Low productivity at Ore Mine.
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- Engineer
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Low productivity at Ore Mine.
As the picture shows I have an Iron Ore Mine with very low production. There are lots of vehicles at the mine and three trucks are waiting for load. Does anyone have any idea why the productivity is so low? I thoght having enough vehicles should bring productivity up.
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- Tycoon
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Re: Low productivity at Ore Mine.
What picture?
I never assume that geology is changed by service...I seek out the most productive mines to start from the best base!
I never assume that geology is changed by service...I seek out the most productive mines to start from the best base!
Re: Low productivity at Ore Mine.
It depends to a certain degree on which industry set you're using. Here are the rules for the default industries. In FIRS, for instance, the initial settings never change.
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- Engineer
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Re: Low productivity at Ore Mine.
Sorry fpor the missing picture, I will try to get it here.
I am using the ESC vectors in this game.
I am using the ESC vectors in this game.
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Re: Low productivity at Ore Mine.
Production levels work differently if you use the ECS Vectors instead of the default industries.
Information on the ECS Vectors can be found on the tt-wiki: http://www.tt-wiki.net/wiki/ECS
If you want to know how the production of the iron ore mine is defined, see this page: http://www.tt-wiki.net/wiki/ECS_Machine ... n_ore_mine
Information on the ECS Vectors can be found on the tt-wiki: http://www.tt-wiki.net/wiki/ECS
If you want to know how the production of the iron ore mine is defined, see this page: http://www.tt-wiki.net/wiki/ECS_Machine ... n_ore_mine
Re: Low productivity at Ore Mine.
So if I am using bog ordinary industries, I can improve their output by improving their ratings?
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Re: Low productivity at Ore Mine.
Yes, as described in the link posted by leifbk.
Re: Low productivity at Ore Mine.
Usually all industries of all sets love player's attention. Player's attention is measured in % transported.
Have % transported over 60 and you'll be fine.
Have % transported over 60 and you'll be fine.
NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
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Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
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- Tycoon
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Re: Low productivity at Ore Mine.
So how do I increase my poor/very poor service to the Darside Marsh and Bandown Castle coal mines?SirkoZ wrote:Usually all industries of all sets love player's attention. Player's attention is measured in % transported.
Have % transported over 60 and you'll be fine.
(And I wish the trains at the power station would use the exit loop more consistently,is it signalled wrong?)
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Re: Low productivity at Ore Mine.
This is a completely off topic from the original post... but here's my solution.Baldy's Boss wrote:So how do I increase my poor/very poor service to the Darside Marsh and Bandown Castle coal mines?
When you ask a train to visit 2 mines, one to just visit and load what's available, and other to wait for full load - Of course the station that doesn't get the full load order will have bad rating, because the trains spend most of their time at the other station. If you don't want to use full load order, then don't use it in any stations, and build an infrastructure that can support many trains in that system, and have a constant flow of trains visiting the station. Or, don't have trains visit multiple mines stations - have dedicated train for each station, and give them full load orders.
Also, having the signals on the single track section is bad. Eliminate all two way signals there. We don't have manual signal operators in OpenTTD, so having such signals will do more harms than good.
Re: Low productivity at Ore Mine.
There isn't an appropriate order in OpenTTD yet to use such mode of transportation.Baldy's Boss wrote:So how do I increase my poor/very poor service to the Darside Marsh and Bandown Castle coal mines?SirkoZ wrote:Usually all industries of all sets love player's attention. Player's attention is measured in % transported.
Have % transported over 60 and you'll be fine.
(And I wish the trains at the power station would use the exit loop more consistently,is it signalled wrong?)
You would have to have a 2-station order go to station_1, wait for 0-50% (max. 50%) load and then go to station_2 and wait there for the other 50% (max., configurable) to fill.
Efficient rail connections between all 3 stations would have to ensure that trains from station_1 going to station_2 could still maintain over 60% transported otherwise it's
more sensible to just make PTP connections.
There could be 2-station order group and other groups of special orders but that's already way off-topic here, should be under "Suggestions"...
NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Re: Low productivity at Ore Mine.
Industries with low output, ie. less than 100 tons per month, are usually much better served by road vehicles than by trains.
Re: Low productivity at Ore Mine.
I disagree. You just have to use small trains (2 wagons) and they will quite quickly go up (faster than with RV's) and with that you must of course gradually lengthen the train...
NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
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- Tycoon
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Re: Low productivity at Ore Mine.
It looks like you still need a certain length of journey for this to work...I can't seem to make Train 36 profitable in the attached game though 2 ore mines are competing to serve the steel mill and the short train is constantly making trips to the nearby factory.SirkoZ wrote:I disagree. You just have to use small trains (2 wagons) and they will quite quickly go up (faster than with RV's) and with that you must of course gradually lengthen the train...
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Re: Low productivity at Ore Mine.
Of course with 2-wagon trains you'll still need to keep station ratings up (over 60%)
and with that comes having fluent connections and adequate number of trains.
and with that comes having fluent connections and adequate number of trains.
NewGRF: Oil Wells in Temperate terrain now can Increase production, Better vehicle names, Use-able default aircraft, Oil Rig for Snowland and Desert, Speed for Suspension bridges.
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Patches (OpenTTD): Improved smooth_economy [in trunk], More (diesel) smoke [in trunk], Realistic_acceleration finetune.
Keep 'em rollin'!
Re: Low productivity at Ore Mine.
In OpenTTD payment increases linearly with distance, that is, you get paid twice as much for twice the distance. The contrary factor is payment reduces with time spent in transit, and beyond a certain point (perhaps about 500 tiles for slow-ish trains) the time factor might surpass the distance factor. But the following rule of thumb works very well:Baldy's Boss wrote: It looks like you still need a certain length of journey for this to work...I can't seem to make Train 36 profitable in the attached game though 2 ore mines are competing to serve the steel mill and the short train is constantly making trips to the nearby factory.
To maximize profits, deliver stuff to a distant destination.
It is distance between stations which matters, not the distance between industries. With short routes you can exploit this by building stations on the far sides of the industries, maximizing the distance between the stations. This can result in double or triple the profits compared with building the stations as close as possible to each other. It is the 'as the crow flies' distance which matters so make routes as direct as possible.
The other factor in profits, is how much stuff you move. Industries can be coaxed into producing more cargo by providing good service. It is very important to keep station ratings above 60% which is a critical breakpoint (at above 60%, the industry tends to increase in production, below 60% it tends to fall in production). The way you do this is by ensuring there is (nearly) always a vehicle loading at the station as station rating plummets if there are long periods of no service, and if cargo accumulates in the station, so always use at least 2 trains per station so one can load while the other delivers. You also get a station rating boost for using faster vehicles so you should prefer faster engines even if they're a bit more expensive.
Basically if you follow the two rules of:
Deliver stuff long distance.
And:
Always have a vehicle loading.
You will make tonnes of profit.
Re: Low productivity at Ore Mine.
more specifically: the distance between the station signs.Panando wrote:It is distance between stations which matters
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Re: Low productivity at Ore Mine.
Here's how you maximize production with both coal and iron ore mines in ECS:Rollerghost wrote:Sorry fpor the missing picture, I will try to get it here.
I am using the ESC vectors in this game.
- Use TRAINS, long ones at that, and make sure you have at least one train available for loading at all times.
- Deliver road vehicles to your mines to ensure maximum production capability.
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