TransOcean: The Shipping Company

TransOcean: The Shipping Company

38 ratings
Vessel chart with calculated performance ratings.
By mhumenny
A list of ships in the game reduced to a small set of calculated performance ratings. The first set is the ability to complete company contracts efficiently. The second is the range of the ship. These numbers make it easy to spot what ships perform the best and which underperform.
   
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What you need to know
This chart is a simple list of vessels that contains a bunch of calculated numbers. The goal is to produce just two sets of numbers that can be used to quickly and easily see what vessels are best at completing company contracts efficiently. They also happen to correlate much more loosely to those vessels that can most easily make a profit.

The first set of numbers are the performance ratings. In every case a higher number is better. Those that seem the most out of place to their nearest peers are either exceptional performers or exceptionally poor.

The second number is the range ratings. Once again higher is better. For reference a range rating of 550 is enough to get from anywhere to anywhere non-stop at full speed. 1000 is enough to go all the way around the world on the equator ignoring geography.

The upgraded values assume both engines and hull are fully upgraded.

The chart more or less speaks for itself however if you want details on how everything is calculated then the last section in this guide is for you. If you don't care about the details you can just skip it.

The Notes section contains information on why select ships underperform.
Vessel Chart
Name
Performance Rating
Upgraded Performance Rating
Range Rating
Upgraded Range Rating
Speed Vessel 6-50
9.0
10.8
180.0
248.4
Medium Feeder 100/15
11.3
13.8
145.0
205.7
Light Carrier F
7.6
9.5
120.0
172.5
MS Light-s
9.3
11.3
175.0
243.1
Gas-Guzzler 800
10.7
12.7
128.0
174.8
CV Slow
15.6
20.2
155.6
232.1
Bulky 120/20
34.6
41.5
184.6
253.9
Medium Standard P
66.5
77.5
346.2
464.7
High-Speed MX
49.8
56.0
335.1
431.0
Super Speed S
65.0
73.4
362.0
469.1
Low Range 8/2
59.1
70.9
264.7
364.4
Long Range S
67.9
76.1
518.9
665.1
AVG PP 330/35
62.0
68.9
766.8
978.0
HFC Slow
21.3
25.1
375.5
507.8
Super Speed W
70.7
79.2
928.6
1196.8
Reg. 350/42
91.5
100.9
638.1
809.8
Small-Scale Slow D
67.0
77.5
814.3
1081.5
Low Fuel 360/44
95.9
107.0
504.9
647.2
Super-Speed S-Scale
96.5
107.2
631.9
807.1
UL Vessel AVG
81.8
92.9
831.0
1084.3
S-Scale Speed
83.8
93.8
1063.8
1367.9
Bulky Half Size
65.5
75.4
891.9
1177.5
Low Range 400/60
39.2
45.8
424.7
569.0
Some Notes
Light Carrier F: Scores poorly primarily because it has a low tonnage limit. (3500) For heavy cargos it doesn't do much better than Speed Veessel 6-50 (3000) and is much worse than Medium Feeder 100/15. (4500) It doesn't help that the ship is the slowest of the three and has the least range. While the ship is viable, I don't recomend it.

CV Slow, Bulky 120/20: These ships are the least maneuverable ships in the game and should be avoided if you like to manually dock.

High-Speed MX: Performs poorly due to fuel consumption. Basically it makes less money in the same trip. It is still quite viable though so if you don't care about money it works well.

Low Range 8/2: Performs poorly due to slow speed and poor tonnage. Simply put, it can't keep up throughput on company contracts. If you are not using it for company contracts its profitability is just fine.

HFC Slow: Has the worst fuel rating per TUE in the game by a large amount. It has the second worst absolute fuel rating after the largest ULCV. The fuel rating is so out of place that I think it is a typo the devs just didn't fix. In addition to that it is slow and has a poor tonnage rating. This ship is not worth the money at easy level and not viable at hard. Avoid it like the plague.

Small-Scale Slow D: Rates a low score only due to speed limiting its throughput. The ship does have the best tonnage rating in its class so it is just fine for smaller company contracts and regular contracts.

ULCV's: Suck. The smaller two (UL Vessel AVG, S-Scale Speed) are the only ones worth buying. The other two are only good for ego trophies. Most of the time I just get more New Panamax's.
Details
This section is all about the nuts and bolts of how the numbers are derrived and can be skipped if you don't care.

Performance Rating.

Simply put the performance number takes into account the capacity, speed, tonnage and fuel consumption of the vessel.

