Closed Soyweiser closed 8 years ago
I agree. with gears a bike can move 300+ lbs uphill.
You will have to re-open this, as testing revealed that simply increasing the power of foot pedals does not change the ability to pedal a bicycle under load.
I had intended to expand that pull request beyond a simple power tweak, but I was unable to figure out where in the source the code would be. It turns out that some hard-coded element is not making it respect how much weight the character can drag.
The issue might be in part the relationship between speed/maxspeed and power. the max speeds for vehicles in this game have historically been kind of absurd, and I suspect pedal power is balanced off more sane speeds
As I stated in the pull request, testing revealed that increasing the power failed to make the bicycle behave sanely in relation to whether it could be dragged.
yea... if you up your strength enough with debug you can break the speed of sound with a wheel chair.
DangerNoodle (great name), I was commenting on the issue that arises if the hard limit is removed.
I wonder if air resistance has any consideration given? in theory you could account for it with a simple # of tiles
, or perhaps a surface area
of as a stand-in for actual drag estimates. I guess the important thing is the Velocity^2 part of the equation.
did some digging, and this is what I found for the strength limit in vehicle.cpp
else if ((has_engine_type(fuel_type_muscle, true))){ //limit vehicle weight for muscle engines int mass = total_mass(); ///\EFFECT_STR caps vehicle weight for muscle engines int move_mass = std::max((g->u).str_cur * 25, 150); if (mass <= move_mass) { return (int) (safe_velocity (fueled) * k_mass() / (1 + strain ()) / 10);
I would propose removing the weight limit entirely, but instead rely on resistance at wheel and axle.
I'm not sure what the code is for that, or how 2 wheels are accounted for. (instability)
dug some more and found some various code for acceleration and aerodynamics and such that I can't quite figure out, seems like it increases k_aerodynamics by the number of parts on a vehicle (on the front of the vehicle?) up to 13(capped...?) but I couldn't find any indication of velocity squared anywhere along the line.
edit: not sure how to keep the newlines in the code section
edit2: looks like rolling resistance also increases non-linearly with speed, though not as much on normal roads as air resistance does.
Ah, I see. Not sure how to go about handling the idea overall. If you are better able to handle it, that would be excellent.
Per: http://smf.cataclysmdda.com/index.php?topic=13104.0
"Behaviour: Modifying a bicycle to switch in a Cargo Space and some cargo from inventory produces the report "Bicycle is too heavy for its engines!" and prevents acceleration.
Expected behaviour: Since the bicycle is still light enough for the player to drag (133kg at 223 movement cost on a diagonal), and a foot crank is ostensibly more efficient than walking+dragging, it appears that the weight limit on it is drastically too low, particularly considering pedicabs can easily carry 2+ passengers for an easy 100kg+ payload to transport.
This may be related to the undervalued weight limit on pushing/pulling wheeled vehicles, since in reality pushing a two tonne vehicle to the gas station is very achievable, while in Catacylsm a 250+kg motorbike is "too heavy to shift" for an average strength human."