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nehpets81 PoC Visitor Unlicensed
Joined: 10 Oct 2008 Posts: 6
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Posted: Tue Nov 11, 2008 3:36 pm Post subject: Definitions of Freight Catagories |
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I have been thinking of making some new freights, and altering some of the standard ones a bit but I am having trouble working out exaclty what each figure in the html file actually does. Is there a guide somewhere or would someone with more experience be able to help?
As I see it the catagories are as follows:
Start Jahr - At leas this is clear to me!
Ertragprotag - I understand this is to do with the price offered for the product, is this a price per tonne or TEU or somethine else?
Auftrittwahrscheinlichkeit - This I think is how often the cargo is offered for delivery. Does anyone know how often one can expect a cargo with the value of 10 to be offered, and how often for example a cargo with a value of 90?
Teutyp - This I am not sure about, I know it is something to do with the quantity of cargo offered but am not sure how these figures relate in game - what could I expect for a cargo with 100 and what about a cargo with 1000?
Ton Per Teu - fairly self explanatory I think.
Terminwahrscheinlichkeit - I think this is how long you have to deliver the cargo, is this correct?
Korrosionfaktor - Well, korrosion I understand but what affect does this have on the ships in game?
Container Type - Yes, I think I understand this. I was wondering if I could use this to separate bulk and containers? For example have "8" as Bulk and then change Coal etc to 8 - and also change the ship file? Would this stop the Coal being transported on container ships?
Brenbar/Explosiv/Radioaktiv/Infektios - This is clearly for dangerous cargos - again, any ideas what affect this has in game?
Handelkrit - this one I am totally lost with!
Sorry, this is so long with so many questions but I was hoping to gain bit more understanding of how this game works... |
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rdklein PoC Veteran Admin
Joined: 06 Aug 2002 Posts: 5292 Location: Germany
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Posted: Tue Nov 11, 2008 4:21 pm Post subject: |
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Ertragprotag - I understand this is to do with the price offered for the product, is this a price per tonne or TEU or somethine else? price per teu
will be calculated to per ton if tons available.
Auftrittwahrscheinlichkeit - This I think is how often the cargo is offered for delivery. Does anyone know how often one can expect a cargo with the value of 10 to be offered, and how often for example a cargo with a value of 90? 100=100% probability
Teutyp - This I am not sure about, I know it is something to do with the quantity of cargo offered but am not sure how these figures relate in game - what could I expect for a cargo with 100 and what about a cargo with 1000?
typical offered freight a seldom freigth with one might have 1 teu sometimes in the harbour as offer. but this might be multiplied by the ships in game (I have to check for) 100 is the standard to get a full ship.
Ton Per Teu - fairly self explanatory I think.
Terminwahrscheinlichkeit - I think this is how long you have to deliver the cargo, is this correct? probability of a critical freight might occur!
Korrosionfaktor - Well, korrosion I understand but what affect does this have on the ships in game? a high corrosionfactor is damaging th ship when transported ! usually container are not that cirtical, but I have added this.
Container Type - Yes, I think I understand this. I was wondering if I could use this to separate bulk and containers? For example have "8" as Bulk and then change Coal etc to 8 - and also change the ship file? Would this stop the Coal being transported on container ships?
yes at the moment used for passengers, oils etc. can be expanded for other freight types.
Brenbar/Explosiv/Radioaktiv/Infektios - This is clearly for dangerous cargos - again, any ideas what affect this has in game?
it affects the events in the game, if you transport brenbar (burnable flamable) then the fire on board event might be triggered, also for explosive, infectious and radioactiv is not used at the moment, and infectious might trigger the danger for passengers on board etc.
Handelkrit - this one I am totally lost with!
critical trading is the translation I have to look up what happens there (war zone etc. might be affected) its not used so far.
Sorry, this is so long with so many questions but I was hoping to gain bit more understanding of how this game works... |
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StickyMonk PoC Veteran Special Licensee
Joined: 28 Aug 2006 Posts: 676 Location: South lincolnshire England
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Posted: Tue Nov 11, 2008 9:40 pm Post subject: |
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rdklein wrote: |
Container Type - Yes, I think I understand this. I was wondering if I could use this to separate bulk and containers? For example have "8" as Bulk and then change Coal etc to 8 - and also change the ship file? Would this stop the Coal being transported on container ships?
yes at the moment used for passengers, oils etc. can be expanded for other freight types.
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Will this be something we will be able to do? _________________ Cheers
Matthew
for my ships,cargo and harbors don't visit my web site as they are not there anymore |
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rdklein PoC Veteran Admin
Joined: 06 Aug 2002 Posts: 5292 Location: Germany
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Posted: Wed Nov 12, 2008 7:39 am Post subject: |
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I work on a revision where the freight and the ship types match, currently the translation is done hardwired in the code, but that will be changed, then its easy to add new freight for special ships. |
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nehpets81 PoC Visitor Unlicensed
Joined: 10 Oct 2008 Posts: 6
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Posted: Wed Nov 12, 2008 12:44 pm Post subject: |
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Thank you for the replies - this clears up a few things.
