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Sign up[CR]Vehicle part weight/efficiency adjustments #15744
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Coolthulhu
added some commits
Mar 11, 2016
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dbackeus
commented
Mar 11, 2016
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Enjoyed seeing the very detailed breakdown of what changed technically in this PR. Would have also enjoyed to see description for how the game ends up being more balanced after it. Maybe with a before and after scenario: here's what didn't make sense in the game before, here's how it makes sense now kind of thing. |
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What got more realistic:
How do the two above improve gameplay:
Other improvements to gameplay:
The biggest change is the battery one. It shouldn't be a good idea to connect all batteries to the vehicle. IRL one of the biggest problems with electric vehicles is that electric car batteries are prohibitively heavy. |
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Good, this restores some much needed balance. @Coolthulhu how would you feel about applying the same order-of-magnitude adjustment to fuel consumption as per #15362. It wouldn't entirely resolve the issue but it would get things closer to sanity. There's also an argument for reducing the cargo capacity of various items - a vehicle laden with scrap frames remains too small. |
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I didn't change fuel consumption that much with this PR. Weight increases do affect it, but not much since the formula is very forgiving. I'm not sure how would I change combustion engines' efficiency. Multiplying consumption by a factor of 2 or so probably wouldn't hurt, but I'd rather see it depend on engine size instead. Medium size combustion engines don't see much use, everyone goes for the V12s as soon as possible. The only reason to nerf the small ones would be the alternators. If we do change engine efficiency to depend on vehicle size, it should not make small engines significantly better at powering alternators - fuel drain from alternator should be more or less constant. |
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Could we not have a fuel efficiency property for each engine as a crude but reasonable starting point? Where in the code is fuel usage calculated? |
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Hardcoded per fuel type near the top of vehicle.cpp |
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I like most of the changes except the electric batteries - don't you think the technology would have progressed so far by 204x that they are no longer
? |
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No, we've gone over this many times, technology is assumed to be
contemporary unless it's specifically super-science.
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dbackeus
commented
Mar 12, 2016
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Great stuff. Interesting to see how real life ends up being a very good starting point for achieving balance As for the next step of vehicle balancing (as outlined in the "Too much fuel" issue) increasing fuel usage based on engine type + increase the penalty of weight seems to me the most interesting direction to take right now. |
mugling
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Mar 13, 2016
mugling
merged commit 4eef5fa
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CleverRaven:master
Mar 13, 2016
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Rasip
commented
Mar 13, 2016
What? the heaviest of the 5 American cars i have owned was just over 1 metric ton fully fueled with me sitting in it. https://www3.epa.gov/otaq/fetrends.htm |
Coolthulhu commentedMar 11, 2016
Changes to batteries, engines and frames.
Batteries got a giant nerf - their capacities got cut by an order of magnitude, their weights got increased with no compensation to their stats at all.
Storage batteries also got their volumes increased, but that isn't too relevant for vehicles which ignore volumes anyway.
Electric engines got buffed to compensate:
Frames got rebalanced (mostly nerfed).
Light frames lost a small bit of HP, regular frames got a big increase in weight, heavy duty frames almost doubled in weight.
Resulting vehicles have weights more comparable to the IRL ones.
Other adjustments: