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 Gremnon »

Actually, I'm not sure of what happens in TTDP, but in OTTD you can load both ECS and Pikka's industries, even the Brick Chain addon.
Although recently, the nightlies have thrown up errors about PBI, but that's not something to voice here.
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

mcbane wrote:litle problem since some commits at nightlys suddenly oil is nowhere accepted anywhere.. if i remove ECS.chemicals/II its accepted again.. so i guess there need to be a fix.
edit: used all latest ECS vectors + DB set
Please provide more information. A GRF list, OTTD version, a savegame
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Re: Do you have problems with ECS vectors? Look here!

Post by Conditional Zenith »

My cement works don't show limestone (they do show sand though) in the "waiting to be processed" list, or the station acceptance list. This contradicts the wiki page at http://wiki.ttdpatch.net/tiki-index.php ... tionVector . So is the wiki page wrong, or is this a bug, or did I do something wrong? And if the wiki page is wrong, what do I use limestone for? I'm running ECS v1 beta 5 using the town, basic, machinery, and construction vectors. The other GRFs I am using are TTRSv3.02a, pb_build, and NARS 2.0. Using OTTD r14691.

Thanks for making these industry vectors, they improve the game a lot IMO.

edit: It seems I can't find any wagons to transport lime (problem with NARS maybe?), and it produces cement when provided with just sand.

edit2: Seems someone else already raised this http://www.tt-forums.net/viewtopic.php?p=728335#p728335 . Loading NARS before the Construction vector and starting a new game seems to fix it (which goes against "Vehicles and town sets should be located below the last of ECS vectors." from the FAQ at http://wiki.ttdpatch.net/tiki-index.php?page=ECSFAQ).
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

Conditional Zenith wrote:My cement works don't show limestone (they do show sand though) in the "waiting to be processed" list, or the station acceptance list.
Does it happen in the new random game? Do you use the latest GRFs?
Conditional Zenith wrote:This contradicts the wiki page at http://wiki.ttdpatch.net/tiki-index.php ... tionVector . So is the wiki page wrong, or is this a bug, or did I do something wrong? And if the wiki page is wrong, what do I use limestone for? I'm running ECS v1 beta 5 using the town, basic, machinery, and construction vectors. The other GRFs I am using are TTRSv3.02a, pb_build, and NARS 2.0. Using OTTD r14691.
Lime is designed to produce cement, wiki is correct here
Conditional Zenith wrote:edit: It seems I can't find any wagons to transport lime (problem with NARS maybe?), and it produces cement when provided with just sand.
At least DB set ECS extension allows me to transport both lime and cement
Conditional Zenith wrote:edit2: Seems someone else already raised this http://www.tt-forums.net/viewtopic.php?p=728335#p728335 . Loading NARS before the Construction vector and starting a new game seems to fix it (which goes against "Vehicles and town sets should be located below the last of ECS vectors." from the FAQ at http://wiki.ttdpatch.net/tiki-index.php?page=ECSFAQ).
As I can see from the link you gave to me, it looks like NARS uses code 1E for it's own purpose :(
Also, as I can see, this page http://www.tt-forums.net/viewtopic.php? ... 3&start=60 displays parameters to disable NARS gearing feature, that should allow lime.
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Re: Do you have problems with ECS vectors? Look here!

Post by Conditional Zenith »

George wrote:
Conditional Zenith wrote:My cement works don't show limestone (they do show sand though) in the "waiting to be processed" list, or the station acceptance list.
Does it happen in the new random game? Do you use the latest GRFs?
Yes, these were new random games (on the tropical climate if that matters). After more experimentation, this problem only seems to appear if I load NARS with re-gearing enabled after the Construction vector. What I didn't say last post is that I am using NARS 2.0pb8. All the rest of the GRFs I use and their versions were in my last post.
George wrote:
Conditional Zenith wrote:This contradicts the wiki page at http://wiki.ttdpatch.net/tiki-index.php ... tionVector . So is the wiki page wrong, or is this a bug, or did I do something wrong? And if the wiki page is wrong, what do I use limestone for? I'm running ECS v1 beta 5 using the town, basic, machinery, and construction vectors. The other GRFs I am using are TTRSv3.02a, pb_build, and NARS 2.0. Using OTTD r14691.
Lime is designed to produce cement, wiki is correct here
Conditional Zenith wrote:edit: It seems I can't find any wagons to transport lime (problem with NARS maybe?), and it produces cement when provided with just sand.
At least DB set ECS extension allows me to transport both lime and cement
Unfortunately the DB set site is giving me a 404 at the moment (seems every page at the site gives that).
George wrote:
Conditional Zenith wrote:edit2: Seems someone else already raised this http://www.tt-forums.net/viewtopic.php?p=728335#p728335 . Loading NARS before the Construction vector and starting a new game seems to fix it (which goes against "Vehicles and town sets should be located below the last of ECS vectors." from the FAQ at http://wiki.ttdpatch.net/tiki-index.php?page=ECSFAQ).
As I can see from the link you gave to me, it looks like NARS uses code 1E for it's own purpose :(
Also, as I can see, this page http://www.tt-forums.net/viewtopic.php? ... 3&start=60 displays parameters to disable NARS gearing feature, that should allow lime.
Yes, turning off re-gearing in NARS solves the issue. I was a bit hasty calling my last effort a fix. If I loaded NARS before construction but with re-gearing enabled, I could transport lime, however the re-gearable engines instead said they had a capacity of 1 tonne of limestone and I couldn't re-gear them (the refit button was greyed out). So it seems I can either have Limestone or NARS with re-gearing, not both :(

