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

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Re: Re:

Post by Kevo00 » 22 Mar 2019 13:11

andythenorth wrote:
Kevo00 wrote:One suggestion might be to up the passenger capacities slightly...40/coach seems a bit low for volumes in the 1990s.
Town passenger over-production bug might be fixed in OpenTTD 1.9.0. I'll see how that works out in test games before I adjust any capacity in Iron Horse ;)
Fair dos...at least it isn't as low as UKRS's measly 35/coach! I know a Mk4 can seat about 75, would certainly agree that earlier 40 might be about right (mk1s and mk2s did not have airline seats to my knowledge).
Comm Cody wrote:Or introduce double decker coaches, DMU, and EMUs.
Well, there was this oddity! https://en.wikipedia.org/wiki/SR_Class_4DD

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

Post by Gwyd » 22 Mar 2019 15:25

...which got withdrawn due to a number of issues, including poor comfort (fast cargo aging) and slow loading times.

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

Post by andythenorth » 22 Mar 2019 15:45

FWIW, the default pax capacity was previously higher

I nerfed it down recently in https://dev.openttdcoop.org/projects/ir ... 1b5a92b021

The rationale is that without the nerf, the luxury pax cars make less money than the standard pax cars on all routes. Lux are supposed to make more money over long distances than standard.

That might not be a good reason though. Possibly the lux pax car concept is flawed :twisted:

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

Post by Comm Cody » 22 Mar 2019 16:32

andythenorth wrote:FWIW, the default pax capacity was previously higher

I nerfed it down recently in https://dev.openttdcoop.org/projects/ir ... 1b5a92b021

The rationale is that without the nerf, the luxury pax cars make less money than the standard pax cars on all routes. Lux are supposed to make more money over long distances than standard.

That might not be a good reason though. Possibly the lux pax car concept is flawed :twisted:

or just use metro if you need more pax capacity, and enjoy your slow 65mph ride.

Still can't get the metro to make money at all, probably using it in a wrong setting.

as for luxury car vs standard coach, how long of a distance is it before you notice the drop off, 64 tiles or somewhat there?
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth » 22 Mar 2019 20:19

Comm Cody wrote:as for luxury car vs standard coach, how long of a distance is it before you notice the drop off, 64 tiles or somewhat there?
Around 64 yes.

Metro prints money for me, not sure what to say :)

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

Post by acs121 » 22 Mar 2019 20:55

Y'see, every big company has a deficitary train, that's why most of us don't even reach Tycoon rank. :wink:

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

Post by Kevo00 » 22 Mar 2019 23:16

I don't know if your Metro problem could be a cargodist distortion - do you have very fast trains connecting with it?

I guess the luxury carriage tradeoff is a complex one, I do like the idea - I think the SBB set works a similar thing with Wagons Lits carriages etc. Maybe the lux cars need more capacity too?

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

Post by PikkaBird » 26 Mar 2019 00:48

I split the discussion about RIS Railtypes off here.

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

Post by andythenorth » 19 Apr 2019 09:06

Iron Horse 2.0.0 Alpha 8 now on Bananases ;)

Changes from 2.0.0 Alpha 7
  • no savegame compatibility with previous 2.0.0 Alpha releases
  • increased narrow gauge speeds, to better differentiate from trams in Road Hog
  • added Workish (1950) and Zorro (2000) narrow gauge mail railcars
  • improved Boar Cat and Pikel sprites
  • added cryo tank cars
    • refit Chlorine and Oxygen
    • available from around 1930
  • added narrow gauge dump cars
  • changed tank car refits
    • now supports Coal Tar with dedicated livery
    • tank cars no longer refit Chlorine or Oxgyen
  • added bulk cargo sprites for Limestone, Kaolin, Salt, Slag, Soda Ash, Sulphur
  • tarpaulin load sprites now provided for all wagon lengths (used for all cargos that don't have dedicated sprites)
  • dump / hopper cars now refit Sulphur
  • extended cargo support for FIRS cargos
  • fixed Helm Wind weights
  • remove unwanted yellow pixels from the chassis of some 4/8 vehicles
  • updated translations from web translators
Attachments
cryo_tankers.png
Cryo Tankers (there are more generations not shown)
cryo_tankers.png (123.4 KiB) Viewed 1382 times
ng-alpha-8.png
Narrow gauge mail railcars, diesel engine repaints
ng-alpha-8.png (325.11 KiB) Viewed 1380 times

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

Post by peter1138 » 19 Apr 2019 12:22

Offsets seem to be a bit wonky, this 0-6-0 overhangs somewhat... http://fuzzle.org/~petern/ottd/ironhorse1.png
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by agentw4b » 19 Apr 2019 13:51

Why doesn't https://translator.openttdcoop.org/ work? I wanted to see if something changed in the Iron Horse ...
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 » 19 Apr 2019 16:54

Wow, a lot of additions there!

