Vehicle Cost Calculation

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(Variable Running Cost)
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In addition to modifying the running cost based on phase of flight, I also modify costs based on the planespeed setting.  I use the same multipliers as the planeset; 1, 0.9, 0.8 and 0.5 for planespeeds 1/1 to 1/4 respectively.
 
In addition to modifying the running cost based on phase of flight, I also modify costs based on the planespeed setting.  I use the same multipliers as the planeset; 1, 0.9, 0.8 and 0.5 for planespeeds 1/1 to 1/4 respectively.
 +
 +
Running costs for the buy menu also, obviously, need to change according to planespeed.  I either do this with an action 0 blocked off by an action 9, or for the generational vehicles I have to do it by callback.
  
 
====NFO: Av8 subroutine====
 
====NFO: Av8 subroutine====

Revision as of 01:20, 26 April 2011

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
  • 2D/xxxx for aircraft running, multiplier 0C

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.

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 pre-WWI steam locomotives, down to 4.5 for the latest post-WWII designs. 4 for early diesels, with 3.75 for production diesels from the 1960s 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.

Variable Running Cost

NFO: UKRS2 subroutines

 // ============ diesel engine running cost subroutine (action 2 98)

  403 * 11	 02 00 80 81 7D 01 00 FF 00 00 80  // return value in 7D 01
  404 * 28	 02 00 81 81 7D 01 20 FF \2u/ 1A 20 \b10 \2+ 7D 01 20 FF \2s 1A 00 \b01 01 80 00 00 00 80 00 // return base value +10%, resave to 7D 01
  405 * 27	 02 00 82 81 7D 01 20 FF \2u/ 1A 20 \b03 \2* 1A 20 \b02 \2s 1A 00 \b01 01 80 00 00 00 80 00 // return base value -33%, resave to 7D 01
  406 * 23	 02 00 83 81 7D 01 20 FF \2u/ 1A 20 \b02 \2s 1A 00 \b01 01 80 00 00 00 80 00 // return base value -50%, resave to 7D 01
  407 * 23	 02 00 84 81 7D 01 20 FF \2u/ 1A 20 \b03 \2s 1A 00 \b01 01 80 00 00 00 80 00 // return base value -66%, resave to 7D 01
  408 * 23	 02 00 85 81 7D 01 20 FF \2u/ 1A 20 \b04 \2s 1A 00 \b01 01 80 00 00 00 80 00 // return base value -75%, resave to 7D 01
 // bonuses:

 // hybrid bonuses for Junker:
  409 * 14	 02 00 82 81 C6 00 FF 01 83 00 5C 5C 82 00 // -33 becomes -50
  410 * 14	 02 00 83 81 C6 00 FF 01 84 00 5C 5C 83 00 // -50 becomes -66
  411 * 14	 02 00 84 81 C6 00 FF 01 85 00 5C 5C 84 00 // -66 becomes -75

  // running (+10% for running hard, -33% for running idle, -66% when stationary)
  412 * 18	 02 00 97 82 98 20 FF \2- B4 00 FF 01
 82 00 00 0C //running idle
 81 00  // running hard
  413 * 14	 02 00 97 82 B4 00 FF 01 97 00 02 FF 84 00 // stationary
  414 * 17	 02 00 97 86 90 00 FF FF 01 97 00 00 00 00 00 84 00 // at signal/station/depot?

  // running -25% = (0 for running hard, -50% for running idle, -66% when stationary)
//  551 * 18	 02 00 96 82 98 20 FF \2- B4 00 FF 01
// 83 00 00 0C //running idle
// 80 00  // running hard
//  552 * 14	 02 00 96 82 B4 00 FF 01 96 00 02 FF 84 00 // stationary
//  553 * 17	 02 00 96 86 90 00 FF FF 01 96 00 00 00 00 00 84 00 // at signal/station/depot?

 // running - 50% = (-33% for running hard, -50% for running idle, -75% when stationary)
  415 * 18	 02 00 95 82 98 20 FF \2- B4 00 FF 01 
 83 00 00 0C //running idle
 82 00  // running hard
  416 * 14	 02 00 95 82 B4 00 FF 01 95 00 02 FF 85 00 // stationary
  417 * 17	 02 00 95 86 90 00 FF FF 01 95 00 00 00 00 00 85 00 // at signal/station/depot?

 // position (50% for > 0)
  418 * 14	 02 00 97 81 40 00 FF 01 97 00 00 00 95 00

  419 * 27	 02 00 22 81 7D 01 20 FF \2u/ 1A 20 \b4 \2* 1A 20 \b3 \2s 1A 00 \b01 01 97 00 00 00 97 00 // ai run cost - 75%
  420 * 14	 02 00 97 81 43 10 FF 01 22 00 01 01 97 00 // AI company?

