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Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 13 Mar 2011 11:56
by George
Hyronymus wrote:Using Total Town Replacement Set 3.11. I thought that set was designed for ECS!?
for ECS beta 1 or something like that
Currently we discuss with planetmaker the changes in TTRS3 to be up to date. Remember, TTRS3 is rather old set. Changes since 3.02 are still cosmetic.
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 13 Mar 2011 18:01
by Hyronymus
I'm done with the Dutch translations.
And I'm not sure but I think something is going wrong with translated strings on
http://wiki.ttdpatch.net/tiki-editpage. ... ECSVTBasic . There are blocks of 4 lines that suddenly have 0B instead of 0A.
Also lines 543, 667 and 685 on
http://wiki.ttdpatch.net/tiki-editpage. ... VTChemical seem to be wrong:
Code: Select all
543 * 12 04 0B FF 01 BC DC "Þ\0ECH" 00
667 * 25 04 0A B0 01 85 DC "ÞKopalnia potażu" 00
685 * 27 04 0A B0 01 A5 DC "ÞZakłady chemiczne" 00
- FF must be 95
- 85 must be F0
- A5 must be F1
Same for lines on
http://wiki.ttdpatch.net/tiki-editpage. ... TMachinery :
Code: Select all
474 * 41 04 0A B0 01 C5 DC "ÞFabryka Sprzętu Komunikacyjnego" 00
492 * 18 04 0A 95 01 F0 D0 "ÞLoděnice" 00
494 * 17 04 0A B0 01 C6 DC "ÞStocznia" 00
- C5 DC must be F0 D0
- F0 D0 must be F1 D0
- C6 DC must be F1 D0
And on
http://wiki.ttdpatch.net/tiki-editpage. ... nstruction :
Code: Select all
494 * 20 04 0A B0 01 F0 D0 "ÞZakłady wapienne" 00
511 * 21 04 0A Bo 01 F1 D0 "ÞCementownia" 00
528 * 20 04 0A B0 01 F2 D0 "ÞCegielnia" 00
547 * 30 04 0A B0 01 F3 D0 "ÞFirma budowlana" 00
565 * 36 04 0A B0 01 F4 D0 "ÞDuża firma budowlana" 00
- F0 D0 must be F5 DC
- F1 D0 must be E5 DC
- F2 D0 must be D5 DC
- F3 D0 must be D6 DC
- F4 D0 must be D7 DC
And on
http://wiki.ttdpatch.net/tiki-editpage. ... =ECSVTWood :
Code: Select all
439 * 13 04 0B FF 01 9C DC "Þ\0EŘE" 00
462 * 22 04 0A B0 01 5F DC "ÞFabryka mebli" 00
- FF must be 95
- 5F DC must be F0 D0
And on
http://wiki.ttdpatch.net/tiki-editpage. ... gricutural :
Code: Select all
776 * 15 04 0A 95 01 F0 D0 "ÞStatek" 00
778 * 31 04 0A B0 01 25 DC "ÞGospodarstwo hodowlane" 00
801 * 25 04 0A B0 01 66 DC "ÞZakłady mięsne" 00
822 * 15 04 0A B0 01 65 DC "ÞBrowar" 00
845 * 28 04 0A B0 01 7D DC "ÞZakłady odzieżowe" 00
- F0 D0 must be F1 D0
- 25 DC must be F1 D0
- 66 DC must be F2 D0
- 65 DC must be F3 D0
- 7D DC must be F4 D0
There is also a mistake on the fishing grounds I believe, see line 965. It asks for a translation of "Team", I think that should be a translation of "Prod".
And on
http://wiki.ttdpatch.net/tiki-editpage. ... CSVTHouses :
Code: Select all
76 * 24 04 07 B0 01 F2 DC "ÞHotel \"Victoia\"" 00
- F2 DC must be F3 DC
And I've been disobedient by naming a few statues to Dutch examples like a statue of Thorbecke (a great politician from the 1800's). If you don't like this "localisation" I'll undo them.
About the reported mistakes by other translators: I'm not sure if it's really wrong because I can't tell if it's really the same language. Also, some rather seem to cut & paste instead of copy & paste from a block above.
