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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Posted: 22 Jan 2008 06:30
by George
wallyweb wrote:There is an inconsistency. The wiki says the factory accepts wood products.
I have just loaded all the latest vectors in a game and I see the factory accepting steel, glass and dyes, but I do not see it accepting wood products.
Is the wiki wrong or will this be changed in the grf?
wiki is outdated. It accepts steel, glass, dyes.
If glass or steel is available, it uses them to create goods and uses dyes (if any) to increase amount of goods (paint them). If dyes is the only cargo or no income cargo is defined, it produces goods from nothing And uses dyes to paint them
wallyweb wrote:Another question:
The wiki says "The industry can't process only glass or wood products nor glass and wood products without steel."
Outdated
wallyweb wrote:This implies that the Machinery Vector must be loaded as well as the Wood Vector and/or the Basic Vector. In other words, If a player loads only the Town Vector and the Basic Vector, delivering Glass to the factory will have no effect. Is this correct?
No. This text was written when it was a part of Machinery vector. Now it uses the cargoes it has

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Posted: 22 Jan 2008 06:45
by wallyweb
George wrote:wiki is outdated. It accepts steel, glass, dyes.
If glass or steel is available, it uses them to create goods and uses dyes (if any) to increase amount of goods (paint them). If dyes is the only cargo or no income cargo is defined, it produces goods from nothing And uses dyes to paint them
Outdated
No. This text was written when it was a part of Machinery vector. Now it uses the cargoes it has

The wiki should be updated with these sometime tomorrow after I've had a good night's sleep. I'll try to dream up some new questions for you to answer.

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Posted: 22 Jan 2008 12:28
by Roujin
George wrote:Mine closure bug should be fixed now.
tested again with new version; difference is that the sand pit now started with 12%. But it still went down by 1% every month until it was at 3%, then it went to 0%(closure) again...
edit: that was with the running game updated to new ecs vectors version; I'll start a new game to test again...
Another question is why I only get "66% of sand transported" while it is serviced by so many lorries that there's never cargo waiting at the station?? Shouldn't it be (like) 100% then?

just what am I doing wrong here?...
Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Posted: 22 Jan 2008 12:36
by richk67
IIRC the transport rating is also based on how new the vehicles are and how fast they are. So a maglev servicing a station as frequently as a Jinty would have a far higher rating. So although you are full-loading into trucks all the time, they are not getting the other bonuses for speed, and perhaps age, that a train service would have.
See
link.
Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Posted: 22 Jan 2008 13:20
by Roujin
Do I understand it right that the protection period means it will be closed even if poorly serviced (where poorly can also mean serviced by lorries

)?
Or does the protection period only apply when the industry is NOT serviced?
edit: @richk: this cannot be valid for OpenTTD. According to what's written there, i should have a very high station rating all the time, since cargo waiting is always <100 => 130 points and days since last cargo pickup == frequency of the industry producing ~= 3 or 4 days => 95 to 130 points
that makes 225 to 260 points / 255 = 88 to 100%
But I'm stuck at 67% for some reason. And that appearently limits the cargo i recieve from the industry to 67% aswell. and that means it will decrease and decrease and decrease production until it closes.
ps: arrrrgh your nickname contains 67

stop mocking me >.<
pps: maybe i am bugging the wrong person.. should ask in the openTTD section why its downright impossible to get good ratings with road vehs... :/
ppps: OTOH, a rating of 67% is called "Very Good" by the game. Why do the industries think they should punish me if my rating is "Very Good", but not just "Excellent"?
Another Factory Question
Posted: 22 Jan 2008 13:50
by wallyweb
wiki wrote:Factories change graphics over time (according to TTRS v3 parameter 1). The change occurs independently for each tile.
What if a player does not use TTRSv3? Perhaps a player prefers to use another City Set that has its own method to change over time. What happens to the factory then?
Re: Another Factory Question
Posted: 22 Jan 2008 14:05
by George
wallyweb wrote:wiki wrote:Factories change graphics over time (according to TTRS v3 parameter 1). The change occurs independently for each tile.
What if a player does not use TTRSv3? Perhaps a player prefers to use another City Set that has its own method to change over time. What happens to the factory then?
It behaves as param=0
Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Posted: 22 Jan 2008 14:06
by richk67
Roujin wrote:But I'm stuck at 67% for some reason.
You could try adding a statue in the local town and see if that helps. It should add about 8-9%, which might not be enough, but OTOH, you wont know until you try....
ps: arrrrgh your nickname contains 67

stop mocking me >.<

Grin

I cant help being old....
Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Posted: 22 Jan 2008 14:07
by George
Roujin wrote:George wrote:Mine closure bug should be fixed now.
ested again with new version; difference is that the sand pit now started with 12%. But it still went down by 1% every month until it was at 3%, then it went to 0%(closure) again...
edit: that was with the running game updated to new ecs vectors version; I'll start a new game to test again...
That is strange. This change should affect existing games too

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Posted: 22 Jan 2008 14:12
by Roujin
ok, putting this in new post since several posts have been posted inbetween

