Do you have problems with ECS vectors? Look here!

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

Post by final_alert »

Hey guys,

A really really stupid question here.

I've installed the ECS vectors, and am currently having a go with them for the first time. But, of couse, I'm having issues. Wondering which vehicle set to download so that I can begin transporting all these goods. At the moment, for example, I am unable to transport 'vehicles' because I only have the standard set enabled, and dont know what trailor to use, or whether i need a new set.

Can someone shed some light on this for me please?


TY

Edit: Using OTTD0.7.3
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Re: Do you have problems with ECS vectors? Look here!

Post by TheBrain »

I used ECS with The North American Reneval Set 2.03 or 2cc Trainset, both available via ingame content download.
For road vehicles, eGRVTS will do.
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Re: Do you have problems with ECS vectors? Look here!

Post by final_alert »

TheBrain wrote:I used ECS with The North American Reneval Set 2.03 or 2cc Trainset, both available via ingame content download.
For road vehicles, eGRVTS will do.
Thank you very much for the quick reply. I'm downloading them now and will give it a whirl.
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

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

Post by Dante123 »

ok, just updated all ECS file to the latest one from 21 nov 2009.

but here is the catch:
i always played with the parameter that industries dont have a max stockpile. ( bit 1)
but now in the latest files this parameter does not seem to work anymore.

has this been some accident or was this thought trough ?
or maybe parameters have changed ?
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George
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

Dante123 wrote:ok, just updated all ECS file to the latest one from 21 nov 2009.
but here is the catch:
i always played with the parameter that industries dont have a max stockpile. ( bit 1)
but now in the latest files this parameter does not seem to work anymore.
has this been some accident or was this thought trough ?
or maybe parameters have changed ?
This does not work on hard difficulty settings anymore.
Site News for 2009
21 November 2009
General behaviour change parameters now ignored on hard game settings.
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Re: Do you have problems with ECS vectors? Look here!

Post by Dante123 »

George wrote:
Dante123 wrote:ok, just updated all ECS file to the latest one from 21 nov 2009.
but here is the catch:
i always played with the parameter that industries dont have a max stockpile. ( bit 1)
but now in the latest files this parameter does not seem to work anymore.
has this been some accident or was this thought trough ?
or maybe parameters have changed ?
This does not work on hard difficulty settings anymore.
Site News for 2009
21 November 2009
General behaviour change parameters now ignored on hard game settings.
mine settings is set to be on custom.
so erm, whet else do i need to change so the parameters start to work again ? because i still want to be able to use high running costs and all. to make it a hard game.
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George
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

Dante123 wrote:mine settings is set to be on custom.
so erm, whet else do i need to change so the parameters start to work again ? because i still want to be able to use high running costs and all. to make it a hard game.
Should be fixed now
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Re: Do you have problems with ECS vectors? Look here!

Post by Dante123 »

George wrote:
Dante123 wrote:mine settings is set to be on custom.
so erm, whet else do i need to change so the parameters start to work again ? because i still want to be able to use high running costs and all. to make it a hard game.
Should be fixed now
ok great :) thank you very much.

have downloaded them and load them into the game.
its seems to be working so far, but in case i run ito things again, i'll just post again :)
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Re: Do you have problems with ECS vectors? Look here!

Post by petert »

George wrote:Should be fixed now
Just out of curiosity, what did you do to fix it? Was it a coding bug?
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

Dante123 wrote:have downloaded them and load them into the game.
its seems to be working so far, but in case i run ito things again, i'll just post again :)
What do you mean?
petert wrote:
George wrote:Should be fixed now
Just out of curiosity, what did you do to fix it? Was it a coding bug?
Not a bug, but a mistake (it was logically coded wrong)
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Re: Do you have problems with ECS vectors? Look here!

Post by petert »

He meant,
"If I run into more problems, I will submit them"
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Re: Do you have problems with ECS vectors? Look here!

Post by Dante123 »

petert wrote:He meant,
"If I run into more problems, I will submit them"
correct :)
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Re: Do you have problems with ECS vectors? Look here!

Post by Dante123 »

well there do is 1 more thing with the ECS vectors, let me explain:

to be honest, i dont like playing Ottd without the ecs any more, so on every game i play i have them all turned on. (totally love them)
but here is the catch, i also think timeflow go's to fast in ottd, so i use the "another daylength patch" to slow the timeflow down a bit.
now i know to make the ecs vectors work i just let the first 1 or 2 months pass on normal game speed, so the industries like animal farms can start.
after the first 1 or 2 months i enable the daylength functions. (daylength factor 6, and i do not slow down industry changes with daylength factor, so these should be the default)

but now, after playing in huge maps, after about 7 to 8 gameplay years (around the 7 to 10 gameplay hours). a whole bunch of industries just shut down, all at the same time.
example of this is the tinning factory, textile mill, and so on. they drop from 16 factories around the map to 0 within 1 day.

now my question is, is there some way i could prevent this from happening ? i already tryed with the current parameters (like set it to 11) but they still close down all at the same time after X years.
i dont know how difficult it can be, but is it possible for you to implant some extra parameter for this to prevent this from happening ?
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