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 13 Mar 2011 20:08
by George
Code: Select all
0A for industries (see defaults)
0B for cargos (see defaults)
So it should be 0A there. You can fix that together with Dutch translation
Hyronymus wrote:Also lines 543, 667 and 685 on
http://wiki.ttdpatch.net/tiki-editpage. ... VTChemical seem to be wrong:
Code: Select all
543 * 12 04 0B FF 01 BC DC "Þ\0ECH" 00
667 * 25 04 0A B0 01 85 DC "ÞKopalnia potażu" 00
685 * 27 04 0A B0 01 A5 DC "ÞZakłady chemiczne" 00
- FF must be 95
- 85 must be F0
- A5 must be F1
Correct, you can fix that too
Hyronymus wrote:Same for lines on
http://wiki.ttdpatch.net/tiki-editpage. ... TMachinery :
Code: Select all
474 * 41 04 0A B0 01 C5 DC "ÞFabryka Sprzętu Komunikacyjnego" 00
492 * 18 04 0A 95 01 F0 D0 "ÞLoděnice" 00
494 * 17 04 0A B0 01 C6 DC "ÞStocznia" 00
- C5 DC must be F0 D0
- F0 D0 must be F1 D0
- C6 DC must be F1 D0
Yes
Hyronymus wrote:And on
http://wiki.ttdpatch.net/tiki-editpage. ... nstruction :
Code: Select all
494 * 20 04 0A B0 01 F0 D0 "ÞZakłady wapienne" 00
511 * 21 04 0A Bo 01 F1 D0 "ÞCementownia" 00
528 * 20 04 0A B0 01 F2 D0 "ÞCegielnia" 00
547 * 30 04 0A B0 01 F3 D0 "ÞFirma budowlana" 00
565 * 36 04 0A B0 01 F4 D0 "ÞDuża firma budowlana" 00
- F0 D0 must be F5 DC
- F1 D0 must be E5 DC
- F2 D0 must be D5 DC
- F3 D0 must be D6 DC
- F4 D0 must be D7 DC
Yes
Yes
Hyronymus wrote:And on
http://wiki.ttdpatch.net/tiki-editpage. ... gricutural :
Code: Select all
776 * 15 04 0A 95 01 F0 D0 "ÞStatek" 00
778 * 31 04 0A B0 01 25 DC "ÞGospodarstwo hodowlane" 00
801 * 25 04 0A B0 01 66 DC "ÞZakłady mięsne" 00
822 * 15 04 0A B0 01 65 DC "ÞBrowar" 00
845 * 28 04 0A B0 01 7D DC "ÞZakłady odzieżowe" 00
- F0 D0 must be F1 D0
- 25 DC must be F1 D0
- 66 DC must be F2 D0
- 65 DC must be F3 D0
- 7D DC must be F4 D0
Yes
Hyronymus wrote:There is also a mistake on the fishing grounds I believe, see line 965. It asks for a translation of "Team", I think that should be a translation of "Prod".
The word team there is the group of people who currently work there. The word crew does not fit well, because the crew is the group, who operate the ship (sailors), and there are people who operate fish shop. How to call them? I called them TEAM, but I can be wrong.
Yes
Hyronymus wrote:And I've been disobedient by naming a few statues to Dutch examples like a statue of Thorbecke (a great politician from the 1800's). If you don't like this "localisation" I'll undo them.
I'm STRONGLY against renaming the statues of V.I. Lenin and Bronze horseman, and I do not like the idea of renaming in general, even for hotels. IMHO, Translating George to Dutch definitely should not be Peter or John. I hope you understand the point.
Hyronymus wrote:About the reported mistakes by other translators: I'm not sure if it's really wrong because I can't tell if it's really the same language. Also, some rather seem to cut & paste instead of copy & paste from a block above.
I'm sure you are allowed to fix them, the same way as any other user. Wiki is done to allow all of us to work for the common wealth.
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 13 Mar 2011 21:00
by Hyronymus
OK, I'll have a look over the other lines but people of that language shouldn't blame me if it's (still) wrong.
And localisation: the Dutch don't have much up with Captain Cook, we had our own notable sailors and adventurers

. But I'll undo it.
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 13 Mar 2011 21:30
by Eddi
George wrote:The word team there is the group of people who currently work there. The word crew does not fit well, because the crew is the group, who operate the ship (sailors), and there are people who operate fish shop. How to call them? I called them crew, but I can be wrong.
how about "staff"?
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 13 Mar 2011 21:36
by George
Eddi wrote:George wrote:The word team there is the group of people who currently work there. The word crew does not fit well, because the crew is the group, who operate the ship (sailors), and there are people who operate fish shop. How to call them? I called them crew, but I can be wrong.
how about "staff"?
I do not know. If you think it is a better word you can change the wiki
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 13 Mar 2011 21:38
by planetmaker
+1 for staff
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 13 Mar 2011 21:46
by Hyronymus
Maybe the translation I found is wrong but it seems the place where fish is sold after being brought ashore is called fish market in English (I searched from the Dutch word visafslag). Can't you call them marketman then is English?