There is one thing I still don't quite understad - TEUTYP. In your reply you sat that 100 is a full ship - there are cargos in the game (eg Textiles and NF Metals) where the Teutyp is 1000. Did you mean 1000? Also, is this dependent on the largest ship in play at the time? So, if the largest ship in play can carry 15,000 tons, then Textiles will generally be offered with 15,000 tons and a cargo with TEUTYP of 500 (Machinery) will be offered at 7,500 tons ? Or depending on amount of TEUs carried by the largest ship?
Thanks again.
Steve |
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rdklein PoC Veteran Admin
Joined: 06 Aug 2002 Posts: 5292 Location: Germany
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Posted: Wed Nov 12, 2008 12:52 pm Post subject: |
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yes 1000 is the divisor but its a littlebit more complicated depends also on containertype and player level
: some code:
Code: |
teutyp = glob_fracht(fidx).teutyp ' 1000 normierung
Rem
If (teutyp >= 0) Then ' rdk 20080707
If maxteuship > 100 Then
Rem
teutyp = teutyp * maxteuship / 1000#
Rem
End If
Else
teutyp = Abs(teutyp) ' Positiv absolute lassen !! rdk 20080707
End If
Rem
passcale = 1#
Rem **************** ggf abh von modus beginner expert adv.
If glob_fracht(fidx).containertype = 0 Then
If Rnd < 0.05 Then ' r2002 streuung groesser...
teu1 = Rnd * teutyp * 2.4 + teutyp / 5 ' deutlich mehr ...
ElseIf Rnd < 0.15 Then
teu1 = Rnd * teutyp * 1.5 + teutyp / 8 ' deutlich mehr ...
ElseIf Rnd < 0.25 Then
teu1 = teutyp / 2 + Rnd * teutyp / 10 + teutyp / 10
Else ' normalerweise mehr...
teu1 = Rnd * teutyp * 1.1 + teutyp / 10
End If
ElseIf glob_fracht(fidx).containertype = 1 Then ' kuehlfracht wenig...
If Rnd < 0.1 Then ' auch groessere werte da...
teu1 = (Rnd * (teutyp * 4.2)) + teutyp / 10 + 12
ElseIf Rnd < 0.2 Then
teu1 = teutyp / 2 + (Rnd * (teutyp * 1.2)) + 4
Else
teu1 = (Rnd * teutyp) + 20 + teutyp / 10
End If
ElseIf glob_fracht(fidx).containertype = 2 Then ' vehicles
Rem
teu1 = (Rnd * teutyp) + teutyp / 13 + 1
ElseIf glob_fracht(fidx).containertype = 3 Then ' atomic
If Rnd < 0.01 Then
teu1 = (Rnd * teutyp * 1.4) + 65 + teutyp / 10
Else
teu1 = (Rnd * teutyp) + teutyp / 10 + 5
End If
ElseIf glob_fracht(fidx).containertype = 4 Then ' living anim
Rem
teu1 = (Rnd * teutyp * 1.1) + 3 + teutyp / 10 ' koennte mehr sein aber selten...
ElseIf glob_fracht(fidx).containertype >= 5 And glob_fracht(fidx).containertype <= 7 Then ' gas tanker freight
Rem maxdwtship beruecksichtigen..
Rem teutyp scalieren damit
Rem Cride Oil..Bitumen verschiedene Klassen zusammengefasst
Rem
If maxdwtship < 5000# Then maxdwtship = 5000# ' typ tanker size ... ?? ...
If maxdwtship > 120000# Then maxdwtship = 120000# ' typ tanker size ... ?? ... r20060307 statt 1000000
Rem limits einbauen ...
Rem jahre viking wird nicht mehr richtig voll !!
Rem rev 20060307 geaendert etwas mehr fuer jv
Rem
If glob_fracht(fidx).tonperteu <> 0 Then
teutyp = (maxdwtship * (teutyp / 1000#)) / glob_fracht(fidx).tonperteu
Rem
Else
teutyp = 100 ' r2003 fllback
End If
Rem
Rem ACHTUNG min wert fuer kleines schiff muss auch vorkommen
Rem
Rem
teu1 = (Rnd * teutyp * 1.1) + glob_fracht(fidx).teutyp / 2 + 1 ' fuer mengen...
Rem
Rem
ElseIf glob_fracht(fidx).containertype = 20 Or glob_fracht(fidx).containertype = 21 Then ' cars/trailers. wie passengers...
Rem
If Rnd < 0.1 Then
teu1 = Rnd * 12 + 1 ' auch kleinere frachten
Else ' aber dann std code.s..
teu1 = (1.4 * Rnd * teutyp) + teutyp / 10 + 5
passcale = 0.9 ' frachtertrag pro teu...
