Tyne and Wear Metro GRF [Test GRF - Red unit testing]

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Tyne and Wear Metro GRF [Test GRF - Red unit testing]

Post by Doorslammer » 21 Jun 2008 12:41

6/7/2008: All units are ready for testing please make sure you update your GRF files (Windows file updated only so far)
Windows Testing GRF: https://www.tt-forums.net/download/file.php?id=93855
DOS Testing GRF: https://www.tt-forums.net/download/file.php?id=93232

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Sprites General: Monaro Doorslammer
Test file coding: dev|ant
Advice and General Ar*e-Saving :wink: : Dave Worley and Ameecher
Test pictures: Badger

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Older post below.

I thought I may as well give it as good a shot as I can for my first attempt at this.

It is a Tyne and Wear Metrocar, built by Metro-Cammell back in the late 70s and early 80s for the light rail project run by the local PTE in Newcastle-upon-Tyne. Although they have updated to a few different colours now, I have started simply with the basic cadmium yellow and white scheme it ran from the opening day to around 1994. I will endeavour to do more in the future, but would like to see this first one in-game first as a sort of test.

As I say, I hope to find a coder interested in something different for a change. It is a light rail car design that runs on the old heavy rail routes with a 1500V DC system (unique to Britain now, as the similarly powered Woodhead Line closed). I believe best solution for this train would be to code it for ordinary overhead lines in TTDP and OTTD.

Stats and more info found here: https://groups.msn.com/tyneweartransport ... arter.msnw

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And now the PNG file done so far.
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Re: Tyne and Wear Metro GRF: Coder required

Post by Dave » 21 Jun 2008 13:37

Looks good, but I personally think the windows are a bit ... Bright.

May I suggest you join our efforts in the BR Set? ;)
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Re: Tyne and Wear Metro GRF: Coder required

Post by Doorslammer » 21 Jun 2008 15:40

Dave Worley wrote:Looks good, but I personally think the windows are a bit ... Bright.

May I suggest you join our efforts in the BR Set? ;)
I'll definitely consider. I'll give it a go if nothing else. :)

A shade or two darker perhaps on the front windows perhaps? Or was the windows in general all too bright?

Anyhow, this was the attempt at darkening the windows, it certainly made a big difference I think.
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Re: Tyne and Wear Metro GRF: Coder required

Post by Dave » 21 Jun 2008 16:14

Generally, it's accepted that the windows are quite dark, although I like your interpretation. Mind trying to create sprites with darker windows (using the blue-grey shades) and comparing the two on the forum?
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Re: Tyne and Wear Metro GRF: Coder required

Post by Doorslammer » 21 Jun 2008 17:01

I have had one more attempt at the windows for today. I shall see what tomorrow brings in replies before more action tomorrow. :D
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Re: Tyne and Wear Metro GRF: Coder required

Post by Ameecher » 21 Jun 2008 17:10

Traditionally, TTD windows are grey and it would look weird if just this wasn't.
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Re: Tyne and Wear Metro GRF: Coder required

Post by Doorslammer » 21 Jun 2008 17:34

Having a bit of trouble distinguishing between the real dark shades, but hopefully this yield some better results.

Plus, thanks to the recent bout of 'enthusiasm' we just had, I've done the refurbished units too. Also, all units now have the roof detail I forgot to do last time. :oops:
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4001, Refurb units with roof detail
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Re: Tyne and Wear Metro GRF: Coder required

Post by Dave » 21 Jun 2008 19:22

:D

You've missed the rear view of the unrefurb'd one, it's still got the old windows.

And also, get some pixel randomisation down. It's one of my major weaknesses, but it can be done, I assure you :P
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Re: Tyne and Wear Metro GRF: Coder required

Post by dev|ant » 22 Jun 2008 12:19

If you don't get any other offers I'll code these up for you tomorrow night (ie. around 24 hours from now). Too late to tackle any coding tonight!

Oh specs and standard configurations would be handy too. :lol:

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Re: Tyne and Wear Metro GRF: Coder required

Post by Doorslammer » 22 Jun 2008 12:53

A legend if you can, good sir. :D

Um, the good old anoraks over at the MSN Group have a page chockers of performance, capacity and other lovely things besides... http://groups.msn.com/tyneweartransport ... arpg4.msnw

Tare weight - 40 tonnes
Seating capacity - 68 persons
Crush load standing capacity (6 per sq. metre) - 232 persons
Traction Motors - 2 per unit, Siemens type 1KB2021 4MH02 monomotor, 185kw (continuous)
Max. speed - 80km/h (only UK service entirely in metric)
Min. curve - 50m
Min. curve in passenger service - 120m
Max. gradient - 1 in 25
Max. gradient in passenger service - 1 in 30
Initial service acceleration rate - 1m/sec/sec
Max. service braking rate (all loads) - 1.15m/sec/sec
Max. emergency braking rate (tare) - 2.6m/sec/sec
Max. emergency braking rate (crush load) - 2.1m/sec/sec

Also, the link tells us:

A Metrocar is a two section articulated light rail vehicle with bodywork formed from a steel frame with aluminium body panels. The car is mounted on three double axle bogies of Duwag design. Two monomotors bogies are fitted, one at each end of the vehicle and an unmotored bogie supports the articulation. Up to four Metrocars can be coupled and operated together but there is no vehicle to vehicle access across the couplings.

