ECS vectors v1.1.2 (by George) 19/06/2011

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Do you use ECS with TTDP?

I use ECS under TTDP
5
3%
I use ECS under TTDP and OTTD
6
4%
I use ECS under OTTD
158
93%
 
Total votes: 169

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George
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

AP wrote:would it be possible to separate them as grf's?
Technically - yes. No, I should not do it.
AP wrote:Can you think of a way or someone to solve this?
You can cut a standalone industry from any ECS vector in about 5 minutes. But is it what you need?
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

Smaug wrote:Well, as I understand it correct you mean - for instance in the basic vector where there are 2 parameters - that the parameter concerning Gold and Valuables should be 0 and the parameter concerning the production should be 1?
Yes
Smaug wrote:So if we talk about the first parameter (the first number behind the grf file in the config) we are talking about parameter number 0?
Yes
Smaug wrote:I knew parameter bits themselfs count up from zero, but I didn't know that also counts for the parameter numbers.
Wiki says so :bow: :lol: :lol:
Smaug wrote:What I ment about bit number three (the fourth bit in the fourth parameter as I understand it, "No closure of serviced industries and player's industries") is the following: the fourth parameter counts up from 0 to 7 and bit 0, bit 1 and bit 2 are put in all possible combinations there. Now bit 3 is added and that makes a lot more possible combinations. And here is where I lost the track (in a matter of speaking).
I suggest to put a link to http://wiki.ttdpatch.net/tiki-index.php ... nformation as I did at http://wiki.ttdpatch.net/tiki-index.php ... asicVector and not to think about combinations.
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by AP »

George wrote:You can cut a standalone industry from any ECS vector in about 5 minutes. But is it what you need?
As written I would like to change the existing factories, power plants graphics with the one of your ECS/zimmlock's TIRS without using an ECS.
Who can help? And who would also like to use these graphics?
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

AP wrote:
George wrote:You can cut a standalone industry from any ECS vector in about 5 minutes. But is it what you need?
As written I would like to change the existing factories, power plants graphics with the one of your ECS/zimmlock's TIRS without using an ECS.
Who can help? And who would also like to use these graphics?
how do you think to place 3x4 industry over three 2x2 blocks? Impossible.
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by AP »

George wrote:
AP wrote:
George wrote:You can cut a standalone industry from any ECS vector in about 5 minutes. But is it what you need?
As written I would like to change the existing factories, power plants graphics with the one of your ECS/zimmlock's TIRS without using an ECS.
Who can help? And who would also like to use these graphics?
how do you think to place 3x4 industry over three 2x2 blocks? Impossible.

Sorry, what do you mean exactly?
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

AP wrote:
George wrote:
AP wrote:As written I would like to change the existing factories, power plants graphics with the one of your ECS/zimmlock's TIRS without using an ECS.
Who can help? And who would also like to use these graphics?
how do you think to place 3x4 industry over three 2x2 blocks? Impossible.
Sorry, what do you mean exactly?
Zimmlock drew the factory, wich consists of 12 tiles. Default factory consists of three blocks of 4 tiles. How do you plan to put 12 tiles on the place of 4?
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by AP »

George wrote:
George wrote:
AP wrote:As written I would like to change the existing factories, power plants graphics with the one of your ECS/zimmlock's TIRS without using an ECS.
Who can help? And who would also like to use these graphics?
how do you think to place 3x4 industry over three 2x2 blocks? Impossible.
Sorry, what do you mean exactly?
Zimmlock drew the factory, wich consists of 12 tiles. Default factory consists of three blocks of 4 tiles. How do you plan to put 12 tiles on the place of 4?[/quote]

I am not a coder but as far as I understand it you can set the parameters for the surface the industry claims. As you have already three time four tile there should be only a way to set the building in a fixed shape. I mean how does this (see photos) work? And why shouldn't it work with the second photo?

This integrated in a normal ttd game would be like xmas and easter on one day :wink: Or as you say horoschow :)
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

AP wrote:I am not a coder but as far as I understand it you can set the parameters for the surface the industry claims. As you have already three time four tile there should be only a way to set the building in a fixed shape. I mean how does this (see photos) work?
As you can see, it takes 2x4 tiles, while these 8 tiles consist from two 2x2 blocks with the same graphics. If you want default graphics replacement (with action A), than you should have a 2x2 block graphics.
AP wrote:And why shouldn't it work with the second photo?
because it is 3x4 tiles in size
you have the following possibilities:
a) choose 2x2 tiles block from Zimmlock's factory and replace default graphics with it
b) provide new layout (3x4 tiles) for the industry and write tiles animation code for default industry behaviour
c) provide completely new industry
What do you want to do?
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by Smaug »

George, if I understand everything correct, the value of a parameter can even be a number with 2 figures (without a space). So for example if I would like to have all behaviour included (unlimited storage place, endless mines, no closure of mines, no closure of serviced industry), I should put value 15?