Formula: (( TEU * Speed * ( Tonnage / TEU )) / Fuel Consumption ) / 100

Explanation:

First we multiply the capacity of the vessel by its speed. This gives us a number that scales nicely with the overall throughput of the vessel. If you have half the capacity but twice the speed you get the same number.

Second we multiply that result with the tonnage per TEU capacity of the vessil. The higher this number, the heavier the cargos the vessel can handle. This results in a better overall score.

Third we devide the product of the previous two steps by its fuel consumption. This number is the reported number for non-upgraded vessels and a calculated number from upgraded vessels. Both engine upgrades and hull upgrades improve this number.

Finally we devide by 100 in order to produce smaller easier numbers.

I wasn't going to include fuel consumption in this calculation at first but some of the ships have severely handicaped numbers and really can't compete. (HFC Slow!)

Range Rating.

Formula: Endurance * Speed

Explanation:

Well the formula is quite simple and it gives a number that exactly correlates to relative range. Multiply this number by 24 and get the real world range in nautical miles.

The endurace part of the formula is NOT the reported endurance. When entering the data into my spread sheet I find that the reported numbers seem to be rounded down from actual performance. The hidden assumption is that the reported fuel ussage is correct. If this assumption is false it shouldn't significantly alter the results.
8 Comments
mhumenny  [author] 23 Mar, 2017 @ 6:04pm 
I was never able to get into Transocean 2 and so I am not able to say what factors really matter. There was a great deal more thought in this chart than is aparent.

My impressions of TO2 is that it doesn't matter all that much. But with only 35 hours in that game I don't dare be authoritative on that stance. (I had more than 10x that in TO1 when I made this chart more than a year ago and over a 1000 now.)

I am very happy you liked this one. :)
Riftwind 21 Mar, 2017 @ 10:11am 
It would be great to have a similar list in the new Transocean 2 as well, but thank you for this one at least. Fantastic work!
mhumenny  [author] 6 Sep, 2016 @ 7:18pm 
Update was to fix typo. High-Speed MX and Super Speed S had their upgraded ranges mixed.
Dave Gates 11 Feb, 2016 @ 10:55am 
LOL it ok, and ur spelling was correct from all i read, but yeah i actually design water craft, aircraft + space ships, rockets, ect. and even some land vehicles by hand as a hobby with minimal tools, as i dont have a steady hand, but thats what rulers and compases r for, so yeah... I'm currently drawing a monsterous sized container ship for the fun of doing so (and i never took art lessons or drawing classes), but the ship is a beast to draw... im actually drawing it on a roll of paper (roughly 20 feet long and 18 inches tall, not that i need the whole roll), but it is a monster to draw... Speaking of the term monster, it will have a estimated capacity of anywhere between 22,500 to 30,000 TEU* ...

*TEU: Twenty-Foot Equivalent Unit ...

But that will be a enormous ship if it is ever built in the future...

P.S. Now i need to get a scanner that can scan the whole roll onto my pc for when it is finished...
mhumenny  [author] 10 Feb, 2016 @ 10:38pm 
Sorry I had to break my post into two parts. Apparently it was too big.
mhumenny  [author] 10 Feb, 2016 @ 10:37pm 
But it is all still just math and so you can sit down and crunch numbers and come up with a set of performance numbers that you can use to plan your trip. You would get a best speed for fuel number, a best speed for wear and tear number and so on. You plot it on a chart and then you can set policy for what range of speeds are best. (In planes the manufacturer would provide the numbers, in ships I expect they are figured out at least partially during sea trials.)

In airplanes this is called "Cost Index." I have no idea how it is done for ships exactly but logic dictates that it would be something similar.

P.S. I miss my spellcheck. It is hard to proof read your own work, I hope it isn't that bad.
mhumenny  [author] 10 Feb, 2016 @ 10:37pm 
Well I am a former Pilot and so I understand a litte bit about how they do it for planes. (Though I am not an expert.) I can say that the above is only going to be similar to how they would do it for real ships at best. I just made up the formula from basic math, it isn't based on anything but some logic. A real company would have to take into account things like wages and interest, opportunity cost and maintanance. These things are all going to be more complicated than the above.

For example in the game, maintanance is tied to how far you travel only. In real life, going at full speed would wear the mechanical parts down faster but you get there faster and so things have less time to wear. So you would have to calculate at what speed you get the best wear for the trip.
Dave Gates 10 Feb, 2016 @ 6:54pm 
Very nice bit of information there, i personally always wondered how they measured performance and capacity of such vessels. Thanks for the lesson!