 // base calculations:
 // add the base, max 220, resave to 7D 01
  421 * 27	 02 00 97 81 1C 20 FF \2+ 7D 01 20 FF \2u< 1A 20 \b220 \2s 1A 00 \b01 01 97 00 00 00 97 00
 //  add age of loco\2
  422 * 26	 02 00 97 85 C0 60 FF FF 00 00 \w730 \2+ 1C 00 FF FF 01 97 00 00 00 00 00 97 00
 // (low) add 1 per 3 years after 1970 up to max 20
  423 * 20	 02 00 94 81 01 60 FF CE 02 \2u< 1A 00 \b20 01 97 00 00 00 97 00
 // (medium) add 1 per 2 years after 1970 up to max 30
  424 * 20	 02 00 96 81 01 60 FF CE 02 \2u< 1A 00 \b30 01 97 00 00 00 97 00
 // (high) add 1 per year after 1970 up to max 50
  425 * 20	 02 00 98 81 01 60 FF CE 01 \2u< 1A 00 \b50 01 97 00 00 00 97 00
  426 * 19	 02 00 98 81 7D 01 00 FF 02 94 00 00 \b50 96 00 \b51 \b75 98 00 // add different fuel costs based on original runcost

  427 * 14	 02 00 97 81 1A 00 00 01 97 00 00 00 97 00 // set 1C to 0
  428 * 14	 02 00 98 81 01 00 FF 01 97 00 00 \b50 98 00

 // the base loco running cost is stored in 7D 01.

 // =========== end of diesel engine running cost subroutine

 // ============ steam engine running cost subroutine (action 2 97)
  429 * 11	 02 00 80 81 7D 01 00 FF 00 00 80  // return value in 7D 01
  430 * 27	 02 00 81 81 7D 01 20 FF \2u/ 1A 20 \b04 \2* 1A 20 \b03 \2s 1A 00 \b01 01 80 00 00 00 80 00 //  -25%, resave to 7D 01
  431 * 23	 02 00 82 81 7D 01 20 FF \2u/ 1A 20 \b02 \2s 1A 00 \b01 01 80 00 00 00 80 00 // -50%, resave to 7D 01
 // bonuses:
  432 * 14	 02 00 97 82 B4 00 FF 01 80 00 02 FF 82 00 // stationary
  433 * 14	 02 00 96 82 B4 00 FF 01 81 00 02 FF 82 00 // stationary

  434 * 17	 02 00 97 86 90 00 FF FF 01 97 00 00 00 00 00 82 00 // at signal/station/depot?
  435 * 17	 02 00 96 86 90 00 FF FF 01 96 00 00 00 00 00 82 00 // at signal/station/depot?

 // position (-25% for > 0)
  436 * 14	 02 00 97 81 40 00 FF 01 97 00 00 00 96 00

  437 * 27	 02 00 22 81 7D 01 20 FF \2u/ 1A 20 \b4 \2* 1A 20 \b3 \2s 1A 00 \b01 01 97 00 00 00 97 00 // ai run cost - 75%
  438 * 14	 02 00 97 81 43 10 FF 01 22 00 01 01 97 00 // AI company?

 // base calculations:
 // add the base, max 220, resave to 7D 01
  439 * 27	 02 00 97 81 1C 20 FF \2+ 7D 01 20 FF \2u< 1A 20 \b220 \2s 1A 00 \b01 01 97 00 00 00 97 00
 //  add age of loco\3
  440 * 26	 02 00 97 85 C0 60 FF FF 00 00 \w1095 \2+ 1C 00 FF FF 01 97 00 00 00 00 00 97 00
 // add 1 per 2 years after 1940 up to max 40
  441 * 20	 02 00 96 81 01 60 FF EC 02 \2u< 1A 00 \b40 01 97 00 00 00 97 00
  442 * 14	 02 00 97 81 1A 00 00 01 97 00 00 00 97 00 // set 1C to 0
  443 * 14	 02 00 97 81 01 00 FF 01 97 00 00 \b20 96 00

 // the base loco running cost is stored in 7D 01.

