"Iron Horse" - A modular train set based slightly in reality

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators


User avatar
andythenorth
Tycoon
Tycoon
Posts: 4884
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth » 27 May 2019 22:59

Super realisms!

Scotland <-> SW speedlink: china clay, MOD stores, random powder hopper, timber, class B petroleum, general merchandise
Midlands steel trip: finished steel, scrap metal, random MGR coal hoppers
March <-> Washwood Heath freight: grain, empty coal and soup all from Kings Lynn, ammonia, fertiliser, DMU fuel for Ipswich, ferrywagons for Harwich

I made all this up, it's just cartoon trains :twisted:
Attachments
maximum_foam.png
maximum_foam.png (134.52 KiB) Viewed 1466 times

SimYouLater
Director
Director
Posts: 599
Joined: 03 Apr 2016 20:19

Re: "Iron Horse" - A modular train set based slightly in reality

Post by SimYouLater » 28 May 2019 03:28

andythenorth wrote:Super realisms!

Scotland <-> SW speedlink: china clay, MOD stores, random powder hopper, timber, class B petroleum, general merchandise
Midlands steel trip: finished steel, scrap metal, random MGR coal hoppers
March <-> Washwood Heath freight: grain, empty coal and soup all from Kings Lynn, ammonia, fertiliser, DMU fuel for Ipswich, ferrywagons for Harwich

I made all this up, it's just cartoon trains :twisted:
You added a speedlink van?
Licenses for my work...
You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.
Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.


User avatar
andythenorth
Tycoon
Tycoon
Posts: 4884
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth » 06 Jul 2019 11:45

Iron Horse 2.0.0 Alpha 11 now on Bananas ;)

Sprites are about 90% done, hoping to get a 2.0.0 beta out...soon :twisted:

Changes from 2.0.0 Alpha 10
  • added coal hopper cars, separate from generic hopper cars
  • rework generic hopper car appearance
  • added grain hopper cars, separate from generic covered hopper cars
  • rework generic hopper car appearance
  • added chemical tank cars, separate from generic tank cars
  • sprites complete for
    • Haar 0-8-0
    • coal hopper cars
    • hopper cars
    • grain hopper cars
    • gen 4A, 4B and 5A covered hopper cars
  • tweaks to chassis sprites
  • fix gen 3C mail car TPO livery out-of-order / \ angles
  • show role types for engines in buy menu text
  • split up express and freight vehicle intro date offsets more, to avoid too many simultaneous new vehicle messages
  • fix spacing of vehicle intro dates, using month offsets not days, as OpenTTD is believed to round to nearest month
  • compile optimisations
    • use nml->nfo->grfcodec to produce the final grf, this provides a much faster compile in cases where only graphics have changed
    • option to compile without cargo sprites, speeds up compile by about 55% in tests
    • adjust how makefile triggers docs generation
    • use multiprocessing pool for docs image generation
  • updated translations from web translators

Diesel Power
Traffic Manager
Traffic Manager
Posts: 132
Joined: 18 Jun 2016 19:05

Re: "Iron Horse" - A modular train set based slightly in reality

Post by Diesel Power » 06 Jul 2019 13:18

Sounds great! I like loadsa wagons.
Is there a to-do list, so we don't report bugs/missing sprites that you're aware of?

User avatar
andythenorth
Tycoon
Tycoon
Posts: 4884
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth » 07 Jul 2019 07:16

Diesel Power wrote:
06 Jul 2019 13:18
Is there a to-do list, so we don't report bugs/missing sprites that you're aware of?
Sprites are complete for everything except:
- chemicals tankers
- most covered hoppers
- most steam engines
- the first two electric engines

Cargo sprites are far from complete, but they are worth reporting if missing, I won't be able to test them all myself. :)


User avatar
Kevo00
Tycoon
Tycoon
Posts: 5620
Joined: 07 Feb 2004 01:51
Location: East Coast MainLine

Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 » 07 Jul 2019 20:32

Bit of Western Region action!



Aegir
Tycoon
Tycoon
Posts: 2743
Joined: 09 Feb 2004 10:02
Contact:

Re: "Iron Horse" - A modular train set based slightly in reality

Post by Aegir » 09 Jul 2019 11:09

Pretty!
Former NewGRF Coder and Sprite Artist

14:40 <orudge> I can't say I discriminate against any particular user
14:41 <Aegir> orudge: I can!

User avatar
Kevo00
Tycoon
Tycoon
Posts: 5620
Joined: 07 Feb 2004 01:51
Location: East Coast MainLine

Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 » 09 Jul 2019 19:45

125 reasons to like the set.