Dante123 wrote:well there do is 1 more thing with the ECS vectors, let me explain:
to be honest, i dont like playing Ottd without the ecs any more, so on every game i play i have them all turned on. (totally love them)
but here is the catch, i also think timeflow go's to fast in ottd, so i use the "another daylength patch" to slow the timeflow down a bit.
now i know to make the ecs vectors work i just let the first 1 or 2 months pass on normal game speed, so the industries like animal farms can start.
after the first 1 or 2 months i enable the daylength functions. (daylength factor 6, and i do not slow down industry changes with daylength factor, so these should be the default)
but now, after playing in huge maps, after about 7 to 8 gameplay years (around the 7 to 10 gameplay hours). a whole bunch of industries just shut down, all at the same time.
example of this is the tinning factory, textile mill, and so on. they drop from 16 factories around the map to 0 within 1 day.
now my question is, is there some way i could prevent this from happening ? i already tryed with the current parameters (like set it to 11) but they still close down all at the same time after X years.
i dont know how difficult it can be, but is it possible for you to implant some extra parameter for this to prevent this from happening ?
I can't do anything with day length patch now http://bugs.openttd.org/task/2363

At least one tinning factory should stay, provide a save game before closure to see it (but in game without day length patch of cause)

Currently I do not have a plan to change protection period. But if you have any idea about how large should it be and why - let me know.
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Re: Do you have problems with ECS vectors? Look here!

Post by Dante123 »

George wrote:
Dante123 wrote:well there do is 1 more thing with the ECS vectors, let me explain:
to be honest, i dont like playing Ottd without the ecs any more, so on every game i play i have them all turned on. (totally love them)
but here is the catch, i also think timeflow go's to fast in ottd, so i use the "another daylength patch" to slow the timeflow down a bit.
now i know to make the ecs vectors work i just let the first 1 or 2 months pass on normal game speed, so the industries like animal farms can start.
after the first 1 or 2 months i enable the daylength functions. (daylength factor 6, and i do not slow down industry changes with daylength factor, so these should be the default)
but now, after playing in huge maps, after about 7 to 8 gameplay years (around the 7 to 10 gameplay hours). a whole bunch of industries just shut down, all at the same time.
example of this is the tinning factory, textile mill, and so on. they drop from 16 factories around the map to 0 within 1 day.
now my question is, is there some way i could prevent this from happening ? i already tryed with the current parameters (like set it to 11) but they still close down all at the same time after X years.
i dont know how difficult it can be, but is it possible for you to implant some extra parameter for this to prevent this from happening ?
I can't do anything with day length patch now http://bugs.openttd.org/task/2363

At least one tinning factory should stay, provide a save game before closure to see it (but in game without day length patch of cause)

Currently I do not have a plan to change protection period. But if you have any idea about how large should it be and why - let me know.
after reading the link you posted, i start to understand a little bit on how it works.
but i don't understand the last sentence. if i have any idea of what is ? the day length factor ? i play with 6 at the moment, so is it not just a a mathematical thing ? for example have a parameter set to the same value as the day length factor you play with, will multiply the nr of "checks" with that factor ?

or does it totally work on a different way ? and in case that is so, what can i do to help you finding out how this fix for daylength can be made ?
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

Dante123 wrote:
George wrote:I can't do anything with day length patch now http://bugs.openttd.org/task/2363
At least one tinning factory should stay, provide a save game before closure to see it (but in game without day length patch of cause)
Currently I do not have a plan to change protection period. But if you have any idea about how large should it be and why - let me know.
after reading the link you posted, i start to understand a little bit on how it works.
but i don't understand the last sentence. if i have any idea of what is ? the day length factor ? i play with 6 at the moment, so is it not just a a mathematical thing ? for example have a parameter set to the same value as the day length factor you play with, will multiply the nr of "checks" with that factor ?
or does it totally work on a different way ? and in case that is so, what can i do to help you finding out how this fix for daylength can be made ?
Currently you have 8 or 9 cycles. With factor of 2, you do not simply get 8*2=16 and 9*2=18, but value 17 is also possible.
So yes, it is mathematical thing, but there is no good way for such calculation by GRF. The patch code should do the calculation instead.
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Re: Do you have problems with ECS vectors? Look here!

Post by Dante123 »

ok, i postef further questions into the specific patch topic, maybe some can be done there :)
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Re: Do you have problems with ECS vectors? Look here!

Post by Dante123 »

small update for my last post.

i asked "pavel1269" the creator of the "another daylength patch" about the possibility of the support for ECS vectors.
as i understand form his reaction he did not have the time to do it atm, but does see it happen in the future maybe.
in that case (i hope soon :wink: ) he will take direct contact to you (george)

so this is just to let you know :)
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Re: Do you have problems with ECS vectors? Look here!

Post by Hamilton2007 »

What's wrong if a station build next to a tourist center doesn't accept food or goods?? In my game yesterday it did and now not.. :?
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