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 13 Mar 2011 21:50
by planetmaker
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 13 Mar 2011 22:33
by George
Hyronymus wrote:Maybe the translation I found is wrong but it seems the place where fish is sold after being brought ashore is called fish market in English (I searched from the Dutch word visafslag). Can't you call them marketman then is English?
No, you have misunderstood.
Fishshop - a place on the ship where the caught fish is being cut, drawn (cleaned) and frozen
planetmaker wrote:IIRC that'd be fish monger, if it relates to selling fish (only)
Wrong. They do not sell fish. They cut fish.
This people operate (work in) the on-board fish processing plants.
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 14 Mar 2011 10:11
by Hyronymus
George, the Dutch translation is done.
For the fishing grounds I wetnt for "Personeel", Dutch for employees. I think it's a safe translation.
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 14 Mar 2011 11:58
by michael blunck
George wrote:
This people operate (work in) the on-board fish processing plants.
"Deckspersonal" (de) - "deck crew" (en)
"Verarbeitungspersonal" (de) - "processing crew" (en)
See:
For fish processing vessels of more than 1600 gross tons or entering into service after December 31, 1987, and having more than 16 individuals on board primarily employed in processing, the licensed individuals and
deck crew “when at sea” must be divided into at least 2 watches; there are no watches established for the
processing crew or engine room department.
http://www.mikkelborg.com/news.php?id=5150
(emph. mb)
regards
Michael
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 14 Mar 2011 12:26
by George
michael blunck wrote:George wrote:
This people operate (work in) the on-board fish processing plants.
"Deckspersonal" (de) - "deck crew" (en)
"Verarbeitungspersonal" (de) - "processing crew" (en)
Is it the same for Oil rig?
Would it be better for gameplay to call them simply "crew" both for Oil rig and Fishing grounds?
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 14 Mar 2011 12:38
by Hyronymus
Or workmen / employees / worker. I think it doesn't hurt to keep it simple.
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 14 Mar 2011 12:42
by michael blunck
George wrote:
Is it the same for Oil rig?
IIRC, they´re called "(process) operators".
George wrote:
Would it be better for gameplay to call them simply "crew" both for Oil rig and Fishing grounds?
"Crew" would be OK, yes.
regards
Michael
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 14 Mar 2011 13:33
by George
1.1 is out
Main changes:
- Polish and Dutch translations.
- mines now have stronger requirements for growth.
Please check if it is enough or even more strict requirements are required
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 14 Mar 2011 13:39
by Hyronymus
George wrote:1.1 is out
Savegame-compatible or will it break?
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 14 Mar 2011 13:40
by George
Hyronymus wrote:George wrote:1.1 is out
Savegame-compatible or will it break?
Should be compatible
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 16 Mar 2011 23:43
by JoopNL
George wrote:1.1 is out
Main changes:
- Polish and Dutch translations.
- mines now have stronger requirements for growth.
Please check if it is enough or even more strict requirements are required
Hi, i've been playing OpenTTD with ECS and other NewGRF's for a good part of the day. Never played with NewGRF's before, I'm quite impressed by all the possibilities.
I did run into a problem with ECS mine growth. Maybe I'm doing something wrong, in any case I can't figure it out.

The problem I'm having is that I can't get the production levels of a couple off Coal mines above 12%. I've got a small network with 3 Coal Mine's and a Power Staion on it. Trains run in one direction (it's more or less a loop). There are three trains per Coal Mine. However, most of the time the trains are waiting at the mines to generate enough coal. In fact, there is almost constantly a traing sitting at each mine. No coal is "lost" or whatever. The Production Level however never increases above 12%.
At the WIKI (
http://wiki.ttdpatch.net/tiki-index.php ... BVCoalMine) I read that the production level should increase according to these rules: Transportation: 51% – 75% = Increase production level by 1, Transportation: >75% = Increase production level by 1 with 75% probability. So I would assume the production level should increase all the way up to 100%. (?) (Is the WIKI still up-to-date? It appears the most recent update was past december.)
I also noticed that the "percentage transported" pretty much constantly sits at 70 (never higher). According to the rules above this should be more the enough for the mine to grow, but it is strange that this number also isn't at 100%.
Any ideas?
Re: ECS vectors v1.0 (by George) 31/12/2010
Posted: 16 Mar 2011 23:55
by Yexo
JoopNL wrote:I also noticed that the "percentage transported" pretty much constantly sits at 70 (never higher). According to the rules above this should be more the enough for the mine to grow, but it is strange that this number also isn't at 100%.
"Percentage transported" depends on the station rating. How the station rating is calculated is described on the
Game Mechanics page on the OpenTTD wiki.