OTTD randomizes introduction dates for vehicles, up to a point. A vehicle that the GRF says should show up in year X might not show up until X+1 or so. See: https://secure.openttd.org/bugs/task/5086?project=1bjgttd wrote:One more thing - it's 1873 in the game and Windjammer hasn't show up yet. Is this something you've silently fixed since 0.5? Is there an incompatibility between your Sailing Ships and FISH (they start in 1870, than the Windjammer is suppose to appear)?
Sailing Ships - Development Topic
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Re: [OTTD] Old ship graphics [Under development (v0.61)]
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"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
Re: [OTTD] Old ship graphics [Under development (v0.61)]
Yes, I realize that, but by now it would be X+6 - is that big delay even possible?Supercheese wrote:OTTD randomizes introduction dates for vehicles, up to a point. A vehicle that the GRF says should show up in year X might not show up until X+1 or so. See: https://secure.openttd.org/bugs/task/5086?project=1bjgttd wrote:One more thing - it's 1873 in the game and Windjammer hasn't show up yet. Is this something you've silently fixed since 0.5? Is there an incompatibility between your Sailing Ships and FISH (they start in 1870, than the Windjammer is suppose to appear)?
Re: [OTTD] Old ship graphics [Under development (v0.62)]
it's up to 512 days (almost 2 years), plus another year if you're banned from prototypes. so 6 years is not possible.
Re: [OTTD] Old ship graphics [Under development (v0.62)]
The Windjammer came at the end of 1876. I should've been more patient. 

Re: [OTTD] Old ship graphics [Under development (v0.62)]
The download is working fine for me. Are you running OTTD 1.2? Do you mean the GRF in a current save game won't update? That is down to a lot of important changes in between 0.4-0.6 code. The versions don't like each other on my machine so I have made them incompatible.bjgttd wrote:I still can't upgrade from 0.5 in the existing game.
The early bird may catch the worm, but the second mouse gets the cheese.
Re: [OTTD] Old ship graphics [Under development (v0.62)]
I've started a new game and got your ships again - 0.62 this time. Several things seem not right:
Reliability decays, but ships don't go to service. The maintenance interval is 360% instead of 50% (don't know if this is the cause).
Have you changed the sound? It was a nice ship's bell before, and now it's something strange.
Have you disabled an auto-refit? It's grayed out.
Tourists are considered a "bulk cargo". The Brig takes 50 units of cargo, or 20 passengers, or 50 tourists. This is a minor one (I haven't got any tourists in 1700).
Reliability decays, but ships don't go to service. The maintenance interval is 360% instead of 50% (don't know if this is the cause).
Have you changed the sound? It was a nice ship's bell before, and now it's something strange.
Have you disabled an auto-refit? It's grayed out.
Tourists are considered a "bulk cargo". The Brig takes 50 units of cargo, or 20 passengers, or 50 tourists. This is a minor one (I haven't got any tourists in 1700).
Re: [OTTD] Old ship graphics [Under development (v0.62)]
this is probably your own screwup, by having the wrong advanced settings. looks like you were converting something from "service interval in days" to "service interval in %"bjgttd wrote: Reliability decays, but ships don't go to service. The maintenance interval is 360% instead of 50% (don't know if this is the cause).
Re: [OTTD] Old ship graphics [Under development (v0.62)]
Are you saying that OpenTTD doesn't trigger service interval recalculation after the advanced setting change? This would be a bug or a design flaw, a big one anyway.Eddi wrote:this is probably your own screwup, by having the wrong advanced settings. looks like you were converting something from "service interval in days" to "service interval in %"bjgttd wrote: Reliability decays, but ships don't go to service. The maintenance interval is 360% instead of 50% (don't know if this is the cause).
Is there a way to fix it without starting a new game?
Update: Manually changing maintenance intervals seems to have helped. It's good I've only had 6 ships do deal with yet. This is not the Sailing Ships NewGRF bug anyway. How about the other ones?
Re: [OTTD] Old ship graphics [Under development (v0.62)]
That is as Eddi says I think.bjgttd wrote: The maintenance interval is 360% instead of 50% (don't know if this is the cause).
I think this is caused either by the problem with the percentage service above, or, if you are running without breakdowns, the setting in vehicles menu of advanced settings that disables servicing if breakdowns are set to 'none.'bjgttd wrote: Reliability decays, but ships don't go to service.
No change. Has anyone else noticed anything odd?bjgttd wrote: Have you changed the sound? It was a nice ship's bell before, and now it's something strange.
No but then I haven't enabled it either. If it is something ships can do (FISH does't seem to unless I have an outdated version?) I will see if I can put it in another release.bjgttd wrote: Have you disabled an auto-refit? It's grayed out.
Well, anyone who flies Easyjet knows that you can get more tourists onto a plane than passengers...bjgttd wrote: Tourists are considered a "bulk cargo". The Brig takes 50 units of cargo, or 20 passengers, or 50 tourists. This is a minor one (I haven't got any tourists in 1700).
Easy solution to that one. Thank you for finding it.
The early bird may catch the worm, but the second mouse gets the cheese.
Re: [OTTD] Old ship graphics [Under development (v0.62)]
The FISH 2 does have it. Most importantly, your Sailing Ships 0.5 did have it - that's why I've asked.Mouse wrote:No but then I haven't enabled it either. If it is something ships can do (FISH doesn't seem to unless I have an outdated version?) I will see if I can put it in another release.bjgttd wrote: Have you disabled an auto-refit? It's grayed out.
Re: [OTTD] Old ship graphics [Under development (v0.62)]
How odd!bjgttd wrote:your Sailing Ships 0.5 did have it
The early bird may catch the worm, but the second mouse gets the cheese.
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Re: [OTTD] Old ship graphics [Under development (v0.62)]
One ofMouse wrote:How odd!bjgttd wrote:your Sailing Ships 0.5 did have it