Anyway, thanks for your help.
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Re: Do you have problems with ECS vectors? Look here!

Post by PhilSophus »

Conditional Zenith wrote:
George wrote:At least DB set ECS extension allows me to transport both lime and cement
Unfortunately the DB set site is giving me a 404 at the moment (seems every page at the site gives that).
It's also part of the openttdcoop[1] pack.


[1] This is a link (this dark green on gray is driving me crazy :roll:)
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Re: Do you have problems with ECS vectors? Look here!

Post by michael blunck »

The DBXL ECS extension may be downloaded [1] also from my graphics´ thread.

[1] This is a link. (This Christmas skin is driving me crazy ...)

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

Post by George »

sub-silver rules!
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Re: Do you have problems with ECS vectors? Look here!

Post by Rainer »

Hi,

ECS refuses to build a forest in the farthest corner of the map...
Rainer 03-2009 Transport, 1984-06-24.png
Rainer 03-2009 Transport, 1984-06-24.png (45.21 KiB) Viewed 1509 times
OpenTTD nightly r15379
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NewGRF Settings.PNG (15.78 KiB) Viewed 3922 times
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

Rainer wrote:Hi,
ECS refuses to build a forest in the farthest corner of the map...
OpenTTD nightly r15379
I suppose it's a question for OTTD :oops:
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Re: Do you have problems with ECS vectors? Look here!

Post by Rainer »

Hi George,
George wrote:
Rainer wrote:Hi,
ECS refuses to build a forest in the farthest corner of the map...
OpenTTD nightly r15379
I suppose it's a question for OTTD :oops:
Perhaps you can provide information about the rules for placing a forest in your wood vector implementation...

BTW: The map is 512x512, so there should be no overflow in distance calculation.

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

Post by George »

Rainer wrote:
George wrote:
Rainer wrote:ECS refuses to build a forest in the farthest corner of the map...
OpenTTD nightly r15379
I suppose it's a question for OTTD :oops:
Perhaps you can provide information about the rules for placing a forest in your wood vector implementation...
BTW: The map is 512x512, so there should be no overflow in distance calculation.

Code: Select all

// - select possible location 
// disallow near other industries
  443 * 18	 02 0A DE 85 64 93 00 FF FF 01 0E 80 00 00 1F 00 00 84
  444 * 18	 02 0A DE 85 64 92 00 FF FF 01 0C 80 00 00 0F 00 DE 00
// disallow near towns
// town zone 00. test town var 94 - var 1c < 0
  445 * 22	 02 0A F8 86
                 94 20 FF FF \2-
                 1C 00 FF FF
                 01 0A 80 00 00 FF 7F DE 00
// store var 8d in 1c
  446 * 17	 02 0A F9 85 8D 00 FF FF 01 F8 00 00 00 00 00 F8 00
  447 * 14	 02 0A 78 81 89 00 FF 01 0A 80 00 10 F9 00
// write name to R100h
  448 * 30	 02 0A 78 89
                 1A 20 05 48 00 00 \2sto
                 1A 00 00 01 00 00
                 01 78 00 00 00 00 00 00 00 00 00 78 00
// disallow conditions in editor
  449 * 14	 02 0A FA 81 12 00 FF 01 00 84 02 02 78 00