End If
Rem
ElseIf glob_fracht(fidx).containertype = -1 Then ' PERSONEN
Rem
If maxpassship > 50 Then
Rem dann auch mehr anbieten...
If Rnd < 0.1 Then ' CONTAINER SHIP PASSENGERS
teu1 = Rnd * 12 + 1 ' auch kleinere frachten
If glob_game.playlevel = 0 Then ' 0=beg 1=ad 3=ex
passcale = 1.5 ' wesentlich weniger..XX
ElseIf glob_game.playlevel = 1 Then ' 0=beg 1=ad 3=ex
passcale = 1.3 ' wesentlich weniger..XX
Else
passcale = 1.1 ' wesentlich weniger..XX
End If
Rem **** LINER SHIP PASSENGERS ONLY FOR LINERS::: ***************
Else ' aber extra passagiere immer fuer liners da...
teu1 = maxpassship / 3 + Rnd * maxpassship + 1 ' dann mehr auf tauchen lassen
If glob_game.playlevel = 0 Then ' 0=beg 1=ad 3=ex
passcale = 2.8 ' wesentlich weniger..XX
ElseIf glob_game.playlevel = 1 Then ' 0=beg 1=ad 3=ex
passcale = 2.4 ' wesentlich weniger..XX
Else
passcale = 1.8 ' wesentlich weniger..XX
End If
End If
Rem
Else
teu1 = Rnd * 12 + 1 ' 1..12 passagiere max... teutyp nicht verwenden
If glob_game.playlevel = 0 Then ' 0=beg 1=ad 3=ex
passcale = 1.9 ' wesentlich weniger..XX
ElseIf glob_game.playlevel = 1 Then ' 0=beg 1=ad 3=ex
passcale = 1.4 ' wesentlich weniger..XX
Else
passcale = 1.1 ' wesentlich weniger..XX
End If
End If
Rem
Rem LINERS CHECKs moeglich hier auch...
Rem
End If
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nehpets81 PoC Visitor Unlicensed
Joined: 10 Oct 2008 Posts: 6
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Posted: Thu Nov 13, 2008 11:22 am Post subject: |
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Thanks again for the replies - so tha basic calculation is:
(TEUTYP * Max TEU Ship) /1000.
This is then multiplied by a number depending on difficuty level and the container type?
I hope I have this correct but I am no programming expert or expert in the German language so I may have it wrong....
So, the Max TUE ship is the largest ship in play - is this dependent on type of ship? So, if The Jahre Viking was in play would it have an effect on the quantiy of NF Metal being offered? If not, then is this the same for all ship types such as Reefers and LPG carriers?
Thanks
Steve |
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Christian Todt PoC Veteran Platinum Licensee
Joined: 21 Mar 2003 Posts: 1057 Location: Hamburg, Germany
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Posted: Sun Nov 16, 2008 1:04 pm Post subject: |
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just an idea for the not used 'handelskrit' tag:
e.g. Bearsie created a freight 'Hemp' at the moment you can handle it like every other freight.
what about flagging such a freight in the handelskrit tag with a 100,
so it ist 100% illegal to carry this freight and you can get high penalty if the local toll authoritys find the freight on your vessel.
if you would use this tag for harbors also, you could set then, which freights are illegal in this harbor.
e.g.: you've set hemp to 60 maybe.
now you carry it to one small port in indonesia for example.
you can set the handelkrit tag in such a harbor to 50 maybe, what means, that each freight, marked with a handelkrit value of under
50 will not be found / ignored by the port authority there.
if you carry the hemp to this port, there is a small chance, that your
hemp will be found, because the hemp is a bit more illegal there, than
it's ignored in this harbor and also the penallty is not that high.
i hope i wrote it in an understandable way.
it's just an idea...
Greets,
CT _________________ Navigare neccesse est |
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St.Paddy PoC Regular Platinum Licensee
Joined: 23 Jun 2008 Posts: 55
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Posted: Thu Aug 06, 2009 10:30 am Post subject: |
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Christian Todt wrote: | just an idea for the not used 'handelskrit' tag:
e.g. Bearsie created a freight 'Hemp' at the moment you can handle it like every other freight.
what about flagging such a freight in the handelskrit tag with a 100,
so it ist 100% illegal to carry this freight and you can get high penalty if the local toll authoritys find the freight on your vessel.
if you would use this tag for harbors also, you could set then, which freights are illegal in this harbor.
e.g.: you've set hemp to 60 maybe.
now you carry it to one small port in indonesia for example.
you can set the handelkrit tag in such a harbor to 50 maybe, what means, that each freight, marked with a handelkrit value of under
50 will not be found / ignored by the port authority there.
if you carry the hemp to this port, there is a small chance, that your
hemp will be found, because the hemp is a bit more illegal there, than
it's ignored in this harbor and also the penallty is not that high.
i |
....and I thought I was just carrying hemp ropes!!!!
Tim |
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