Re: Do you have problems with ECS vectors? Look here!
Posted: 07 Jun 2008 22:31
Ty athanasios 

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You are right. Michael promised it for 0.9 version.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 need 71% for grow. I think I should decrease it to 69%sportbotaniker wrote:69% of oil is delivered
my stations are rated 70%.
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.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.
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.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.
Oh, I see. Let's have a lookClovertown wrote: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.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.
Also, I didn't notice it before but starting at 2099 the production happens in the winter not the summer.
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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
max value is 65536 that means the overflow happens in 1920+65536/365.25=1920+179=2099-th.Wiki wrote:The following variables are always available:
Number Size Meaning
00 W current date (counted as days from 1920)
Hotels provide touristsfjb 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.
I can't reproduce it. Does it happen with clean trunk?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.
It is a feature. Transport 0% cargo this month and next month it will produce both the cargoesRainer 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).
In 5 months. That is intended. I plan to review these values.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.
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.George wrote:I can't reproduce it. Does it happen with clean trunk?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 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:It is a feature. Transport 0% cargo this month and next month it will produce both the cargoesRainer 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).
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.George wrote:In 5 months. That is intended. I plan to review these values.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.
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%.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
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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
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: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.George wrote:I can't reproduce it. Does it happen with clean trunk?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.
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.Rainer wrote: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:It is a feature. Transport 0% cargo this month and next month it will produce both the cargoesRainer 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).
No. in 124 months. 6 months is exponential (non-smooth) changeRainer wrote: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.George wrote:In 5 months. That is intended. I plan to review these values.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.
I reread the wiki about coal mines and noticed that there is no such area.A "smooth" production change means going from "Very low" to "Ultimate" and back within 6 Months. Right?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
Not a good idea because station rating change is smooth at most 2% per cycle.Rainer wrote:so that is much more than a "normal" 12.5% probability production change on over 85%.
What about the following proposal:
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?George wrote: That works this way because industry counts amount of distributed cargo, not transported cargo.
regards[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.
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.michael blunck wrote: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?George wrote:That works this way because industry counts amount of distributed cargo, not transported cargo.