Code: Select all

// Disallow in desert areas
 3924 * 15	 02 09 F0 81 60 33 0A 07 01 05 80 01 01 00 84
 3925 * 15	 02 09 F1 81 60 30 0A 07 01 05 80 01 01 F0 00
 3926 * 15	 02 09 F2 81 60 3D 0A 07 01 05 80 01 01 F1 00
 3927 * 15	 02 09 F3 81 60 03 0A 07 01 05 80 01 01 F2 00
 3928 * 15	 02 09 F4 81 60 00 0A 07 01 05 80 01 01 F3 00
 3929 * 15	 02 09 F5 81 60 0D 0A 07 01 05 80 01 01 F4 00
 3930 * 15	 02 09 F6 81 60 D3 0A 07 01 05 80 01 01 F5 00
 3931 * 15	 02 09 F7 81 60 D0 0A 07 01 05 80 01 01 F6 00
 3932 * 15	 02 09 F8 81 60 DD 0A 07 01 05 80 01 01 F7 00
// disallow on 0 Level 0 (wrong coasts graphics problem)
 3933 * 15	 02 09 FA 81 60 00 10 FF 01 01 84 00 07 F8 00
// disallow on water tile
 3934 * 15	 02 09 FC 81 60 00 09 01 01 01 84 01 01 FA 00
// allow in rain forest only in tropics
 3935 * 15	 02 09 FB 81 60 00 0A 07 01 FC 00 02 02 09 80
 3936 * 14	 02 09 FD 81 03 00 FF 01 FB 00 02 02 FC 00
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No revenues for refined products

Post by zombie »

Hi.

My game is in year 1929 and I deliver lots of refined products from an oil refinery to a chemical plant but my trains don't get any revenues. They deliver the cargo to the industry which stockpiles the refined products. The station accepts refined products. Any ideas?

I attached a screenshot, my openttd.cfg and the savegame. I play with nightly r15471.

Btw: very nice work George.

Kind regards

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Re: No revenues for refined products

Post by Yexo »

zombie wrote:...
You're experiencing an openttd bug that was cause by r15383 and fixed in r15495 by revering the first change. Just update to a newer nightly and your savegame should work fine again.
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Re: No revenues for refined products

Post by George »

zombie wrote:My game is in year 1929 and I deliver lots of refined products from an oil refinery to a chemical plant but my trains don't get any revenues.
Also keep in mind that industry should not have higher level, than 12% until cargo transportation level is above 50% for at least 1 output cargo.
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Re: No revenues for refined products

Post by zombie »

Hi.
Yexo wrote:
zombie wrote:...
You're experiencing an openttd bug that was cause by r15383 and fixed in r15495 by revering the first change. Just update to a newer nightly and your savegame should work fine again.
I just updated to revision 15510 but the problem still exists. Any more ideas?

Kind regards

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Re: No revenues for refined products

Post by Yexo »

zombie wrote:I just updated to revision 15510 but the problem still exists. Any more ideas?
Can you upload your savegame?
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Re: Do you have problems with ECS vectors? Look here!

Post by zombie »

Hi.

I already did in my first post on this problem: http://www.tt-forums.net/viewtopic.php?p=765133#p765133. You can also find the openttd.cfg in that post.

Kind regards

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

Post by JaW »

Hi all,
I have a problem with the parameters. I have seen the wiki of TTPatch and OpenTTD, but it doesn't work for me.

I have tried this:

Code: Select all

[preset-ECS]
ecs_agricultural_vector.b5__15_jan_2009_\ecsagriw.grf = 1 2 4 8
ecs_basic_vector.b5__13_jan_2009_\ecsbasicw.grf = 1 2 4 8
ecs_chemical_vector_ii.b5__13_jan_2009_\ecschem2w.grf = 1 2 4 8
ecs_construction_vector.b5__13_jan_2009_\ecsconstw.grf = 1 2 4 8
ecs_machinery_vector.b5__13_jan_2009_\ecsmachw.grf = 1 2 4 8
ecs_wood_vector.b5__13_jan_2009_\ecswoodw.grf = 1 2 4 8
And this:

Code: Select all

[preset-ECS]
ecs_agricultural_vector.b5__15_jan_2009_\ecsagriw.grf = 15
ecs_basic_vector.b5__13_jan_2009_\ecsbasicw.grf = 15
ecs_chemical_vector_ii.b5__13_jan_2009_\ecschem2w.grf = 15
ecs_construction_vector.b5__13_jan_2009_\ecsconstw.grf = 15
ecs_machinery_vector.b5__13_jan_2009_\ecsmachw.grf = 15
ecs_wood_vector.b5__13_jan_2009_\ecswoodw.grf = 15
But it doesn't work. What do I wrong?
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Re: Do you have problems with ECS vectors? Look here!

Post by George »

JaW wrote:Hi all,
I have a problem with the parameters. I have seen the wiki of TTPatch and OpenTTD, but it doesn't work for me.
And this: But it doesn't work. What do I wrong?
What is wrong? What do you mean by "it doesn't work"?

This is correct

Code: Select all

ECS\ECSTownw.grf = 0 0 0 15
ECS\ECSBasicw.grf = 1 15
ECS\ECSAgriw.grf = 15
ECS\ECSChem2w.grf = 15
ECS\ECSMachw.grf = 15
ECS\ECSWoodw.grf = 15
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