Do you have problems with ECS vectors? Look here!

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Re: Do you have problems with ECS vectors? Look here!

Post by Proteus »

Ty athanasios :)
Last edited by Proteus on 07 Jun 2008 23:24, edited 1 time in total.
Sorry my bad english.
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Re: Do you have problems with ECS vectors? Look here!

Post by athanasios »

:shock:
You have to unpack the rar file. Google can be your friend.
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Re: Do you have problems with ECS vectors? Look here!

Post by snike0437 »

Hi to all.

Please, help to find out, is it a problem, or this is the developer's idea :)
I using the roest's patch pack r13446 witn the latest ECS vectors and DBSetXL GRFs. The thing is, that if you start game sooner than 1952, there is no rail wagon or car, which can transfer the most demanded cargo - vehicles. The only rail wagon, which is able to do this, appears at 1952. Where is a mistake?.. :(

UPD: Checked situation more carefully... Look like this is an issue of DB Set, there is no useful vehicles for "vehicles cargo" :) In the UKRS there is present a refitable wagons and road vehicles, which can be refitted to needed cargofrom the beginning.
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grfloadorder.jpg
grfloadorder.jpg (44.49 KiB) Viewed 4671 times
Let's add more maglev/monorails engines to UKRS/DBXL and other sets! :)
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Re: Do you have problems with ECS vectors? Look here!

Post by Rainer »

Hi snike0437.
snike0437 wrote:The thing is, that if you start game sooner than 1952, there is no rail wagon or car, which can transfer the most demanded cargo - vehicles.
You are right. Michael promised it for 0.9 version.

cu
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Re: Do you have problems with ECS vectors? Look here!

Post by sportbotaniker »

perhaps my english is not that good as I thought. but how is "service" defined ?

eg
I have oil wells.

2 truck load stations with 4 trucks each, 1 iounderway, 1 always waiting , 2 being loaded.
1 train terminal with 2 trains

a short distance to refinery.

69% of oil is delivered
my stations are rated 70%.

every drop of oil pumped out of earth is delivered to the closely located refinery.

but the service level named at the oil well is constantly on 3% and after a while the oil wells close down.

...and this at all oil wells I have connected on the map.

...dont know how to improve on this and keep my oil wells running. the other companies I connected i made it to jump above 3% keeping them running. but the oil wells continue closing down.
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

sportbotaniker wrote:69% of oil is delivered
my stations are rated 70%.
You need 71% for grow. I think I should decrease it to 69%
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Re: Do you have problems with ECS vectors? Look here!

Post by sportbotaniker »

71... grmmbl.. I have no idea how to make it there. another cargo station ? more trains... ? umpf.
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Re: Do you have problems with ECS vectors? Look here!

Post by Clovertown »

Somewhere around/after 2100, all the fruit plantations somehow expired and reduced to minimum production never to increase again even with constant 90+ ratings and full store of fertilizer (they didn't close though). Using the year cheat to set the time back made them work again.
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

Clovertown wrote:Somewhere around/after 2100, all the fruit plantations somehow expired and reduced to minimum production never to increase again even with constant 90+ ratings and full store of fertilizer (they didn't close though). Using the year cheat to set the time back made them work again.
Send me 2 savegames please. One where whey have at least normal production level and one when they all changed to very low. Please have as small time interval between saves as possible, but not less than three months.
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Re: Do you have problems with ECS vectors? Look here!

Post by Clovertown »

George wrote:Send me 2 savegames please. One where whey have at least normal production level and one when they all changed to very low. Please have as small time interval between saves as possible, but not less than three months.
OK. I don't normally keep old saves of my games, but since I now know when it happens it was easy enough to start a new game in 2095 to make some. The first save is from 2098, there are 3 fruit plantations all at max production. In 2099 they started to drop, once every year until they were at 3% in 2103.

Also, I didn't notice it before but starting at 2099 the production happens in the winter not the summer.
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Fruit Plant Test, 10th Mar 2098.sav
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Fruit Plant Test, 17th Sep 2103.sav
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

Clovertown wrote:
George wrote:Send me 2 savegames please. One where whey have at least normal production level and one when they all changed to very low. Please have as small time interval between saves as possible, but not less than three months.
OK. I don't normally keep old saves of my games, but since I now know when it happens it was easy enough to start a new game in 2095 to make some. The first save is from 2098, there are 3 fruit plantations all at max production. In 2099 they started to drop, once every year until they were at 3% in 2103.
Also, I didn't notice it before but starting at 2099 the production happens in the winter not the summer.
Oh, I see. Let's have a look

