dev:proposals:fuel
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| dev:proposals:fuel [2022-05-04 19:26] – ywang | dev:proposals:fuel [2023-01-17 13:44] (current) – Evict 56independent evictionbot | ||
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| - | ====== Fuel ====== | ||
| - | **Note** This wiki page was taken from the mailing list | ||
| - | seems that in most cases, countries electrify their rail lines, bypassing | ||
| - | this problem. This can be simulated with third rail being added to track | ||
| - | models. | ||
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| - | In advtrains, a lot of trains do not have a pantograph and seem to run on | ||
| - | diesel. Trains which do work on electric can have a third rail shoe added. | ||
| - | Trains go into roll mode when the electric potential of the track is not high | ||
| - | enough. The amount of blocks a power source charges is configurable and | ||
| - | defaults at 50. When you reach the end, you must use a track with a third rail | ||
| - | terminal (which is where the rail slopes down to the ground to allow the shoe | ||
| - | to pickup gently), and begin a new third rail section. | ||
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| - | To power third rail, you can configure the source to be mesecons, an advtrains | ||
| - | power block, or magic. | ||
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| - | For diesel locomotives, | ||
| - | using " | ||
| - | only add fuel. | ||
| - | |||
| - | Fuel can be configured to be advtrains diesel, biofuel from the biofuel mod, | ||
| - | oil extract, or anything in the fuel group (if it exists) | ||
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| - | Trains do not run without problems. Tubes get blocked. Electric short-circuit, | ||
| - | Power supplies break, and all forms of other things cause inconvinience. | ||
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| - | What i propose is adding this to advtrains. Randomly, one of your rolling stock | ||
| - | suddenly develops a problem and runs at 50-90% of its speed. To fix it, punch | ||
| - | it with a repair tool, which leaves your inventory and makes the train work | ||
| - | again at full speed. There is also a maintinince track, which works in the same | ||
| - | way as a loading track but with repair tools. | ||
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| - | For better identification, | ||
| - | using a command and the broken trains make loud noises. | ||
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| - | All of the above is configurable. Users can turn on whether trains use fuel, | ||
| - | need repair, and what type of fuel you can use. This ensures backwards | ||
| - | compatibility. | ||
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| - | I send this email as the beginning of a discussion, and potential feature | ||
| - | request. I would like to see the feasibility of this. | ||
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| - | ---- | ||
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| - | //The following is taken from a reply to the email above.// | ||
| - | * How should the amount of fuel/ | ||
| - | * How should regenerative braking handle the situation with multiple (different) power sources (e.g. from the technic mod)? | ||
| - | * In the case of refueling/ | ||
| - | * The vehicle breakdown algorithm should take it into consideration that the maintenance tracks allow periodical maintenance of a train, which reduces the probability of a breakdown. This means that vehicles maintained more often should be less prone to vehicle breakdowns. | ||
| - | * The quality of the maintenance (which corresponds to (e.g.) how much is checked for a train) should be considered. A primitive implementation could calculate this based on the time spent on the maintenance track (with a limit on the maintenance status). | ||
dev/proposals/fuel.1651692364.txt.gz · Last modified: by ywang
