ECS vectors v1.1.2 (by George) 19/06/2011

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Do you use ECS with TTDP?

I use ECS under TTDP
5
3%
I use ECS under TTDP and OTTD
6
4%
I use ECS under OTTD
158
93%
 
Total votes: 169

BerberJesus
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by BerberJesus »

cool cool, thanks maquinista for your work!

I can make a snow version of the papermill, and correct the shadow. But parting the model, is a problem. I think its better we take the model in one part, like the gold mine. Is that possible?
sorry for my poor english ;-)
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George
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by George »

BerberJesus wrote:cool cool, thanks maquinista for your work!
I can make a snow version of the papermill, and correct the shadow. But parting the model, is a problem.
Fine :D
BerberJesus wrote:I think its better we take the model in one part, like the gold mine. Is that possible?
Yes, but then it would be impossible to have many different layouts. So I'd prefer to gave parts and assemble them into different layouts, like for coal mine for example.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by George »

I'll be away for three weeks in Turkey
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by skkeeper »

I love ECS since i discovered it just a few days ago and I'm really looking foward to know it better, but unfortanetly i have a big problem. In some industry stations some raw materials begin to disapear. It's like for example on the coal mine i select the station and I see: 5 ton of Coal, the next second: Nothing. Just like that, i cant understand the problem.

These are my NewGRF Settings:

•Town vector 1 0 0 15
•Basic vector 0 15
•Chemical vector 15
•Machinery vector 15
•Wood vector 15
•Construction vector 15
•Agricultural vector 15

Im running OpenTTD 0.7.2 on Ubuntu 9.04

If you can please help, and thanks for all the awesome work you guys have done
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by Gremnon »

If you've got a low rating, then cargo does disappear from stations... that's about the only reason I can think of.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by George »

Gremnon wrote:If you've got a low rating, then cargo does disappear from stations... that's about the only reason I can think of.
It happens with any cargo set or even without it. Just when your rating goes below 50%, the cargo starts to disappear.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by wallyweb »

George wrote:
Gremnon wrote:If you've got a low rating, then cargo does disappear from stations... that's about the only reason I can think of.
It happens with any cargo set or even without it. Just when your rating goes below 50%, the cargo starts to disappear.
Yes! The shippers get tired of waiting and they send their cargo elsewhere. This is a known feature of the original TTDX. Keep a vehicle in your station ready to accept products as they are delivered to the station and the customers will be much happier with your service levels.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by sootynz »

sorry for the duplicate posts, but I was asked to post my problem in the correct forum
I've created an alpine scenario and was using ECS wood vector by itself to create industries. (particularly as it creates forests on slopes)
There are two instances of Paper with NARS (and also 2CC), the first one is paper, the second is not

Pikkabird suggested it was an ECS and Alpine problem.

see
http://www.tt-forums.net/viewtopic.php? ... CS#p822001
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by Gremnon »

The problem is, both Alpine and ECS are defining industries - and you shouldn't really mix any differing Industry GRFs, the exception being the various ECS Vectors. EG, you shouldn't mix Pikka's Basic Industries and ECS, although to be fair, that mix isn't too bad if you're careful, but I don't recommend it.

In short, you'll either have to:
A: Stop using Alpine.
B: Stop using ECS
C: (Not certain about this one) Use the ECS Switch that disables default industries - I don't know if that will actually disable Alpine's ones though.
D: Use some/all ECS Vectors, so they replace all the industries defined by default and by Alpine.

Of course, I could be wrong, or I could have missed a solution, but I think that's all of them.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by sootynz »

The problem is, both Alpine and ECS are defining industries - and you shouldn't really mix any differing Industry GRFs,
Perhaps you misunderstood me, Gremnon.