Code: Select all

 1075 * 54	 02 0A CA 81 1C 00 FF 0B 
 			     27 00 1E 1E 
 			     2F 00 1F 1F 
 			     33 00 20 20 
 			     39 00 21 21 
 			     3D 00 22 22 
 			     41 00 23 23 
 			     44 00 24 24 
 			     46 00 25 25 
 			     45 00 26 26 
 			     40 00 27 27 
 			     2F 00 28 28 
 			     01 00
 1076 * 44	 02 0A CB 89 00 20 FF FF 00 00 07 
 			     1A 20 B5 05 00 00 07 
 			     1A 20 6D 01 00 00 06 
 			     1A 00 07 00 00 00 
 			     01 
 			     CA 00 00 00 00 00 00 00 00 00 CA 00
This code checks var 00
Wiki wrote:The following variables are always available:
Number Size Meaning
00 W current date (counted as days from 1920)
max value is 65536 that means the overflow happens in 1920+65536/365.25=1920+179=2099-th.

to solve this problem I need a var that holds week number (0-52), so I could not calculate it with this code

I have to make a request to developers.
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Re: Do you have problems with ECS vectors? Look here!

Post by fjb »

Hi,

I'm having having some trouble with the oil rig from chemical vector 2. It never gets above the very low 3% level.

And another question: When using the town vector together with the north american city set (options 0 0 0) then the tourists cargo from the town vector gets used. But who generates tourists then? I can deliver tourists to tourist resorts or hotels, but nobody generates tourists.
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

fjb wrote:And another question: When using the town vector together with the north american city set (options 0 0 0) then the tourists cargo from the town vector gets used. But who generates tourists then? I can deliver tourists to tourist resorts or hotels, but nobody generates tourists.
Hotels provide tourists
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Re: Do you have problems with ECS vectors? Look here!

Post by Rainer »

Hi George,

I have some comments / possible bugs:

1) I'm playing OpenTTD r13860 with all ECS Vectors and no changes. At any time you can do the following:

Build a steel mill. Build a station next to it. The station does not accept Iron ore or coal even after waiting one year or longer.

2) The following I noticed in a game with TIBs patchpack, so I'm not sure that I can reproduce it without patches:

A Chemical plant producing only dye for some years can not be enabled to produce fertilizer even if two trains are waiting constantly for years.
The same applies to Refineries (not switching from refinery products to petrol).

3) I have not yet managed to get Coal mines producing a rather constant output. They go from 12 tons to 1600 or 2400 tons per month within two or three years and if I do not provide a constantly increasing amount of trains to keep them at over 70% the production then breaks together to about 100 tons within one or two months.

cu
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

Rainer wrote:1) I'm playing OpenTTD r13860 with all ECS Vectors and no changes. At any time you can do the following:
Build a steel mill. Build a station next to it. The station does not accept Iron ore or coal even after waiting one year or longer.
I can't reproduce it. Does it happen with clean trunk?
Rainer wrote:2) The following I noticed in a game with TIBs patchpack, so I'm not sure that I can reproduce it without patches:
A Chemical plant producing only dye for some years can not be enabled to produce fertilizer even if two trains are waiting constantly for years.
The same applies to Refineries (not switching from refinery products to petrol).
It is a feature. Transport 0% cargo this month and next month it will produce both the cargoes
Rainer wrote:3) I have not yet managed to get Coal mines producing a rather constant output. They go from 12 tons to 1600 or 2400 tons per month within two or three years and if I do not provide a constantly increasing amount of trains to keep them at over 70% the production then breaks together to about 100 tons within one or two months.
In 5 months. That is intended. I plan to review these values.
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Re: Do you have problems with ECS vectors? Look here!

Post by Rainer »

Hi George,
George wrote:
Rainer wrote:1) I'm playing OpenTTD r13860 with all ECS Vectors and no changes. At any time you can do the following:
Build a steel mill. Build a station next to it. The station does not accept Iron ore or coal even after waiting one year or longer.
I can't reproduce it. Does it happen with clean trunk?
Yes. Original Nightly, not a single patch. I'll send you a save game when I'll be home again in the afternoon. But all you have to do is build the steel mill and then directly begin to build the station. You won't see the goods in the 'accepts' part of the build dialog and the built station never accepts iron ore nor coal.

Edit: Sorry, I was wrong. The acceptance starts 3 months after building the steel mill.
George wrote:
Rainer wrote:2) The following I noticed in a game with TIBs patchpack, so I'm not sure that I can reproduce it without patches:
A Chemical plant producing only dye for some years can not be enabled to produce fertilizer even if two trains are waiting constantly for years.
The same applies to Refineries (not switching from refinery products to petrol).
It is a feature. Transport 0% cargo this month and next month it will produce both the cargoes
I transported no cargo for several consecutive months (percentage down to 13%). Do you mean I have to wait until the percentage of the station drops to 0?
George wrote:
Rainer wrote:3) I have not yet managed to get Coal mines producing a rather constant output. They go from 12 tons to 1600 or 2400 tons per month within two or three years and if I do not provide a constantly increasing amount of trains to keep them at over 70% the production then breaks together to about 100 tons within one or two months.
In 5 months. That is intended. I plan to review these values.
What I'd like to have is to assign as many trains as I need to transport enough cargo to fill a steel mill / glass works. So there should be a larger percentage area where a production change is unlikely to happen.