User avatar
NekoMaster
Tycoon
Tycoon
Posts: 3940
Joined: 16 Aug 2008 22:26
Skype: neko-master
Location: Oshawa, Ontario, CANADA

Re: "Iron Horse" - A modular train set based slightly in reality

Post by NekoMaster » 12 Jul 2019 20:15

So essentially the Blaze HST is a Iron Horse Knock off of the real HST but with support for hauling freight :D
I imagine if the HST power cars used normal coupler or chain couplers they could haul freight but for the most part I dont think that would be practical when most frieght seems to be limited to realy low speeds in Europe (Though north america isn't too much better when the average speed of freight trains is around 60-65 mph or 97-105 km/h)
Image Proud Canadian Image
Nekomasters Projects! (Downloads available on BaNaNaS!) \(>^w^<)/
# NARS ADD-ON SET 2CC | 2cc Rapid Transit For Me! (2ccRTFM) | 2cc Wagons In NML (2ccWIN)
# NML Category System (Organize your GRFS!) <- TT-Forums Exclusive Download!

User avatar
andythenorth
Tycoon
Tycoon
Posts: 4884
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth » 12 Jul 2019 21:02

NekoMaster wrote:
12 Jul 2019 20:15
So essentially the Blaze HST is a Iron Horse Knock off of the real HST but with support for hauling freight :D
"Support" => I didn't see any point in banning player from attaching freight cars :D

But actually HST freight could be a thing...each power car is just a 2k horsepower locomotive with a pointy front and high-speed gearing. :twisted:

Also https://www.railmagazine.com/news/netwo ... ks-gbrf-md

Meanwhile, Horse has an upgraded HST at a later date (train 138) :)

scorcher_2.png
scorcher_2.png (38.07 KiB) Viewed 461 times

User avatar
andythenorth
Tycoon
Tycoon
Posts: 4884
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth » 14 Jul 2019 16:54

Iron Horse 2.0.0 Alpha 12 is now on Bananas :)

Main theme of this release

After some play-testing, it became clear that there were some gaps in the engine roster, especially later in game.

It's nice to get very high-power engines available from 1990s onwards, but this left no medium-power engine available, and sometimes a medium power engine is what you want.
Especially for trains around 4-6 tiles long, which need 2000-4000 horsepower to reach top speed in a reasonable time (assuming freight weight multiplier is set to 1).

So there are some new engines included, and a general rebalancing of stats later in game :)

Also early in game, a small electric engine was missing. This is fixed, with 2 small electric engines now included :wink:

Generally I think the grf is now quite nice, and I'm still hoping to get a 2.0.0 Beta release done soon :twisted:

---------------

Changes from 2.0.0 Alpha 11
  • no savegame compatibility with previous 2.0.0 Alpha releases
  • added new general purpose / express engines
    • Stoat electric (1905)
    • Pinhorse electric (1935)
    • Wyvern diesel (1955)
    • Fury electric (1989)
    • Revolution electro-diesel (2018)
  • added new freight engines
    • Grid diesel (1983)
    • Blackthorn diesel (2020)
  • added new high speed trains
    • Blaze diesel (1980)
    • Scorcher diesel (2010)
  • removed Turtle diesel engine (replaced by Revolution electro-diesel)
  • adjusted date and power of some other engines to balance against new additions
  • reduced gen 5 and gen 6 express speeds for game balance with high speed trains
  • sprites complete for
    • chemicals tank cars
    • covered hopper cars
  • reworked sprites for
    • Screamer electric engine
    • Sizzler electric engine
    • Gosling Blast electric engine
  • for electro-diesels, power on both diesel and electric is now shown in the buy menu
  • fixed some minor sprite bugs
  • set oxygen ahead of chlorine in cryo tank car default refits
  • updated translations from web translators

Lionic
Traffic Manager
Traffic Manager
Posts: 159
Joined: 02 Jun 2014 09:13

Re: "Iron Horse" - A modular train set based slightly in reality

Post by Lionic » 15 Jul 2019 07:38

andythenorth, you've got no new locomotives between 1963 and 1980. Maybe you could adjust appearance dates so some would appear in 1970's?


User avatar
andythenorth
Tycoon
Tycoon
Posts: 4884
Joined: 31 Mar 2007 14:23
Location: Lost in Music

Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth » 19 Jul 2019 16:13

Such Horse!

Been adding / improving early electric engines. :)

stoat.png
stoat.png (197.66 KiB) Viewed 53 times
pinhorse.png
pinhorse.png (187.34 KiB) Viewed 53 times
early_electric_trains.png
early_electric_trains.png (125.61 KiB) Viewed 53 times

Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 6 guests