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

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

Post by Diesel Power » 07 Sep 2019 09:17

Ooooooo, container wagons. Nice! Refitable to nearly everything?


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

Post by rowdog » 07 Sep 2019 21:45

andythenorth wrote:
07 Sep 2019 11:16
Diesel Power wrote:
07 Sep 2019 09:17
Refitable to nearly everything?
Everything except passengers.
Sweet, I'm impatiently awaiting the newly containerized cows!

Congrats on Iron Horse 2, I'm really liking it.

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

Post by Lionic » 12 Sep 2019 08:47

andythenorth wrote:
26 Aug 2019 21:53

There are a few challenges: North America had high maximum speeds (although not average speeds) for passenger and hotshot freight from about 1900 onwards, and real-life train speeds have broadly declined since 1950s. This is obviously a problem for gameplay progression, so there will have to be faking :twisted:
I suppose one could make a separate line of expensive high speed engines like something-like-GS-4->some kind of heavy and fast diesel or GTEL->Turbo Train->Jet Train->Something from the future.

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

Post by andythenorth » 12 Sep 2019 10:40

rowdog wrote:
07 Sep 2019 21:45
Congrats on Iron Horse 2, I'm really liking it.
Thanks :D
Lionic wrote:
12 Sep 2019 08:47
I suppose one could make a separate line of expensive high speed engines like something-like-GS-4->some kind of heavy and fast diesel or GTEL->Turbo Train->Jet Train->Something from the future.
There are plenty of US trains like that with theoretical high top speeds, it's only reality that gets in the way :twisted:


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

Post by PikkaBird » 18 Sep 2019 11:06

I certainly see nothing wrong!

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

Post by Diesel Power » 18 Sep 2019 18:31

Looks good to me.
Love the mix of 20' and 40' boxes!

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

Post by Lionic » 30 Sep 2019 18:23

Hi andy! Is there any reason except esthetics and realism to use other early freight cars beside Open Wagon? Technically it could satisfy all cargo needs.

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

Post by andythenorth » 30 Sep 2019 20:13

Lionic wrote:
30 Sep 2019 18:23
Hi andy! Is there any reason except esthetics and realism to use other early freight cars beside Open Wagon?
Iron Horse, the major difference between freight cars is visual appearance. So no, no reason ;)

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

Post by Dave » 30 Sep 2019 21:23

andythenorth wrote:
17 Sep 2019 22:29
Probably correct eh? :twisted:
Something not quite right here ?(
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Diesel Power » 01 Oct 2019 22:56

andythenorth wrote:
30 Sep 2019 20:13
Lionic wrote:
30 Sep 2019 18:23
Hi andy! Is there any reason except esthetics and realism to use other early freight cars beside Open Wagon?
Iron Horse, the major difference between freight cars is visual appearance. So no, no reason ;)
Any cargo payment rate bonuses we need to know about?

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

Post by andythenorth » 03 Oct 2019 06:58

Diesel Power wrote:
01 Oct 2019 22:56
Any cargo payment rate bonuses we need to know about?
Ok, long answer follows :)

Iron Horse 2 is of course AWESOME, and my favourite grf of all my grfs. BUT cargo payment and loading speeds are not as good as I would like. Oof. :twisted:

Cargo payment rate bonuses don't really work in OpenTTD unless the map is huge. But Iron Horse sets some anyway.

Pax Bonus / Nerf
  • Luxury pax coaches and high speed trains will age cargo slower than standard pax coaches and railcars.
  • That only works because the standard coaches are nerfed, and will age cargo rapidly.
  • Metro ages even more aggressively.
Freight Wagons 'Bonus'
These wagons set a cargo aging 'bonus':
  • Cryo Tankers
  • Edibles Tankers
  • Fruit & Vegetables Cars
  • Livestock Cars
  • Refrigerated Cars
You'd struggle to see that have any effect compared to other freight wagons.
The only way to make a freight payment 'bonus' work would be to nerf all the other freight wagons, which I'm not prepared to do. :twisted:

Loading Speeds
All loading speeds in Iron Horse need some attention anyway, but the following vehicles will load/unload 1.5x or 2x faster than 'normal':
  • Coal Hoppers
  • Covered Hopper Cars
  • Chemicals Tankers
  • Cryo Tankers
  • Edibles Tankers
  • Hoppers
  • Intermodal Container Wagons
  • Mineral Wagons / High Side Mineral Wagons
  • Stake Wagons
  • Tankers
  • Metro trains
Travel Speeds
Iron Horse is designed for use with wagon speed limits on, and some 'express' wagon types will travel at express train speeds.
The trade-off is that capacity is half of a 'normal' wagon.
That's pretty obvious in the buy menu though, so that's all good :D

Hurrah!

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

Post by Diesel Power » 03 Oct 2019 20:58

andythenorth wrote:
03 Oct 2019 06:58
Iron Horse 2 is of course AWESOME, and my favourite grf of all my grfs.
Mine is still HEQs!

I like to use the right wagon for the right job. I'll use the coal hopper for coal, mineral hopper for iron ore, (love the new coil carrier) etc. I could use the open wagon for everything but I feel I should be penalised for doing so. Either by a lower capacity or a payment rate nerf. Payment rate bonuses may only really work over long distances (my maps are normally 2048 ×2048) but they tell me which wagon is the "right" one.

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

Post by Emperor Jake » 04 Oct 2019 06:53

Thanks for the awesome container wagons! I love the fact that there are so many cargo graphics, and that they show cargo on them even when they're less than half full, and that they carry everything.

In fact I've devised a whole new way of playing the game: cargodist equal distribution for all cargos + ridiculously complex economy + trains that carry everything and let the cargo find its own way around, resulting in delightfully mixed trains :D
Image
mixt.PNG
(68.47 KiB) Not downloaded yet
Oh and another nitpick, the containers are misaligned in the medium container wagons:
align.PNG
align.PNG (63.05 KiB) Viewed 491 times
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth » 04 Oct 2019 08:17

Emperor Jake wrote:
04 Oct 2019 06:53
In fact I've devised a whole new way of playing the game: cargodist equal distribution for all cargos + ridiculously complex economy + trains that carry everything and let the cargo find its own way around, resulting in delightfully mixed trains :D
That's pretty lolz :D Iron Horse screenshot competition anyone?
Oh and another nitpick, the containers are misaligned in the medium container wagons:
Good spot, will fix in next release thanks ;)

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

Post by Emperor Jake » 04 Oct 2019 14:18

Here's an underrated advantage of the short ones: it allows the train to carry an even larger variety of cargos :twisted:
mixt3.PNG
mixt3.PNG (57.91 KiB) Viewed 400 times
And another bug: I made a cargo EMU using the Pylon and the power cars face the wrong way when it turns around. Edit: this also happens with all of the other diesel and electric cargo railcars
backwards.PNG
backwards.PNG (31.82 KiB) Viewed 400 times
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth » 05 Oct 2019 08:04

Emperor Jake wrote:
04 Oct 2019 14:18
And another bug: I made a cargo EMU using the Pylon and the power cars face the wrong way when it turns around. Edit: this also happens with all of the other diesel and electric cargo railcars
It's a feature! Or not. Replicated, I'll fix it, thanks :twisted:

EDIT: 2.1.1 now on Bananas, give it a go.


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