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

Post by andythenorth » 29 Apr 2019 12:44

Eh well. Question for 2.0.0 Alpha 7 testers.

Any desire for a parameter to reduce the number of wagons available?

By design, Horse lots of wagon types, and in multiple lengths.

Currently about 200 wagons, I am working on more types, probably have about 300 wagons in total for 1860-2030. There's no big rationale for this, I just like the visual variety :)

But would you use a parameter option for just a core set of wagons? :D

---

Current types included
  • Passenger Coach
  • Luxury Passenger Coach
  • Mail Van
  • Express Car (like a BR GUV / CCT, or an Amtrak materials handling car)
  • Open Wagon (gondola)
  • Box Van (box car)
  • Flat Wagon
  • Hopper
  • Mineral Wagon (dump car / high side gondola)
  • Tank Car (general liquids / chemicals)
  • Cryo Tank Car (compressed gases)
  • Edibles Tank Car (milk, water etc)
  • Covered Hopper (grainflow, centreflow etc)
  • Livestock Van (stock car)
  • Refrigerated Van (reefer car)
  • Fruit & Veg Van (produce car)
  • Stake Wagon (log / pipe car)
  • Brake Van (caboose)
Types I am might add in future
  • Silo Wagon (pressurised tanker for powders)
  • Intermodal Wagon (ISO containers)
  • Vehicle Transporter
  • Well Wagon (depressed-center flat car)
  • Coil Wagon (steel / copper coils with cover)
  • Torpedo Wagon (hot pig iron / steel)
  • Ladle Car (steel industry slag, hot metal)
  • Curtain Roof Wagon (flat car with sliding cover)
  • Palvan (full-door boxcar / thrall door car)
  • Centerbeam Flat Car
Here's a picture to apologise for so many words :)
Attachments
horse_mcwagons.png
Sample of Horse wagons, definitely not all of them :D
horse_mcwagons.png (107.58 KiB) Viewed 789 times
Last edited by andythenorth on 29 Apr 2019 16:18, edited 1 time in total.

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

Post by rowdog » 29 Apr 2019 15:54

I really like having a wide variety of cars because it adds a lot of flavor to my networks. I can see the case for just making everything intermodal but no, I wouldn't use that parameter.

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

Post by SimYouLater » 29 Apr 2019 16:34

I would make everything intermodal after 2020. By "everything", I'm not including livestock or passengers or even minerals, just the stuff that can reasonably be made intermodal IRL. Globalization and the intermodal container are very closely related, and I could see a future where everything that can be gets shipped in containers.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Alberth » 30 Apr 2019 11:15

I'd use the core-set of wagons as an abstraction of the buy menu, I think.

Have 'random wagon for cargo X', and every click gives me one of the wagons for that cargo. As long as they are sane, different capacities aren't a problem to me,
For simplicty, you may want to have a tonnes / pixel capacity constant.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Diesel Power » 30 Apr 2019 20:48

Keep them all!!! That's the problem with a lot of sets, they concentrate on passenger carriages and neglect the frieght ones. I think the short wagons should have a higher capacity per length but a lower max speed and the long ones vice versa. The medium ones will be somewhere in the middle. That way the all have a use. Currantly the differing lengh is just for eye candy.

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

Post by Dave » 30 Apr 2019 23:02

I find the variation of wagons one of the most endearing parts of IH.

I know you’ve previously talked about simplicity, etc. But I’m all for as much tasty pixel as you will feed me, plz.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth » 01 May 2019 05:56

Ok, minimal wagons parameter: "No need!" Thx.

Meanhwhile, adding habfiss (sliding wall) wagons, and tarp (curtain roof) flats. Super. :wink:
habfiss+tarp.png
habfiss+tarp.png (52.96 KiB) Viewed 440 times
habfiss+tarp.png
habfiss+tarp.png (22.96 KiB) Viewed 440 times

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