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Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 02 Aug 2010 11:22
by Emperor Jake
andythenorth wrote:Electricity is interesting. I've considered various schemes.

3. Pikka suggested adding a cargo 'electricity' in units of 'volts' or 'joules' or something. Well it is *a* solution :P
Vehicle Stats: Electricity Wagon
Capacity: 20 Volts of electricity
Heading to Prinningdore Aluminium Plant from Frardington Power Station :P

Another idea:
I'm not sure if this is possible, but could sending old and no longer really useful engines to the junkyard increase its production? :twisted: You know, just like IRL?

- Jake

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 02 Aug 2010 11:37
by FooBar
Better use Ah as capacity, but that's a different story. Shipping electricity is probably something for a FIRS add-on.

Sending engines to junk yards isn't really possible I think. Industries cannot query information like "a train with age x just got sold in depot y tiles from industry z".

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 02 Aug 2010 12:34
by Bob_Mackenzie
Sending engines to junk yards isn't really possible I think. Industries cannot query information like "a train with age x just got sold in depot y tiles from industry z".
Shame - its a really nice idea

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 02 Aug 2010 18:14
by Ogre
FooBar wrote:Sending engines to junk yards isn't really possible I think. Industries cannot query information like "a train with age x just got sold in depot y tiles from industry z".
That would have an enormous impact on the production of the respective junkyard, if the players is scrapping an entire fleet of 50-wagon consists, huh?


I just upgraded to 0.3 and here is a bit of positive feedback:

Some of these (german) translations are outstanding. Personally I didn't come up how to translate "engineering supplies" adequately without restricting the meaning too much.

However I think that some of the dates are inadequate, e.g. the paper mill. As long a I can remember, the technique of paper (or was it papyrus) was develdoped in a time not covered by OpenTTD. In addition, there is a little timespan, where iron ore is accepted nowhere, while the machine shop requests steel. Is this supposed to be corrected by the blacksmith?

Finally there are some (german) translations which imho are not the best, e.g. the machine shop, the dairy farm... May I offer a bit of help?

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 02 Aug 2010 19:05
by FooBar
Please post your suggestions for translation, preferrably directly to the issue tracker. You need an account for that though (which you can create yourself).

As for the industry introduction dates: those are not set in stone and can be changed if there's good reason. To continue on the paper mill: paper is around for quite some time, but the type of paper mill represented in FIRS is not. We don't intend to represent the full history of each cargo, but feel free to suggest a different introduction date.

And yes, the blacksmith indeed should cover the gap of iron ore not being accepted by anything.

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 02 Aug 2010 19:42
by Alberth
FooBar wrote:Better use Ah as capacity, but that's a different story. Shipping electricity is probably something for a FIRS add-on.
The physical form of Ah would be 'battery', and we already have those, in toyland.

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 03 Aug 2010 02:39
by NekoMaster
For the whole electricity problem, why not make a new rail called "Power Lines" and include a fast but invisable (or make it look like a blue spark moving across the lines once in awhile) train that will carry electricity from the Power Station from a "Transformer" to the factories\plants "Transformer"

Also this will need a power line bridge graphic sot hat when you run lines over normal rails and roads the "Power" train wont stop\crash traffic.

I'm not sure how easy it would be to impliment this, you can try ripping the power line graphics from simutrans if you can get permission to do so. Other then that I got nothing else.

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 03 Aug 2010 15:24
by aantono
NekoMaster wrote:For the whole electricity problem, why not make a new rail called "Power Lines" and include a fast but invisable (or make it look like a blue spark moving across the lines once in awhile) train that will carry electricity from the Power Station from a "Transformer" to the factories\plants "Transformer"

Also this will need a power line bridge graphic sot hat when you run lines over normal rails and roads the "Power" train wont stop\crash traffic.

I'm not sure how easy it would be to impliment this, you can try ripping the power line graphics from simutrans if you can get permission to do so. Other then that I got nothing else.
I've posted a write-up on the whole power-lines thoughts in another thread - http://www.tt-forums.net/viewtopic.php? ... 14#p891214, though not sure if that's going to be posible.

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 03 Aug 2010 20:14
by NekoMaster
Another idea using my idea, is instead of a new cargo, just make a train with a spark graphic that delivers supplies instead of electricity from the power station to the factories or producers

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 03 Aug 2010 20:19
by andythenorth
The electricity ideas are all intriguing hacks. Maybe you guys should start a new thread :)

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 03 Aug 2010 20:24
by NekoMaster
andythenorth wrote:The electricity ideas are all intriguing hacks. Maybe you guys should start a new thread :)
lol, but I would prefer it if FIRS we're to support "Electricity" since it already has a supply chain for industries and what better supply then electricity it self to run the other supplies?

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 03 Aug 2010 20:32
by lawton27
NekoMaster wrote:
andythenorth wrote:The electricity ideas are all intriguing hacks. Maybe you guys should start a new thread :)
lol, but I would prefer it if FIRS we're to support "Electricity" since it already has a supply chain for industries and what better supply then electricity it self to run the other supplies?
Probably as an expansion grf? not all players will wish to fiddle around with a tricky electricity grf but it would be really good to have.

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 05 Aug 2010 12:57
by tedexy
hello, I have a problem, I have installed FIRS and old wagons new cargos, but trains going at stations do not load anything..... did any of you experience this problem?

