It doesn't have to have high throughput, since the traffic will be rather low it may be even single track with occasional passing loops.Īs an alternative, you can set up a distributor service. If your rail network cannot handle these short trains, build a separated network just for engineering supplies. Ideally, a train would hold exactly the amount that is needed to boost an industry from normal level to gung-ho (usually 80 or 84 units). In my experience, short trains indeed work the best for delivering engineering supplies. This means that sooner or later your "sinkhole" industry will stop accepting them entirely. Each industry can accept only a set amount of vehicles, which depends on the history of its products being transported. If you have too much engineering supplies, just dump them into any nearby industry.īy contrast, vehicles in the ECS economy, having a similar role, are much trickier to deal with. I never thought of engineering supplies abundance as a problem. Good luck! FIRS 4 will not have this specific supply problem. You can also piglet to keep the rating up: viewtopic.php?t=56649 You should be able to pick up all the machine shop supplies and dump it into the transfer hub without any loss of station rating at the machine shop. There are various gameplay approaches to maintaining station rating. I removed that option in FIRS 3 to simplify the grf, but somebody produced a separate grf to do it.ĥ. One remedy is to fix the station ratings to 100%. There's a persistent myth (dunno where it originated, can't find the source) that supplies require timetabling. Trucks, planes, helicopters, or ships or trains with 40t-100t capacity.ģ. Supplies are designed to favour using frequent deliveries by smaller vehicles. One stuck train can collapse the whole train and logjam an entire network. Engineering Supplies have particularly horrible feedback loops in Extreme in FIRS v2 or v3. So, what I need is some sort of “cargo-overflow” for the transfer hub is there any way to realize that?ġ. This works quite well, yet the transfer hub tends to “overflow” this solves the problem with the mines and oil-rigs loosing Gung-ho, there are always enough engineering supplies in the transfer hub, yet once the transfer-hub is “full” the station rating of the station with the machine shop drops again, which is consistent with the TruncateCargo() function described in My first idea was to build a transfer-Hub between the machine shop and the mines/oil rigs so there is a constant flow from the machine shop to the transfer-hub. Using more, but smaller trains would kill my railway network and establishing timetables to synchronize the pick-up trains would be a sh-load of work and its still a game so i wouldn't like to do that. As a consequence, In the worst case, my mines and oil-rigs lose their “Gung-ho” production which makes the recovery time even longer. The problem is, that the whole system is “instable” due to varying station ratings as long as the trains which pick up the engineering supplies arrive regularly, everything is fine, the station rating is OK, and I can transport 70+x % of the produced engineering supplies – once there is a gap in the pick-up (which might happen, there are multiple trains with different cycle times) the station rating drops to 20 % and it takes month to recover. A machine shop receives metal and petroleum and produces engineering supplies for multiple mines and oil rigs. Given is a rather complex railroad-network with FIRS 3.0.12 Extreme Economy (and some other GRFs which shouldn't matter for the question).
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