
Sure, didn't realize you can upload files to a comment. Here's the save again. |
This comment has been minimized.
This comment has been minimized.
It's pretty nifty eh? |
This comment has been minimized.
This comment has been minimized.
|
You have got a lot of mods installed |
This comment has been minimized.
This comment has been minimized.
RightInfinity
commented
Nov 22, 2016
|
I've been testing on 5929 in spawned, fresh regular cars, all with 2L gas engines and one tank 60L tank of fuel, with all the random cargo emptied. The car will only go 11 - 13 maptiles before it runs out of fuel, which is patently rediculous. Before the change to the engines, a standard car with the 2.5L inline-4 only required about 40 units of gas |
This comment has been minimized.
This comment has been minimized.
|
@Coolthulhu what's traction on snow covered grass? That could be whats going on in @Ataman's save? |
This comment has been minimized.
This comment has been minimized.
Ataman
commented
Nov 22, 2016
It totally is.
Eh hehe, ye I guess... I hope it's not related but I don't have enough CDDA experience to make a proper guess about that. |
This comment has been minimized.
This comment has been minimized.
I don't think so. I'm more wondering if we have a bug in the traction part of the code? |
This comment has been minimized.
This comment has been minimized.
Overmap tiles or reality bubble tiles? |
This comment has been minimized.
This comment has been minimized.
ChucklesTheBeard
commented
Nov 22, 2016
•
|
I've got a save with these mods enabled: more_locations, boats, Tanks, deoxymod, blazemod, StatsThroughSkills, and novitamins that exhibits the same thing on latest (0.C.r19841.g7e4569c) if it helps: save created on 0.C.r19721.g82f0627, van set up on pavement, 26.2L in the tank, empty after 4 overmap tiles at full speed. |
illi-kun
closed this
in
#19401
Nov 22, 2016
This comment has been minimized.
This comment has been minimized.
|
Not fixed, the fuel balance is still nerfed hard and the "huge vehicles" mod is just a bandaid, not a fix. |
Coolthulhu
reopened this
Nov 22, 2016
This comment has been minimized.
This comment has been minimized.
|
Yeah, and bad thing about "fixing" it by mod is the fact you need to start new game to apply "fix". |
This comment has been minimized.
This comment has been minimized.
|
Electric engines were problematic prior to the vehicles update so can be considered separately. Possibly we aim to get acceptance tests for velocity sorted and then handle energy usage after that? The mod is probably going to be required due to the disparity between vehicle sizes - we have 600kg in-game vehicles vs 60 tonne custom designs. It's going to be fairly challenging to come up with any numbers that make both viable at the same time. I'm going to work on some fuel usage graphs (tiles/L) for different in-game vehicles and we could write acceptance tests for those? |
This comment has been minimized.
This comment has been minimized.
|
Something to add to the conversation: I've got an immobile generator vehicle for charging batteries, It's using a V-Twin Engine (0.4L) and it drains fuel insanely fast. The only thing it should be powering is an alternator. |
This comment has been minimized.
This comment has been minimized.
|
60 tons, that's about the weight of an average modern tank. Such a vehicle doesn't have to be viable -at all- with the parts currently available in vanilla. You're looking at a 1500hp engine. To give a real-world example for a more reasonable mobile base, a 13,5 ton APC like the M113A3 can run off a 275hp 6-cylinder diesel engine just fine. 66km/h cruise speed, 483km effective range with a 360L diesel tank, that's about 80km per 60L tank. I hope those figures come in handy if you're looking to fix the math. You may also want to have a look at the Truck Fuel Economy spreadsheet here. 16 tons for a truck is still in the ballpark: https://en.wikipedia.org/wiki/Fuel_efficiency#Fuel_efficiency_of_motor_vehicles |
This comment has been minimized.
This comment has been minimized.
|
60 tons, that's about the weight of an average modern tank. Such a
vehicle doesn't have to be viable -at all- with the parts currently
available in vanilla. You're looking at a 1500hp engine.
I totally agree with this, if you want a super mega vehicle the limitation
is going to be fuel consumption. In return for the benefits of carrying
everything with you, you need to find massive amounts of fuel.
If you want to not have these constraints, a mod is appropriate.
|
Coolthulhu
added this to the 0.D milestone
Nov 29, 2016
This comment has been minimized.
This comment has been minimized.
jesseking
commented
Dec 1, 2016
•
|
Game-play wise you could create a new class of vehicle reactors (thorium reactors & cells), in some of the bigger labs/military bases as rare drops to power the >50ton class of vehicles without trying to put so much gasoline in the world that fuel economy becomes meaningless for everything else. This would allow you to keep the relative scarcity of gasoline and fuel efficiency standards you want for the general over-world game from being distorted by the fuel requirements of massive vehicles like Main Battle Tanks, which are frankly not viable in a post-apocalyptic setting. This would still allow those fantastic vehicles as a challenging end-game build, and the energy density of a thorium cell would be about 26 million times greater than diesel fuel, so a few small, rare drops could keep your mobile fortress crawling along for quite a while. ;) |
This comment has been minimized.
This comment has been minimized.
|
In #19689 I described how is fuel consumption broken.
|
This comment has been minimized.
This comment has been minimized.
|
@Chezzo Thank you for the fix! And yeah, it's definitively broken. A 1t car can use as much as 15L traveling between two relatively distantly spaced cities, I'd wager that my 0.C 13t deathmobile used considerably less. As a footnote, I feel like having increased the value from 20 to 80 actually improved the fuel usage more than fourfold, is that my imagination or? |
keyspace
referenced this issue
Jan 4, 2017
Merged
Clarifies the purpose and function of the megaveh mod #19919
This comment has been minimized.
This comment has been minimized.
|
Here is the thing. Looks like no one known how to fix current bug. And maybe no one will. Maybe it is time to think about:
Because really, what the point of Prioirity tag in that case? |
This comment has been minimized.
This comment has been minimized.
|
Based on current discussion, the quickest fix is to backport Coolthulu's
efficiency test to pre-engine-overhaul code, find some loose acceptance
tests based on some standard vehicles, forward-port those changes to the
current code, and then tweak engine and/or item weight values until the
tests pass. Further major balance changes will require good rationale.
Simply applying changes someone says, "feels right" isn't a good solution,
if we're regressing, the previous value is a good point to aim for.
|
This comment has been minimized.
This comment has been minimized.
|
Revert of #19275 (Vehicle propulsion overhaul) might have made this obsolete. |
Coolthulhu
closed this
Jan 10, 2017
This comment has been minimized.
This comment has been minimized.
|
What will happen to that PR, now? This issue aside it seemed like a valuable contribution.
Coolthulhu <notifications@github.com> wrote:
…Closed #19348.
--
You are receiving this because you commented.
Reply to this email directly or view it on GitHub:
#19348 (comment)
|
This comment has been minimized.
This comment has been minimized.
|
If @mugling decides to pick it back up and fix the issues, most likely merge. Otherwise unless someone else picks it up (rarely happens), it will be dropped. |
This comment has been minimized.
This comment has been minimized.
|
Damn :-/ What other issues are there other than this? I don't think I noticed any, perhaps other than the maximum speeds of stuff seeming quite low. |
This comment has been minimized.
This comment has been minimized.
|
This seems like a good place to drop some context since this is what I was
working on when I made the decision to revert.
I was executing the plan I outlined above, I had the target numbers added
to the unit test and was looking at the code to determine how to correct
the problem. What I found is that the propulsion overhaul had decoupled
some key pieces of code that are needed to fix this efficiency problem,
namely that the vehicle::thrust () method no longer consumed fuel, instead
the vehicle::idle () method now did that. I was expecting to tweak some
numbers to address this issue, but the more I looked at the code the more
obvious it was that I would have to overhaul a large chunk of the overhaul
in order to make things work right, which would be silly as the overhaul
hadn't even delivered on what it was supposed to do, and mugling had stated
he wasn't going to be working on it any time soon.
At this point I decided to try a revert locally to see how difficult it
would be, I expected it to take several days, but instead I wrapped it up
in about 2 hours. Once I got things building the obvious course was to go
ahead and push the revert and proceed from there.
|
This comment has been minimized.
This comment has been minimized.
|
Ah. That's a shame. Well, thank you for the good work. I don't know how you manage to keep up at it for so many years. |
This comment has been minimized.
This comment has been minimized.
There was an open PR (#19629) that you closed... EDIT: Add link to PR |
This comment has been minimized.
This comment has been minimized.
|
On Jan 12, 2017 2:15 PM, "mugling" <notifications@github.com> wrote:
and mugling had stated he wasn't going to be working on it any time soon.
Where?
That was here
#19854 (comment)
|
Coolthulhu commentedNov 19, 2016
Fallout from #19275
Fuel consumption will need addressing. At the moment it is pretty heavy.