Vehicle Cost Calculation
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*''ProdCost'' is usually 0.25, but can be fudged between 0.2 and 0.3. | *''ProdCost'' is usually 0.25, but can be fudged between 0.2 and 0.3. | ||
− | Example: [[4-6-0 Jubilee]], 126 * 0.25 = 32 | + | *Example: [[4-6-0 Jubilee]], 126 * 0.25 = 32 |
====Diesel and Electric Locomotives==== | ====Diesel and Electric Locomotives==== | ||
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*''SuspCost'' represents the wear and tear on the traction system and track, and is a number roughly imagined as the speed at which the vehicle will fall apart. I use 200 for steam locomotives and 300 for modern electric locomotives, 225 for first generation diesels and 250 for modern diesels. | *''SuspCost'' represents the wear and tear on the traction system and track, and is a number roughly imagined as the speed at which the vehicle will fall apart. I use 200 for steam locomotives and 300 for modern electric locomotives, 225 for first generation diesels and 250 for modern diesels. | ||
− | Example: [[4-6-0 Jubilee]], (1550 * 5) / (200 - 90) = 70 | + | *Example: [[4-6-0 Jubilee]], (1550 * 5) / (200 - 90) = 70 |
− | Example: [[EE Type 3]], (1750 * 3.75) / (225 - 80) = 45 | + | *Example: [[EE Type 3]], (1750 * 3.75) / (225 - 80) = 45 |
===Variable Running Cost=== | ===Variable Running Cost=== |
Revision as of 02:15, 28 October 2009
This page outlines some basic cost calculations I use in my vehicle sets, both pre-calculated spreadsheet numbers, and the code used for variable running costs in the game. When designing a set in a spreadsheet, it's probably best to use standard numbers first, then fudge values for vehicles which you think need to be more or less expensive.
Base Costs
I use the following base costs:
- 0F/4B8E for locomotive purchase, multiplier 08
- 10/4B94 for wagon purchase, multiplier 0A
- 2A/4C30 for locomotive running, multiplier 0B
- 2B/4C36 for wagon running, multiplier 05
The NFO looks like this:
1 * 7 00 08 01 01 0F 08 08 // loco cost 1 * 7 00 08 01 01 10 08 0A // wagons cost 1 * 7 00 08 01 01 2A 08 0B // running cost 1 * 7 00 08 01 01 2B 08 05 // wagon running cost
Contents |
Trains
Locomotives
Purchase Cost
Steam Locomotives
Weight in Tons * ProdCost
- ProdCost is usually 0.25, but can be fudged between 0.2 and 0.3.
- Example: 4-6-0 Jubilee, 126 * 0.25 = 32
Diesel and Electric Locomotives
Weight in Tons * Prodcost * (Horsepower / BaseHP )
- ProdCost starts at 0.4 for early experimental diesels, 0.3 for 1960s production units, down to 0.22 for 21st century designs. Again, these numbers are fudgable if you think a particular vehicle should be more or less expensive. For electric locomotives, early vehicles are 0.5, and is down to 0.4 by the end of the century.
- BaseHP is a "typical" power output for engines of that type/era. For diesels, I use 2000 for models designed before 1975, 2500 from 1975 to 1990, and 3000 after 1990. For large electrics, I use 4000.
- Example: EE Type 3, 107 * 0.3 * (1750 / 2000) = 28
Running Cost
(Horsepower * EffCost) / (SuspCost - MaxSpeed)
- EffCost is the efficency of the design, where a higher number is worse; 5 for most steam locomotives, with a slight bonus (down to 4.5) for later very large locomotives in NARS. 3.75 for most diesels, down to 3.5 for modern designs. 3 for most electrics. Very powerful locomotives may need lower numbers and very underpowered vehicles (eg railbusses) may need higher numbers.
- SuspCost represents the wear and tear on the traction system and track, and is a number roughly imagined as the speed at which the vehicle will fall apart. I use 200 for steam locomotives and 300 for modern electric locomotives, 225 for first generation diesels and 250 for modern diesels.
- Example: 4-6-0 Jubilee, (1550 * 5) / (200 - 90) = 70
- Example: EE Type 3, (1750 * 3.75) / (225 - 80) = 45