 // =========== end of steam engine running cost subroutine

  // ============ electric engine running cost subroutine (action 2 96)

  444 * 11	 02 00 80 81 7D 01 00 FF 00 00 80  // return value in 7D 01
  445 * 28	 02 00 81 81 7D 01 20 FF \2u/ 1A 20 \b10 \2+ 7D 01 20 FF \2s 1A 00 \b01 01 80 00 00 00 80 00 // return base value +10%, resave to 7D 01
  446 * 27	 02 00 82 81 7D 01 20 FF \2u/ 1A 20 \b03 \2* 1A 20 \b02 \2s 1A 00 \b01 01 80 00 00 00 80 00 // return base value -33%, resave to 7D 01
  447 * 23	 02 00 83 81 7D 01 20 FF \2u/ 1A 20 \b02 \2s 1A 00 \b01 01 80 00 00 00 80 00 // return base value -50%, resave to 7D 01
  448 * 23	 02 00 85 81 7D 01 20 FF \2u/ 1A 20 \b04 \2s 1A 00 \b01 01 80 00 00 00 80 00 // return base value -75%, resave to 7D 01
 // bonuses:

  // running (+10% for running hard, -33% for running idle, -75% when stationary)
  449 * 18	 02 00 94 82 98 20 FF \2- B4 00 FF 01
 82 00 00 0C //running idle
 81 00  // running hard
  450 * 14	 02 00 94 82 B4 00 FF 01 94 00 02 FF 85 00 // stationary
  451 * 17	 02 00 94 86 90 00 FF FF 01 94 00 00 00 00 00 85 00 // at signal/station/depot?

 // running - 50% = (-33% for running hard, -50% for running idle, -75% when stationary)
  452 * 18	 02 00 95 82 98 20 FF \2- B4 00 FF 01 
 83 00 00 0C //running idle
 82 00  // running hard
  453 * 14	 02 00 95 82 B4 00 FF 01 95 00 02 FF 85 00 // stationary
  454 * 17	 02 00 95 86 90 00 FF FF 01 95 00 00 00 00 00 85 00 // at signal/station/depot?

 // position (50% for > 0)
  455 * 14	 02 00 95 81 40 00 FF 01 94 00 00 00 95 00
  456 * 30	 02 00 95 81 C6 00 FF 05                           // skip this check for EMUs
  94 00 76 77                                                      // Met Cam, southern
  94 00 7B 7B                                                      // renewal
  94 00 67 69                                                      // AM10, 321, Atrain
  94 00 7A 7A                                                      // networker
  94 00 80 80                                                      // electrostar
  95 00




  457 * 27	 02 00 22 81 7D 01 20 FF \2u/ 1A 20 \b4 \2* 1A 20 \b3 \2s 1A 00 \b01 01 95 00 00 00 95 00 // ai run cost - 75%
  458 * 14	 02 00 95 81 43 10 FF 01 22 00 01 01 95 00 // AI company?

 // base calculations:
 // add the base, max 220, resave to 7D 01
  459 * 27	 02 00 95 81 1C 20 FF \2+ 7D 01 20 FF \2u< 1A 20 \b220 \2s 1A 00 \b01 01 95 00 00 00 95 00
 //  add age of loco\2
  460 * 26	 02 00 95 85 C0 60 FF FF 00 00 \w730 \2+ 1C 00 FF FF 01 95 00 00 00 00 00 95 00
  461 * 14	 02 00 96 81 1A 00 00 01 95 00 00 00 95 00 // set 1C to 0

 // the base loco running cost is stored in 7D 01.

 // =========== end of electric engine running cost subroutine

 // =========== electric engine power subroutine (95)
  462 * 12	 02 00 80 85 7D 01 00 FF FF 00 00 80 // return base value
  463 * 22	 02 00 81 85 7D 01 20 FF FF \2u/ 1A 20 \w03 \2* 1A 00 \w02 00 00 80 // return base value -33%
//  199 * 17	 02 00 83 85 7D 01 20 FF FF \2u/ 1A 00 \w02 00 00 80 // return base value -50%

 // position (-33%)
  464 * 14	 02 00 95 81 40 00 FF 01 80 00 00 00 81 00
  // the base loco power is stored in 7D 01.

  // =========== end of electric engine power subroutine  

NFO: UKRS2 locomotive hook

// RUNNING COSTS (subroutine 97) =============
 4858 * 11	 02 00 22 81 7E 97 00 FF 00 00 80 // gogo gadget subroutine
  //                                 vv
 4859 * 18	 02 00 21 81 1A 20 \b33 \2s 1A 00 \b01 01 22 00 00 00 22 00 // store the running cost
 4860 * 14	 02 00 21 81 10 00 FF 01 21 00 0D 0D 11 00
 4861 * 14	 02 00 11 81 0C 00 FF 01 21 00 36 36 11 00 // cb36

Aircraft

The purchase and running costs in av8 are done by eye, not by calculation. I do have some comparative calculations though to check if my costs are in the right ballpark; see Aviators Aircraft Vehicle Statistics for details.

