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

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Kevo00
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 » 01 May 2019 19:52

Oooh nice wagons...

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

Post by le_harv » 02 May 2019 00:02

Thank you for your efforts behind your pixels. I look forward to the new wagons.

Talking of tasty pixels, what magical settings do I need to enable to get those snazzy looking faux-railfreight greys (amongst other psuedo BR liveries you have been showing off)?

Much appreciated

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

Post by andythenorth » 02 May 2019 06:01

le_harv wrote: Talking of tasty pixels, what magical settings do I need to enable to get those snazzy looking faux-railfreight greys (amongst other psuedo BR liveries you have been showing off)?
Picture attached, it's all company colour scheme attached :)

There are options for specific colours for different kinds of vehicles.

You can also set colour scheme per vehicle group, but you don't get control over the vehicle types there (the UI would be too complicated).
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by le_harv » 03 May 2019 01:03

andythenorth wrote:
le_harv wrote: Talking of tasty pixels, what magical settings do I need to enable to get those snazzy looking faux-railfreight greys (amongst other psuedo BR liveries you have been showing off)?
Picture attached, it's all company colour scheme attached :)

There are options for specific colours for different kinds of vehicles.

You can also set colour scheme per vehicle group, but you don't get control over the vehicle types there (the UI would be too complicated).
Magic, thank you very much. I thought it might be that simple but I just wasn't sure when I tried it. Time to fiddle some more! I look forward to what's in store next. Thanks again.

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

Post by andythenorth » 08 May 2019 13:45

Moar! Adding:
  • an extra box car in UKF palvan-style
  • curtain-side box cars
  • plate wagons (similar to flat cars)
  • coil cars for cold metal (steel, copper etc)
There are extra generations and styles not shown :)

I have more wagons planned, but I'll try to get these finished and into an alpha first.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by arikover » 14 May 2019 12:47

andythenorth wrote:So a variant of hoppers, MGR-style? Yes / no?
Would they have higher un/loading speeds?

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

Post by andythenorth » 14 May 2019 14:49

arikover wrote:
andythenorth wrote:So a variant of hoppers, MGR-style? Yes / no?
Would they have higher un/loading speeds?
Probably not, hoppers already have a loading/unloading speed bonus :) The variant is pretty much a visual thing.

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

Post by Alberth » 14 May 2019 16:09

MGR style looks a lot cleaner to me
Being a OpenTTD developer does not mean I know what I am doing.
Also, other OpenTTD developers may have different opinions.

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

Post by Comm Cody » 14 May 2019 17:32

the first style does look more appropriate for an American style roster. :wink:
Something goes here, hell if I know.

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

Post by andythenorth » 15 May 2019 15:56

Iron Horse 2.0.0-Alpha 9 is released :)

EDIT: It's now on Banananasas as '2.0.0-Alpha 9a" (the first upload failed and isn't easily recoverable)

No savegame compatibility with previous 2.0.0 Alpha releases.

*Changes from 2.0.0 Alpha 8*
  • synchronise / desynchronise intro dates for different types of vehicles as appropriate
    • uses new OpenTTD intro date randomisation handling
    • see https://github.com/OpenTTD/OpenTTD/pull/7147
    • guarantees that some vehicles which depend on each other will be introduced at the same time, for example high speed unit cab cars and middle cars
    • non-dependent vehicles remain randomised
    • core group of wagons are introduced all at the same time, non-core wagon types will be introduced separately
    • this is the first time this is used, and behaviour might need tweaking in future
  • added sliding wall box cars and curtain side box cars
    • same refits as box cars, different appearance
    • available from around 1960
  • added plate cars
    • same refits as flat cars, different appearance
    • available from around 1860
  • added tarpaulin cars
    • same refits as flat cars, different appearance
    • available from around 1990
  • removed gen 5A (1990) flat car (the shortest one, shorter cars are generally dropped from 1990 onwards)
  • adjusted appearance of gen 5 (1990) and gen 6 (2020) open cars and box cars
  • adjusted appearance of gen 4 (1960) hoppers
  • fixed incorrectly reversed rear unit of metro trains in buy menu sprites
  • adjusted gen 1 metro roof colour to match standard pax roof colours
  • fixed out-of-place cargo masks for some flat cars
  • fixed wrong cargo sprite positions for stake cars
  • reduced height of stakes on flat wagons, better appearance
  • improved appearance of freight car roofs
  • improved cc filled freight chassis appearance
  • grouped vehicles by base railtype in docs vehicle listing tables
  • fixed misaligned wagon table header cells in docs
  • multiple codechanges
    • improved maintainability by removing the need to explicitly set vehicle length when it's known from chassis
    • sped up nmlc compile by not destroying the spritecache every time the graphics are generated
  • updated translations from web translators
iron-horse-2.0.0-alpha-9.tar
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new-in-2-0-0-alpha-9.png
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Last edited by andythenorth on 15 May 2019 20:37, edited 1 time in total.

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V453000 :)
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by V453000 :) » 15 May 2019 17:25

- hopper wagon variations look god damn amazing, I can only dream to draw as great looking wagons!

- wow @ synchronized intro dates, I have work for NUTS now :D thanks for showing me it exists!

- where's the lolz?
ImageImageImage

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

Post by andythenorth » 18 May 2019 15:07

Iron Horse 2.0.0 Alpha 10 now on Bananas.

[File is 2.0.0-Alpha-10a because Iron Horse no longer works with Bananas web uploads]

Changes from 2.0.0 Alpha 9
  • sprites complete for
    • Saxon 0-8-0
    • gen 4C box car
    • gen 4C curtain side box car
    • gen 4C sliding wall car
    • cryo tank cars
  • reduced NG run costs further, for game balance
  • fixed position of pantographs in docs image for Helm Wind
  • improved docs 'Trains' and 'Code Reference' pages
  • updated translations from web translators

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

Post by andythenorth » 24 May 2019 06:09

Two kinds of hoppers, but what to call them? :)

The grey ones default to coal, the red (company colour) ones default to stone, sand etc.

Capacity, speed, loading speed all identical, it's just a visual option.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by PikkaBird » 24 May 2019 08:28

Fred and Mary. Or "Mineral Hopper" and "Ore Hopper"?

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Kevo00
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 » 24 May 2019 09:05

Mirror railway convention and give them some obscure animal name?

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

Post by Pyoro » 24 May 2019 15:47

Hopper hopper hopper hopper hopper hopper ... :shock:

If they are functionally the same I'd stick with the same name, I guess? Usually in vehicle sets these visual variations seem to either be date-defined or random or refit instead of two entries in the buymenu, if that matters.



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