:
I found the page I need on the openttd wiki:
http://wiki.openttd.org/index.php/Game_ ... ion_rating
Now I exactly know why its 67% (once the lorries are not new anymore)
less than 4 days since last cargo pickup = 130 points = 51%
less than 100 units of cargo waiting = 40 points = 16%
I won't get more unless 1) the lorries are brand new (not practicable), 2) they are above 52 mph fast (not possible until very late in game), 3) I build a statue in town (costly) or 4) I repeatedly advertise in town (costly)
this essentially means that I cannot service ECS Industries with lorries until late game except I keep spending money in the town the industry belongs to.
Is this intended?
Re: Another Factory Question
Posted: 22 Jan 2008 14:32
by wallyweb
George wrote:wallyweb wrote:wiki wrote:Factories change graphics over time (according to TTRS v3 parameter 1). The change occurs independently for each tile.
What if a player does not use TTRSv3? Perhaps a player prefers to use another City Set that has its own method to change over time. What happens to the factory then?
It behaves as param=0
Do you mean this one?:
TTRSv3 wrote:0 - Use the new building types only, default TTD buildings are disabled
Does this mean that unless the player is using TTRSv3, there will be no time based changes to the Factory's graphics?
Re: Another Factory Question
Posted: 22 Jan 2008 15:05
by George
wallyweb wrote:George wrote:wallyweb wrote:What if a player does not use TTRSv3? Perhaps a player prefers to use another City Set that has its own method to change over time. What happens to the factory then?
It behaves as param=0
Do you mean this one?:
TTRSv3 wrote:0 - Use the new building types only, default TTD buildings are disabled
Does this mean that unless the player is using TTRSv3, there will be no time based changes to the Factory's graphics?
One more mistake

param 2
2nd 0 (default) time sequence is followed.
1 - Force the 1920-1950 era. This means that the graphics for this era are used no matter what year it actually is in the game.
2 - Force the 1950-1980 era.
3 - Force the 1980-2010 era.
4 - Force the 2010-forever era.
5 - Mix all eras. This means buildings from all eras can appear no matter what year it is in the game.
value 5 would mean endless cycle
Re: Another Factory Question
Posted: 22 Jan 2008 15:22
by wallyweb
George wrote: ...
Ok ... If the player is using TTRSv3, the Factory will behave according to the player's parameter values. If the player is not using TTRSv3, then normal time cycles will be followed.
Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Posted: 22 Jan 2008 18:06
by George
George wrote:Mine closure bug should be fixed now.
Sorry, the fix does not work as intended in all the cases

I have to make a deeper research.
Edit:
Belugas and me found the reason for closures. Hope we will provide a solution soon.

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Posted: 23 Jan 2008 02:21
by jacke
Hello George and Wallyweb
Today I tried out the ECS vectors in the tropical climate in OTTD, and I found that no fruit plantations were generated. I tried to fund one myself, but I just get an error that they can't be built in rainforests. If I try to build them in the desert, I just get "This industry can't be built in desert" (which is correct behaviour I suppose).
I can add that I try place them near water as the wiki states as a requirement. I also tried to place it on sloped land, but I guess I should get a different error message if that was the problem?
Is sloped land really a requirement? In a temperate map I generated, fruit plantations appeared on flat ground too.
/ Jakob
Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Posted: 23 Jan 2008 05:05
by George
jacke wrote:Today I tried out the ECS vectors in the tropical climate in OTTD, and I found that no fruit plantations were generated. I tried to fund one myself, but I just get an error that they can't be built in rainforests. If I try to build them in the desert, I just get "This industry can't be built in desert" (which is correct behaviour I suppose).
I can add that I try place them near water as the wiki states as a requirement. I also tried to place it on sloped land, but I guess I should get a different error message if that was the problem? Is sloped land really a requirement? In a temperate map I generated, fruit plantations appeared on flat ground too.
No, sloped land is not a requirement, but possibility. On the picture it looks like a rain forest. You should build between the rain forest and desert. Try the land edge for example. As for error message - yes, it should display different, message for every check.
Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Posted: 23 Jan 2008 14:19
by Korenn
George, could you address the truck issue? I think it's a valid point.
Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Posted: 23 Jan 2008 14:51
by George
Korenn wrote:George, could you address the truck issue? I think it's a valid point.
closure bug will be fixed. As for 67% I'll have a look as soon as the closure bug is fixed
Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Posted: 23 Jan 2008 15:00
by Roujin
In my running game I now use the work around to fund a statue in every town that has a primary industry I service. This way it somehow works, but it's still quite fragile.
Well, I don't want to hasten you, so I'll patiently wait for new releases.

Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008
Posted: 23 Jan 2008 15:08
by wallyweb
wiki wrote:They can't be built near other factories, sawmills, glass works nor steel mills.
Now that Dyes have been substituted for Forest Products, shouldn't this be changed to "They can't be built near other factories,
chemical plants, glass works nor steel mills."?
Also, please define "near" ... what is the minimum number of tiles required to separate these industries?