I'm not mixing Industry GRF's - the only one I've got is the ECS wood grf. I was referring to the Alpine (or Arctic) climate.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by Gremnon »

Alpine does, in fact, define Industries, thus also defining it as an Industry GRF.
If I recall correctly, Alpine brings Arctic to Temperate, along with some of it's industries - and there's the industry (and by extension cargo) defenition.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by George »

sootynz wrote:sorry for the duplicate posts, but I was asked to post my problem in the correct forum
I've created an alpine scenario and was using ECS wood vector by itself to create industries. (particularly as it creates forests on slopes)
There are two instances of Paper with NARS (and also 2CC), the first one is paper, the second is not
Pikkabird suggested it was an ECS and Alpine problem.
Only ECS Town vector disables default cargoes. Other vectors do that not.
Because of the old (more than 3 years old) mistake in the schema (food and paper are swapped), you get ECS paper on the food slot, while default paper is on the paper slot. So you get two papers and no food.
Fixing it will break all the existing save games, so this fix would not happen unless major version change.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by Blood Angel »

George, Could you connect city growth with construction industry in city? for example construction industry is required for growth more than 2500 and construction industry big for change city status to CITY. And could you insert price modifier (as parameter or any variants) to increase price for building industries?
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by George »

Blood Angel wrote:George, Could you connect city growth with construction industry in city?
It is possible only to connect town growth with cargoes, but not industry. Every cargo that is delivered to the towns' station, can affect grow. Foe example, for cement and bricks it may take sense, but for wood products it would cause the same effect for furniture factory. This does not sound good.
Also, towns already grow well, adding this would make even faster grow. I do not find that necessary.
Blood Angel wrote:For example construction industry is required for growth more than 2500 and construction industry big for change city status to CITY.
This is impossible. Industry can't stop town growth
Blood Angel wrote:And could you insert price modifier (as parameter or any variants) to increase price for building industries?
Yes, I can, but what values do we need?
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by Benny »

George wrote:
Blood Angel wrote:For example construction industry is required for growth more than 2500 and construction industry big for change city status to CITY.
This is impossible. Industry can't stop town growth
Original industry can. Think about sub-tropic and sub-arctic.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by lawton27 »

Bennythen00b wrote:
George wrote:
Blood Angel wrote:For example construction industry is required for growth more than 2500 and construction industry big for change city status to CITY.
This is impossible. Industry can't stop town growth
Original industry can. Think about sub-tropic and sub-arctic.
The original industries will allow growth for specific cargo's, full stop, they won't work at limits like specified.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by Blood Angel »

George wrote:
Blood Angel wrote:And could you insert price modifier (as parameter or any variants) to increase price for building industries?
Yes, I can, but what values do we need?
on this pagehttp://wiki.ttdpatch.net/tiki-index.php ... VSteelMill I see: Building cost is £144,000,000. This is nice value, because one-ten millions is very cheap for industry. For example I build 2 industries. They cost 3 million, railroad and trains costs one million more. Next two years I'm returning 5 millions. I think parameter may multiple standard price from one (default) to 100.
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by George »

Blood Angel wrote:
George wrote:
Blood Angel wrote:And could you insert price modifier (as parameter or any variants) to increase price for building industries?
Yes, I can, but what values do we need?
on this pagehttp://wiki.ttdpatch.net/tiki-index.php ... VSteelMill I see: Building cost is £144,000,000. This is nice value, because one-ten millions is very cheap for industry. For example I build 2 industries. They cost 3 million, railroad and trains costs one million more. Next two years I'm returning 5 millions. I think parameter may multiple standard price from one (default) to 100.
I think 100 would make building industries useless :(
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by Blood Angel »

George wrote: I think 100 would make building industries useless :(
100 millions are only for 5 years work on big maps :)
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Re: ECS implementation by George: ECS vectors. Beta 5 25/10/2008

Post by George »

Blood Angel wrote:
George wrote: I think 100 would make building industries useless :(
100 millions are only for 5 years work on big maps :)
Would the industry bring you as much profit as you pay to build it? Me doubts.
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