Trains are one man operated and the driver has radio communication with the control centre. He can also make public address announcements to his passengers. He can enable the doors, which can be opened by the passengers. The doors can only be closed by the driver.

The service braking system is load weighed and is partly pneumatic, via axle mounted brake discs, and partly rheostatic. If the rheostatic brake fails, full braking duty is still available via the pneumatic brake but only for one hour of service. In emergency braking, bogie mounted electro-magnetic track brakes assist the pneumatic brake. Wheel slide protection is fitted but is suppressed during emergency braking. An automatic train stop system is fiited which applies the emergency brake when activated. Braking regeneration into the 1500v overhead line is not possible.

The primary suspension consists of resilient wheels and rubber chevron springs mounted on the axlebox. The secondary suspension consists of air bags. Traction motors and gearboxes are suspended from the axles.

Coupling between vehicles is via BSI autocouplers.


I have an update, unfortunately, with no randomisation yet. I did attempt it, but a couple of times now it hasn't look right. But early days yet, isn't it?
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Re: Tyne and Wear Metro GRF: Coder required

Post by Dave » 22 Jun 2008 14:23

I know it's actually run on heavy rail, but it'd be nice to see this as a tram, perhaps?
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Re: Tyne and Wear Metro GRF: Coder required

Post by Doorslammer » 22 Jun 2008 14:30

Bit big for roads, plus a typical consist normally has two of the units joined up to form a four part train (unless its a Sunday of course). :)

PS Still having issues on logging in to the BR forum.
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Re: Tyne and Wear Metro GRF: Coder required

Post by Dave » 22 Jun 2008 14:33

Monaro Doorslammer wrote:Bit big for roads, plus a typical consist normally has two of the units joined up to form a four part train (unless its a Sunday of course). :)

PS Still having issues on logging in to the BR forum.
Try again now ;)
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Re: Tyne and Wear Metro GRF: Coder required

Post by dev|ant » 23 Jun 2008 12:36

I was just getting going when I realised the graphics aren't complete. :oops: If the front and back are different, then I need 8 views of each, at the moment there are only 4.
Dave Worley wrote:I know it's actually run on heavy rail, but it'd be nice to see this as a tram, perhaps?
I could possibly code a separate tram set. The question of whether or not you'd like to share the road with an 80 tonne metro set is left as an exercise for the end user. :lol:

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Re: Tyne and Wear Metro GRF: Coder required

Post by Doorslammer » 23 Jun 2008 13:03

Repetez class:

"I am a twonk"

:lol:

Sorry about that. That's electrics for you I guess.

PS Heavy rail would be my preference, but I guess a GRF for either or might be feasible.
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Re: Tyne and Wear Metro GRF: Coder required

Post by Ameecher » 23 Jun 2008 13:49

As I said in developing the UK Tram Set, I think the T&W metro should be heavy rail (although officially it is a light rail system) because in reality it doesn't run on road anywhere and as Dave says, it shares tracks with heavy rail.
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Re: Tyne and Wear Metro GRF: Coder required

Post by Doorslammer » 23 Jun 2008 14:05

I think DW is trying to say it might fit in the tram section because of it's unique power source (it can't use normal electrified BR lines) and thus keep it seperate from the proper electric trains.

But my view is that wouldn't really work, as its not something I can see doing a 180 degree turn easily... :lol:
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Re: Tyne and Wear Metro GRF: Coder required

Post by Roujin » 23 Jun 2008 15:22

Monaro:
Dave Worley wrote:You've missed the rear view of the unrefurb'd one, it's still got the old windows
This still seems to be the case ;)
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Re: Tyne and Wear Metro GRF [Coding in progress]

Post by Doorslammer » 23 Jun 2008 15:42

Oh, that's the rear attached to the side. :P Of course, now all should be well, until next error. ;)
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Re: Tyne and Wear Metro GRF [Coding in progress]

Post by 4014 in 2008 » 23 Jun 2008 16:40

Personally,if i looks like our metro,then it is our metro,i don't think it has to be exact,but close

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