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 05 Aug 2010 16:06
by Lord Aro
Did you refit the vehicles?

Re: FIRS Industry Replacement Set - v0.2 Officially Released

Posted: 10 Aug 2010 07:19
by Arie-
andythenorth wrote:Nice. Anyone got more? Seeing how players use FIRS helps us design the set :)
Well, since you ask... First a small thing about my playing style: no excessive terraforming, no gicantic intersections, one or two flyovers is ok and ofcourse cargodist. Furthermore this being my first game with FISH, i decided to use ships to cross water instead of building islands and bridges in the water.
My strategy? I usually link some primary industries to the aluin plant and steel mill: scrap, iron, bauxite and coal. This because engineering supplies are extremely important This implies that if I want to make quick starting money I look for some closely coupled industries so i do not spend to much money on track.
Now since I use 2cc+nutracks and start in 1940, 120km/h track without overhead lines is enough. However I have to avoid mountains (even hills) as those slow down my trains enormously.
Oh, and mapsize is 512*256 while playing with cargodist OpenTTD_CD_g0f7d66d2_win32 from the thread on the OpenTTD development forum. This game was actually a test to find whether I liked the changed supply scale algorithm (from number of stations to cargo waiting at the next hub).

Image
newgrfs
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map; size 512*256
The two screens above show my newgrf settings and the world map I'm playing in. Luckily there are some usable primary industries near each other, with a steelmill on an acceptable distance. A small hill I have to work around, but that's no problem.

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network after one year
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cluster of four primary industries
Now, with one year passed, I hooked up some primary industries as you can see. My cash is largely gone, but I have a steady initial income and still have some space for additional trains. The length I chose for the trains seems to be too large, trains slow down a lot on hills, with a small ammount of trains this isn't a problem, however, with increasing traffic density distances between are more important.

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worldmap after two years
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steelmill after two years
As you can see, I decided to hookup a useful machine shop to my network, as well reserve some space for the aluin factory as a bauxite mine is nearby. Currently not enough cash to buy more trains for a steady production level, lay tracks for distribution of engineering supply and buy the trains required. That'll come later.

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five year world map
So my income is increasing steadily with additional trains, I've hooked up some more primaries, to the left there are an iron mine and a bauxite mine. I've not yet made a decision, but i'm thinking of transferring all primaries to the steel mill with the exeption of bauxite going to the aluin plant.

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uphill steam problem
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four tracks uphill
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and from the other side
After ten years with the increasing number of trains my network occasionlly stops and i have to manually reverse trains and signals in order to fix issues (trains going uphill with a speed of 1Km/h).
That leaves me with two choices: more expensive trains or additional (uphill) tracks. I chose the latter because during later stages of the game I always have issues improving my network as the tracks become to crowded, additional tracks are useful always.

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steel mill and network after 15 years, please note the brewery being supplied with fruit and veggies from farms
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a cluster of serviced farms
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an engeneering supplies transferium
Some big changes in the last five years. I've hooked up the engineering supplies to the cluster of two coal mines, an iron mine and the scrap yard. And connected a cluster of farms as well, fruit and veggies to a brewery and livestock via a dock transferium to trains waiting on the otherside of the water, uphill to a meat packer.
All the time during playing I improved crossings; doubled tracks and bought trains.

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another transferium, this time at the bauxite and iron mine to the left side of the map
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I connected a second cluster of farms
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the stations and hubs at the first cluster improved
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loading and unloading at the machine shop
Twenty years into the game the machine shop production I at a good level. I've now got trains strong enough to no longer be bothered by hills in such a way that it brings problems to my network. So I can start working on other industry chains, wool wood etc. But first some more network optimalisation because that'll come in handy when there are a lot of trains running.

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all vehicles
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all industries
So the last screenshots. One with all trains, road vehicles and ships in this game. The second one shows all industries by type. Finally a link to the savegame.

Edit: Two things to add. 1- sorry for breaking layout, next time I'll split the post in several messages. 2- Forgot to mention that my weight multiplier is set to 8X.

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 10 Aug 2010 17:22
by Wilson999
@Arie - Nice network :) Thanks for posting, it's always interesting to see how other people play.

Re: FIRS Industry Replacement Set - v0.2 Officially Released

Posted: 10 Aug 2010 20:51
by andythenorth
Arie- wrote:Well, since you ask... First a small thing about my playing style: no excessive terraforming, no gicantic intersections, one or two flyovers is ok and ofcourse cargodist.
Thanks :) It's nice to see this stuff.

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 11 Aug 2010 20:22
by Muzzly
I would like to thank you for creating FIRS set :-)

I have some suggestion. In Sub-tropical climate is it possible not to place forest inside of the desert ? It looks not very realistic :-)

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 11 Aug 2010 21:22
by Bob_Mackenzie
Only 80 tons of sand! :mrgreen:
Desert Trans, 05-12-1915.png
Desert Trans, 05-12-1915.png (82.36 KiB) Viewed 3221 times
@muzzy - the desert probs are well know and AFAIK on the list to be fixed

Cheers

Bob

Re: FIRS Industry Replacement Set - v0.3 Officially Released

Posted: 11 Aug 2010 21:52
by NekoMaster
Bob_Mackenzie wrote:Only 80 tons of sand! :mrgreen:

Bob
Your service sucks that why (32% transported) :p , you need to have very good service to improve production or send E.Supplies to the pit for production increase