- you enabled it by accident
- bjgttd is misremembering
- you used a version of a tool that enabled it unintentionally on compile (unlikely)
If you're enabling autorefit, don't do any complicated allow/disallow refit rules with cb 15E, it makes it trivial for players to create broken vehicle orders (with no warnings). Adjusting cost with cb 15E has no issues.
http://newgrf-specs.tt-wiki.net/wiki/Ca ... _.2815E.29
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: [OTTD] Old ship graphics [Under development (v0.62)]
I may have unwittingly disabled it by putting restrictions on refittability of certain cc?
The only thing with autorefit is that you could potentially load up with, say, coal, and then at the other end pick up, maybe, goods. This would appear graphically as though you had hammered half the deck back on while loading and then ripped it out again at the other end. I'd probably prefer to only allow autorefit from bulk to bulk, piece to piece etc.
Is it possible to limit autorefittability to a certain cargo class? I think UKRS 2 does this with certain wagons but I'm not sure precisely how that function works, it may just be that the only refittable cargoes were of the same class anyway.
The only thing with autorefit is that you could potentially load up with, say, coal, and then at the other end pick up, maybe, goods. This would appear graphically as though you had hammered half the deck back on while loading and then ripped it out again at the other end. I'd probably prefer to only allow autorefit from bulk to bulk, piece to piece etc.
Is it possible to limit autorefittability to a certain cargo class? I think UKRS 2 does this with certain wagons but I'm not sure precisely how that function works, it may just be that the only refittable cargoes were of the same class anyway.
The early bird may catch the worm, but the second mouse gets the cheese.
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Re: [OTTD] Old ship graphics [Under development (v0.62)]
I believe so, just make use of the refit_cost callback based on cargo types/classes.Mouse wrote:Is it possible to limit autorefittability to a certain cargo class? I think UKRS 2 does this with certain wagons but I'm not sure precisely how that function works, it may just be that the only refittable cargoes were of the same class anyway.
NML: http://newgrf-specs.tt-wiki.net/wiki/NM ... _callbacks
NFO: http://newgrf-specs.tt-wiki.net/wiki/Ca ... _.2815E.29
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
- andythenorth
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Re: [OTTD] Old ship graphics [Under development (v0.62)]
You can check classes with cb 15E, then allow / disallow refit.
I wouldn't do that, because it very easily causes vehicle orders to be broken, with no warning to player. I think that's quite bad, although not everyone shares my view
I wouldn't do that, because it very easily causes vehicle orders to be broken, with no warning to player. I think that's quite bad, although not everyone shares my view

FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: [OTTD] Old ship graphics [Under development (v0.62)]
So something likeSupercheese wrote:I believe so, just make use of the refit_cost callback based on cargo types/classes.Mouse wrote:Is it possible to limit autorefittability to a certain cargo class? I think UKRS 2 does this with certain wagons but I'm not sure precisely how that function works, it may just be that the only refittable cargoes were of the same class anyway.
NML: http://newgrf-specs.tt-wiki.net/wiki/NM ... _callbacks
NFO: http://newgrf-specs.tt-wiki.net/wiki/Ca ... _.2815E.29
Code: Select all
Switch(ships, self, switch_cost_refit, cargo_classes){
bitmask(CC_PASSENGERS) : value ;
bitmask(CC_BULK) : value ;
value ;
}
Graphics{
refit_cost : switch_cost_refit
So potentially another switch could be used to make changing from one class to another more costly?
What would I need to put as a return value if there was to be a disallowed type of cargo for refit?
It might just be simpler to release each type of ship individually?
The early bird may catch the worm, but the second mouse gets the cheese.
- andythenorth
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Re: [OTTD] Old ship graphics [Under development (v0.62)]
It is. That's why FISH 2 does it that wayMouse wrote:It might just be simpler to release each type of ship individually?

FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
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- Tycoon
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Re: [OTTD] Old ship graphics [Under development (v0.62)]
Indeed, the FISH approach seems to work well.andythenorth wrote:It is. That's why FISH 2 does it that wayMouse wrote:It might just be simpler to release each type of ship individually?
Eyecandy Road Vehicles | Fake Subways | Supercheese's NewObjects
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
"Fashions and cultures change, but steam trains shall always be majestic."
-Professor Hershel Layton
Re: [OTTD] Old ship graphics [Under development (v0.62)]
The simplest solution is usually the best!andythenorth wrote:It is. That's why FISH 2 does it that wayMouse wrote:It might just be simpler to release each type of ship individually?
Edit:
Coming soon (Its half term!)
Ketch (late 1700s), and Atlantic Schooner (early/mid 1800s).
The early bird may catch the worm, but the second mouse gets the cheese.
Re: [OTTD] Old ship graphics [Under development (v0.62)]
Yes, yes, yes,Mouse wrote:No change. Has anyone else noticed anything odd?bjgttd wrote: Have you changed the sound? It was a nice ship's bell before, and now it's something strange.

look (listen) to this. Run Tycoon (1.2.2) -> New GRF Settings -> add only these 2 GRF packages -> "eGRVTS v2.0 - r181" and the second your "Sailing Ships 0.62" without modifications parameters. Apply changes -> New Game, starting in 1900 (because Windjammer) -> New ships -> Windjammer -> buy -> Start ship and what you hear that sound? The sound of trams from eGRVTS v2.0 - r181 pack instead nice ship bell.
For other GRF packages combinations (and eGRVTS is not among them!), in the case that there are many more packages (as it is in the game), launch ship (wind ship) on the water accompanies next (different) sound (as the sound of an electric arc).
Thanks for your great work and sorry for my English

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