I reread the wiki about coal mines and noticed that there is no such area.
Wiki wrote:For values 60% - 75% and 75% - 85% a smooth production change is applied which means production levels change by -1 and +1 respectively
A "smooth" production change means going from "Very low" to "Ultimate" and back within 6 Months. Right? so that is much more than a "normal" 12.5% probability production change on over 85%.

What about the following proposal:

Code: Select all

Percentage Probability Change
   <50%       100        -1
   50-55       25        -1
   55-60       12.5      -1
   60-70        0         0 *
   70-75       12.5      +1
   75-80       25        +1
   80-85       50        +1
   >85        100        +1
* perhaps a small probability for a production change up or down due to internal causes.

cu
Rainer

@All developers: Is it possible to create a production log file for a specific industry on demand?
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Rainer 05-xp64 Transport, 23. Mai 1947.sav
Use this Savegame for a test
(407.59 KiB) Downloaded 131 times
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

Rainer wrote:
George wrote:
Rainer wrote:1) I'm playing OpenTTD r13860 with all ECS Vectors and no changes. At any time you can do the following:
Build a steel mill. Build a station next to it. The station does not accept Iron ore or coal even after waiting one year or longer.
I can't reproduce it. Does it happen with clean trunk?
Yes. Original Nightly, not a single patch. I'll send you a save game when I'll be home again in the afternoon. But all you have to do is build the steel mill and then directly begin to build the station. You won't see the goods in the 'accepts' part of the build dialog and the built station never accepts iron ore nor coal.
As intended, every newly build industry does not accept cargo during first 3-10 months of life. Steel mill does not accept cargo during first 93 days of life.
Rainer wrote:
George wrote:
Rainer wrote:2) The following I noticed in a game with TIBs patchpack, so I'm not sure that I can reproduce it without patches:
A Chemical plant producing only dye for some years can not be enabled to produce fertilizer even if two trains are waiting constantly for years.
The same applies to Refineries (not switching from refinery products to petrol).
It is a feature. Transport 0% cargo this month and next month it will produce both the cargoes
I transported no cargo for several consecutive months (percentage down to 13%). Do you mean I have to wait until the percentage of the station drops to 0?
You have transported, because there is a station. Remove your station (at least the part that covers the industry on the last day of the month and the rating would go to 0 next month.
That works this way because industry counts amount of distributed cargo, not transported cargo.
Rainer wrote:
George wrote:
Rainer wrote:3) I have not yet managed to get Coal mines producing a rather constant output. They go from 12 tons to 1600 or 2400 tons per month within two or three years and if I do not provide a constantly increasing amount of trains to keep them at over 70% the production then breaks together to about 100 tons within one or two months.
In 5 months. That is intended. I plan to review these values.
What I'd like to have is to assign as many trains as I need to transport enough cargo to fill a steel mill / factory. So there should be a larger percentage area where a production change is unlikely to happen.
I reread the wiki about coal mines and noticed that there is no such area.
Wiki wrote:For values 60% - 75% and 75% - 85% a smooth production change is applied which means production levels change by -1 and +1 respectively
A "smooth" production change means going from "Very low" to "Ultimate" and back within 6 Months. Right?
No. in 124 months. 6 months is exponential (non-smooth) change
Rainer wrote:so that is much more than a "normal" 12.5% probability production change on over 85%.
What about the following proposal:
Not a good idea because station rating change is smooth at most 2% per cycle.
Also there should be areas of exponential grow to keep compatibility with TTDPatch.
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Re: Do you have problems with ECS vectors? Look here!

Post by michael blunck »

George wrote: That works this way because industry counts amount of distributed cargo, not transported cargo.
This is really important (I had that question before) and I doubt that many people are aware of it. Maybe you/we should set up a FAQ (on the Wiki ECS) to address problems like this?
[triggering of alternative production]

Q: A chemical plant or a refinery [...] cannot be enabled to produce fertilizer rather than dyes resp. refinery products rather than petrol, even if two trains are waiting constantly for years.

A: It is a feature. You´ll have to transport 0% cargo this month to get production of both cargoes starting next month. To do so, remove your station (at least the part covering the industry) and the rating would go to 0 next month.

It works this way because industry counts amount of distributed cargo, not transported cargo.
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

michael blunck wrote:
George wrote:That works this way because industry counts amount of distributed cargo, not transported cargo.
This is really important (I had that question before) and I doubt that many people are aware of it. Maybe you/we should set up a FAQ (on the Wiki ECS) to address problems like this?
There is one. Unfortunately I do not update it often. It would be nice if you would add questions (with answers if possible, some answers can be fund on the forums) so I could get some help on it. It is much easier to write answers for written questions.
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Re: Do you have problems with ECS vectors? Look here!

Post by maso »

I noticed that agriculture vector is very slow in the industry generation phase of a new map compared to other vectors. It is much more noticeable on larger maps. It struggles to place breweries too.
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