#Low Buffer vs Fuel Costs comparison

1 messages · Page 1 of 1 (latest)

ocean dome
#

tada

timid shell
#

I feel like for practical purposes a good place to begin would be to have some distance and fuel based metrics? 1km, 2km, 5km maybe

#

How much a trip costs on each fuel

vapid vessel
#

Hm depends how many factors we want to consider

#

I propose we start simpler

static otter
#

"how long (distance in tiles) does a train need to travel on X fuel to justify having a larger buffer"

vapid vessel
#

Loading / unloading is gonna be instant. Braking doesn’t exist, or traffic now. Let’s say to run your consumer perfectly, you need 1k fluid in the train, moving. That means you need it to build up another 1k for when it’s back. So your system buffer will fluctuate with (0-1000) at consumer, (0 or 1000) in train, and (0-1000) at the producer. For an average of… 2000, always, I think. 600 kW train, which means, for simplicity here, 1 solid fuel every 20 seconds. Or 0.5 light oil / second. Now if we were to fill that train up all the way, it should use 25x less fuel, but needs 25x the buffer. The fuel saving would be 0.48 light oil / second, for an increase in buffer of../ 48,000. About 1000 seconds, we could say, to payoff. Or 16 minutes

timid shell
#

Oh right, time to payoff makes sense, one is a one time cost, the other is ongoing.

vapid vessel
#

So I think lubricant is maybe not the place for a low buffer train. In conclusion

#

However more expensive things could be.

static otter
#

the other arguably more important factor here is that extra train trips could cause rails to not be able to transport all the goods

timid shell
#

I think that's why my instinct was to start with fuel cost metrics, so we could easily compare to differing cargos, but I think both can work together. A couple numbers you can quickly calculate payoff time

timid shell
vapid vessel
#

Yeah if you move the train more, other trains will brake more that have conflicting routes

sinful flume
#

How does polution fit in if I missed it?

#

Slow trickle of creation / usage vs. a "system shock" if creating say, 50k lubrication.

vapid vessel
#

In theory at least the later pollution costs are always cheaper as later on you have more upgraded industry and it just takes more evolution points total for the later increases, and you’ll have better tech, and all that fun stuff.

#

And less time for expansions

timid shell
#

I'm curious how much of a shock it'd actually be, as well. How many extra machines are producing lube, over the demands, that it would fill up that quickly?

vapid vessel
#

Gotta assume that if you’re super committed to low buffer you’re going for extra production capacity anyway

#

As it can be cheaper than a larger buffer filling in terms of setup cost

#

Without much buffer any sort of synced demand is gonna brick your lube unless you overbuild a bit