If that is correct, I could write the whole list of values (explainations included) from 1 to 15 in the wiki if you like.
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

Smaug wrote:George, if I understand everything correct, the value of a parameter can even be a number with 2 figures (without a space). So for example if I would like to have all behaviour included (unlimited storage place, endless mines, no closure of mines, no closure of serviced industry), I should put value 15? If that is correct, I could write the whole list of values (explanations included) from 1 to 15 in the wiki if you like.
Correct. Yes, any help with wiki is welcome. But isn't http://wiki.ttdpatch.net/tiki-index.php ... nformation is enough?
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

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After playing the PikkaIndustries I want to start a new scenario/game with ECS. At first no industries, just started the scenario editor, swicthed on ECS and built a few industries (coal, power plant, refinery, oil rigs) .. finally "saved as game". After starting the game nothing happens, the game is freezed and at the bottom the annoying message"cannot remove obstacles..." can be seen. Closing the game is only possible via task manager. Any help appreciated (attached SaveGame, crash file + cfgs). Also I tried switching "experimental features OFF" and i deleted ttdloadw.ovl, but it didnt change anything.
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by Clovertown »

Not an ECS problem.

That's caused by saving the scenario as a game. The game expects the player to have a company in a savegame, but there isn't any since you made it in the editor. You can only save as a game in the scenario editor if you have a savegame loaded in it.

Save the scenario as a scenario and then use "play scenario" from the main menu.
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by LittleHelper »

Thanks Clovertown,
your advice did the trick! :idea:

Is it ok regarding ECS that I have 2 different kind of factories (also to be seen in the build-industry window) ?
- In the scenario editor I built a factory which now requires livestock, cereals, steel.
- The game built a factory which is looking for glass and dyes.
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

LittleHelper wrote:Is it ok regarding ECS that I have 2 different kind of factories (also to be seen in the build-industry window) ?
- In the scenario editor I built a factory which now requires livestock, cereals, steel.
- The game built a factory which is looking for glass and dyes.
Try these cheats
http://wiki.ttdpatch.net/tiki-index.php ... industries

AFAIR, there is no solution for OTTD
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by LittleHelper »

Thanks George,
if it is possible to use both kind of factories... even more challenging! :wink:
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by George »

LittleHelper wrote:Thanks George,
if it is possible to use both kind of factories... even more challenging! :wink:
I considerate it as bug, that can't be fixed by GRF
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by LittleHelper »

I have started a new game (my first game with ECS after a 2 years break) with the latest versions of the ECS-vectors Basic, Town, Food, Chemical. Thanks to George and others to make this set available. The concept is great ... and the combination with Zimlock' graphics is a cool idea. :thumbsup:!

After the first 5 years I'm really wondering how to play these vectors, esp. to get some ideas how these productions are being calculated, and I would appreciate to get some help in this respect.

I started servicing 2 oil rigs and a coal mine. Slowly but steadily I could pack back my starting loan. But after 5 years I just have 150 k pounds profit on my bank account and I don't see the possibility to create a proper income stream. Regarding the serviced industries I have:
- 1 oil rig, seviced with 1 ship. It is producing 200.000 l/month.
- another oil rig, serviced with 3 ships. It increased its production and produced for a short while 720.000 l/m, but now it felt back to only 90.000 l/m (!).
- the coal mine is serviced by 1 train and has only a production rate of 48 t/m (!) after 5 years.

I thought that the amount of produced raw material depends on the service being offered. Despite the fact that I'm servicing 1 rig with 3 ships, the amount of produced oil is lower than for the rig serviced with only 1 ship.
The other issue I don't understand, is the coal production. The train sits for half a year (!) at the station (83% of the production is being transported, the station rating is at 80%) to complete one full load, but even if it is loading coal (!!) or returns from the power plant, the production rate is going down.

I have raised similar questions in the German TT-Forum, but I received the answer that more or less nobody so far is able to play these vectors profitably.

My question(s) now:
I would like to know if others are facing identical or similar problems. If so, how is it possible to bypass these problems ?
I like the idea behind the ECS set and would like to play with it.


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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by Chico008 »

in all case, try to always keep something loading cargo.
the % will increase et remain high, and then the production will increase.

with only 1 train for yout coal mine for example, you have 80% when the train is laoding, but when it leave, the production decrease because nothing is loading it.
add a 2nd train, the production will be higher.
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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by LittleHelper »

Thanks Chico for your response.

This time I tested the following and bought right at the beginning of the game:
- 2 ships to serve 1 oil rig,
- 2 trains to serve 1 coal mine.

After 5 years the production rates are the following:
- the oil rig started with 0, increased after 3 months to 60k ... and produces now 360k l/m. THis amount can be handled by 3 ships (some over-production, but the production remains stable at 360k for more than 2 years),
- the coal mine started wih 48t/m, went to 96 and then 108, BUT the production remains for nearly 5 years at 108t/m, despite that 1 train is always loading at the station. The station rating is all the time at 80% and 83% of the production is being transported. Both trains are generating a profit ~1k per year. This isn't enough for expanding your network.

Conclusion:
I still don't see any chance to develop a proper network with these ECS-settings, esp. for the coal mine. Am I missing something ? :shock:

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Re: ECS implementation by George: ECS vectors. Beta 4 11/01/2008

Post by Chico008 »

how long your train are ?
distance between mine and the place you sell ?

me i always begin with 8 or 10 coal cars.
and 80 MIN distance between mine/rig/other and selling place.
with this coal mine often get a production of 350t/month, after that, depending the need, i add coal cars or not.
and always make trains wait for full load.
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