Variable Running Cost

In addition to modifying the running cost based on phase of flight, I also modify costs based on the planespeed setting. I use the same multipliers as the planeset; 1, 0.9, 0.8 and 0.5 for planespeeds 1/1 to 1/4 respectively.

Running costs for the buy menu also, obviously, need to change according to planespeed. I either do this with an action 0 blocked off by an action 9, or for the generational vehicles I have to do it by callback.

NFO: Av8 subroutine

// VARIABLE RUNNING COSTS OMGZ! ========================================================================
  // ============================
 // planespeed cost multipliers
 // ============================

 // Get planespeed value and save it in parameter 3
  181 * 9	 0D 03 00 10 FE FF FF 00 00
 // skip 1 if planespeed not off
  182 * 6	 09 85 01 00 4F 01
 // parameter 3 = 1
  183 * 9	 0D 03 00 FF 00 01 00 00 00
 // 1577 * 11	 0B 01 1F FF 80 80 7B 00 "=" 00 03 // display planespeed test
 // =============================

//Subroutine 9A - running cost stored in 7D 01.

  184 * 19	 02 03 91 81 1C 20 FF \2u/ 1A 20 04 \2+ 7D 01 00 FF 00 00 80        // 125%
  185 * 23	 02 03 91 81 7D 01 20 FF \2u< 1A 20 CC \2s 1A 00 01 01 91 00 00 00 91 00  // clamp to CC if 125%
  186 * 11	 02 03 92 81 7D 01 00 FF 00 00 80                                  // 100%
  187 * 19	 02 03 93 81 7D 01 20 FF \2u/ 1A 20 04 \2* 1A 00 03 00 00 80        // 75%
  188 * 15	 02 03 94 81 7D 01 20 FF \2u/ 1A 00 02 00 00 80                     // 50%
  189 * 15	 02 03 95 81 7D 01 20 FF \2u/ 1A 00 04 00 00 80                     // 25%
  190 * 15	 02 03 96 81 7D 01 20 FF \2u/ 1A 00 0A 00 00 80                     // 10%

  191 * 26	 02 03 9A 81 E2 00 FF 04 91 00 0D 0F // takeoff
                                         92 00 12 12 // cruise
                                         93 00 10 14 // circuit
                                         94 00 15 16 // land
                                         95 00       // on the ground

  192 * 26	 02 03 9B 81 E2 00 FF 04 92 00 0D 0F // takeoff
                                         93 00 12 12 // cruise
                                         94 00 10 14 // circuit
                                         94 00 15 16 // land
                                         96 00       // on the ground


  193 * 17	 02 03 9B 85 BC 00 FF FF 01 9B 00 00 00 00 00 9A 00 // empty cargo?
  194 * 14	 02 03 95 81 47 10 01 01 9A 00 01 01 9B 00 // pax fit?
  195 * 14	 02 03 9A 81 1A 00 01 01 95 00 00 00 95 00 // set 1C to 0

  196 * 23	 02 03 01 81 7D 01 20 FF \2u/ 1A 20 02 \2s 1A 00 01 01 9A 00 00 00 9A 00 // planespeed 1 - halve the running cost stored in 7D 01 and resave

  197 * 23	 02 03 05 81 7D 01 20 FF \2- 1C 20 FF \2s 1A 00 01 01 9A 00 00 00 9A 00
  198 * 19	 02 03 02 81 7D 01 20 FF \2u/ 1A 00 05 01 05 00 00 00 05 00              // planespeed 2 - .8 running cost stored in 7D 01 and resave
  199 * 19	 02 03 03 81 7D 01 20 FF \2u/ 1A 00 0A 01 05 00 00 00 05 00              // planespeed 3 - .9 running cost stored in 7D 01 and resave
  200 * 23	 02 03 9A 81 7F 03 00 FF 03 01 00 01 01 02 00 02 02 03 00 03 03 9A 00 // check the planespeed setting

// End variable running costs ==========================================================================

NFO: Av8 vehicle hook

 // RUNNING COSTS (subroutine 9A)=============
 3715 * 11	 02 03 21 81 7E 9A 00 FF 00 00 80 // gogo gadget subroutine
  //                                 vv
 3716 * 18	 02 03 21 81 1A 20 \b33 \2s 1A 00 \b01 01 21 00 00 00 21 00 // store the running cost in reg 01

 3717 * 14	 02 03 21 81 10 00 FF 01 21 00 0E 0E 08 00
 3718 * 14	 02 03 08 81 0C 00 FF 01 21 00 36 36 08 00 // cb36