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

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

Post by andythenorth »

Emperor Jake wrote: 05 Oct 2020 15:33I have another idea for a future addition: how about an APT-P inspired train? It could be a precursor to the Helm Wind and come out in the early 1970s.
The Helm Wind did start out as 'APT-Thing', but I decided I preferred the Helm Wind. I wouldn't object to having both, but I don't really go for the shape of the APT, so I probably won't do it :)
2TallTyler wrote: 24 Sep 2020 00:09 Have you considered autocoaches as an earlier variant of the DVT? They’d go well with some of the branch line steam engines. :D
Working on this now. Can't decide what's best length, given a 6/8 engine...

* 6/8 coach, which can be combined with a 4/8 coach or van for a 16/8 (1 tile) train
* 13/8 articulated coach pair, which won't make a nice 1 tile train, but two of these with the engine in the middle gives a perfectly symmetrical 32/8 (2 tile) train

The second option is a bit weird, but the symmetry would be nice :twisted: https://www.warwickshirerailways.com/lms/lnwrk152.htm
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Emperor Jake »

andythenorth wrote: 05 Oct 2020 20:36 Working on this now. Can't decide what's best length, given a 6/8 engine...
I'd prefer a 6/8 coach. Better not introduce odd-length vehicles into this set that's so consistent otherwise with these types of things, you never know how your players are going to combine these things. Like electric-hauled 10-car commuter trains :twisted:

On a related note, I tried using the Railcar trailers as pseudo-DVTs and while it looks nice I found some minor graphical glitches:
Attachments
Railcar trailers use the Slammer cab even when used with the Geronimo
Railcar trailers use the Slammer cab even when used with the Geronimo
slammer3.gif (34.07 KiB) Viewed 6125 times
Open doors on the 4th gen large passenger coach don't match closed ones
Open doors on the 4th gen large passenger coach don't match closed ones
doors.PNG (20.85 KiB) Viewed 6125 times
Doors don't match on different views
Doors don't match on different views
doors2.PNG (36.13 KiB) Viewed 6125 times
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andythenorth
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth »

Emperor Jake wrote: 06 Oct 2020 14:27 On a related note, I tried using the Railcar trailers as pseudo-DVTs and while it looks nice I found some minor graphical glitches:
Sharp eyes :)

The railcar cab inconsistency I probably won't fix, it's just a bit much faff to sort it out.

The gen 4 coach doors look like an oversight :)
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Emperor Jake »

andythenorth wrote: 08 Oct 2020 13:12 The railcar cab inconsistency I probably won't fix, it's just a bit much faff to sort it out.
No problem, it's easily worked around by making sure there's a railcar on both ends :wink:

I'll keep an eye out for any more bugs...
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Oakman »

First of all thanks for the latest release. Again, great stuff!

P.S.
Also I know that Iron Horse is somehow based on UK-stuff, what about:
Image?

https://en.wikipedia.org/wiki/Iore

I just like heavy metal.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth »

Horse news.

1. Compile now generates 3 separate grfs.

Iron Horse: the existing UK-ish trains.

Iron Ibex: trains from European countries where Alpine Ibex is found - this is 0% finished, don't ask for playable versions any time soon :wink:

Iron Moose: trains from areas of North American continent where Moose roam - 0% started, don't even ... :wink:

The Iron-x grfs will have no limits to stop them being used together, but aren't intended to balance against each other, and the result might not make any sense (mismatched costs, mismatched speeds, lots of trains, weird railtype stuff).

2. Some minor updates for Horse forthcoming.

- reworking cabooses (brake vans) a bit
- tweaked the buy menu sprites for randomised wagons
- stuff and things

No pictures :P
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Captain Rand »

andythenorth wrote: 15 Aug 2022 13:11 (.......... weird railtype stuff).
Care to elaborate? Or is it a little too early?

Looking forward to see what you come up with!

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

Post by andythenorth »

Such wagon variants, very Horse.
horse-wagon-variants-1.png
horse-wagon-variants-1.png (112.83 KiB) Viewed 3789 times
horse-wagon-variants-2.png
horse-wagon-variants-2.png (122.54 KiB) Viewed 3789 times
horse-wagon-variants-3.png
horse-wagon-variants-3.png (66.33 KiB) Viewed 3789 times
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by WolfRamXx »

I see Andy is going gung-ho mode with all the variants and even sets... I have to respect being able to be so dedicated for so long. :bow: :bow:
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Emperor Jake »

I, for one, look forward to being able to colour code my freight trains independent of the engine group livery :)
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by anatolyeltsov »

How can I compile these awesome grf after latest changes?
If I simply use make command as before, I got nmlc errors

Code: Select all

nmlc ERROR: "generated/iron-moose.nml", line 4: Unknown string "STR_GRF_NAME_VERSIONED"
nmlc ERROR: "generated/iron-ibex.nml", line 4: Unknown string "STR_GRF_NAME_VERSIONED"
nmlc ERROR: "generated/iron-horse.nml", line 4: Unknown string "STR_GRF_NAME_VERSIONED"
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andythenorth
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth »

anatolyeltsov wrote: 27 Jul 2023 16:29 If I simply use make command as before, I got nmlc errors
Try

Code: Select all

make GRF=horse
and report back? :)

Not sure if that will work or not.

Just using 'make' doesn't work for me either, but I get a different error.
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anatolyeltsov
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by anatolyeltsov »

andythenorth wrote: 27 Jul 2023 21:04 Try

Code: Select all

make GRF=horse
and report back? :)

Not sure if that will work or not.
It works (but I needed to delete /generated folder first)! Also adding PW=X param for multiprocessing is a good thing.
Thanks.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth »

Horse translations now use .toml files instead of .lng files, this will make it easier to support other rosters besides Pony.

https://github.com/andythenorth/iron-ho ... n/src/lang

I've preserved as many existing translations as I could, using an automated conversion script. :)

Should work ok with the global case / plural / gender support.
If anyone needs fancy case / plural / gender support for individual strings, I might need to add that, leave a note here. ;)

To make translations, the 'base' value should be set. english.toml will show how in future strings can be varied for Iron Ibex and Iron Moose (so 'gondolas' for Moose, instead of 'open wagons').
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