Re: North Korean Set - North Korean Train Set 1.2 - 02/06/2018
Posted: 19 Aug 2018 18:30
What about an North Korean Airline set?
https://en.wikipedia.org/wiki/Air_Koryo
https://en.wikipedia.org/wiki/Air_Koryo
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Spriting airplanes is extremely difficult so I don't think I will.BW89 wrote:What about an North Korean Airline set?
I have this one (1.2) installed, but just noticed that the standard passenger wagon always gives the same sprite?Erato wrote:Bug fixes! Just when I thought I was done.
1.1 - 2/06/2018
dprktrains - 1.1.tar
Changelog:
Fixed: Red Flag 7 sprites no longer the wrong way round.
Changed: Slightly tweaked the standard passenger wagon sprite.
Feature: Added some alternative passenger wagon sprites which are randomly assigned, to make passenger trains look more interesting.
EDIT:
But wait. There's more -.-
1.2 - 2/06/2018
dprktrains - 1.2.tar
Changelog:
Fixed: Introduction year Juche EMU.
I'm glad to hear you like my grfs. I have a few things planned for existing newgrfs, mostly related to reskinning things.kokutetsu wrote:As someone who is utterly obsessed with DPRK railways (not intending to blow my own horn with this, but... I'm the one (2Q) who wrote all the DPRK and pre-1945 Korean locomotive and rail line info on Wikipedia... yeah, I'm obsessed, lol) - this is absolutely awesome! It's inspired me to start learning how to make maps, with the longer-term goal of making a reasonably accurate map of DPRK to play these sets with... though I'm going to start small for learning purposes and do only the very southwest part of the country, where it's all nice and flat...
For the moment I just very quickly threw something together just to play with the trains and the stations and such (using the Japanese signals set and the Japanese towns and roads sets... the signals are fine since they did use Japanese-style semaphores, but I'd love to see some more Korean/DPRK buildings (is there a Soviet bloc building set...?)... anyways I'd like to make a couple of observations/questions, if I may?
First one... okay, haven't seen all the the locomotives etc in play yet, but the running costs seem rather high?
Second one is really just a nitpick, re the 6000 srs steamers: maybe could make some different ones to reflect the different types that were used, 6100 = pre-war Mikai, 6200 = pre-war Mikani, 6300 = pre-war Mikasa... in any event though the vast majority of the 6xxx steamers were built in Japan, not China. Are you planning on adding other steamers, too?
Third - if you want to add more freight cars, I've compiled a bunch of info on those, too, especially boxcars and open wagons, some covered hoppers for grain, brake vans, etc. (including photos).
Fourth - a suggestion related to freight cars, if you decide to add more freight cars (and have newer types introduced by year), for added realism you could maybe implement what the Japan set has with some older cars not having continuous brakes, so if you have such cars in a train you need to add a brake van to the train...
I'd love to see some more Korean/DPRK buildings
I have not been able to reproduce this bug. There are 3 types of carriages, the distribution of which should be: 4:3:1.kokutetsu wrote:I have this one (1.2) installed, but just noticed that the standard passenger wagon always gives the same sprite?
I jumped the gun a little with that comment... now that I've played it more extensively, I'd change my observation to saying that the running costs of the Keha and the DeRoHaNi (etc) are rather high; they're sorta too small to run alone, but to run a train of them gets really expensive.First: I balanced it against JapanSet. The running and purchase costs can be changed like so:
Variable running costs changes the running cost of coal and diesel based on the year, modelled after the change in coal and oil prices.
Okay. Maybe I'll look into seeing if it's a difficult thing to export a single locomotive from one set and import it into another set... so then if there's say a USATC S160 or a Soviet Ye class (they used lots of both of those!) or whatever, then I could at least add them to my own game/scenario.Second: I do not plan on adding other steamers, as they are very hard to make.
Yeah, there's very little around in English, and not much more around in Korean or Japanese either, so I've had to scrounge together what I know through bits and pieces and seeing what I can glean from photos and random comments in texts etc...Third: Yeah I couldn't really find anything on freight cars, so if you could DM that information to me, I could take a look and see what I can do.
I'll include some brake van stuff for you, too.Fourth: I'll see what I can do.
Ooh, now you have me intrigued!I'd love to see some more Korean/DPRK buildings
Ohhh, okay! Then looking now, I see that there's no bug at all! Those all show up just fine. I thought you were referring to different liveries - 2 or 3 years ago now, KJU issued a directive to modernise the appearance and operation of the railways, so since then they've been slowly repainting passenger equipment into new liveries, I've seen three variants so far - white with red window band, white with blue window band, and white with green window band... maybe these could be added as a future arrival? Like say have these show up at random from 2015 (like how in the Japan set at some point the Passenger Car and Mail Car change from brown to blue when you buy new ones).I have not been able to reproduce this bug. There are 3 types of carriages, the distribution of which should be: 4:3:1.
I saw. It's nice to have a GRF with more real town names. As for the scenario: I'm looking forward to it. If you want, I have some experience with making heightmaps from satellite data. If you have any requests for DPRK Stations (granted, I'd need pictures), I'm all ears.kokutetsu wrote:It's inspired me! I made a new Town Name grf with nearly all of the populated areas in NK that have rail service, I'm also trying to learn how to do the things related to building a scenario using heightmaps, and eventually I want to learn doing graphics stuff, too... like for track, later bridges, etc... but the map is my first project.
Noted.kokutetsu wrote:I'd change my observation to saying that the running costs of the Keha and the DeRoHaNi (etc) are rather high; they're sorta too small to run alone, but to run a train of them gets really expensive.
It's rather trivial to be honest, but when I made the MUs, I ran a poll in an OpenTTD chat group I'm in, and they unanimously voted for just having set consists. It's not hard to implement either way, I might add a parameter for it as I did for RIMS.kokutetsu wrote:In the Japan set (which is the only one I've played before this), you can make EMUs and DMUs longer by adding passenger cars, which then appear as cars appropriate to the trainset in particular... but I imagine that's not a really simple thing to do?
Just send it. I'll see what I can do.I'll put something representative together and send it your way; I'll try to include some cars suitable for each cargo type and something old and something more modern.
In browsing things last night I discovered FIRS... how difficult would it be to make this set compatible with that? I'd love to incorporate that too, and if it's not too big a task, then I could send more car information to you...
I'll include some brake van stuff for you, too.
Noted.If I could make an observation/recommendation? An Immortality Column is essential, every town and village has one!
I see. This is the first time I'm hearing of this. If you have pictures of this, please do send them my way. I'll see what I can do.I thought you were referring to different liveries - 2 or 3 years ago now, KJU issued a directive to modernise the appearance and operation of the railways, so since then they've been slowly repainting passenger equipment into new liveries, I've seen three variants so far - white with red window band, white with blue window band, and white with green window band... maybe these could be added as a future arrival? Like say have these show up at random from 2015 (like how in the Japan set at some point the Passenger Car and Mail Car change from brown to blue when you buy new ones).
Please do send pics. As for the rest; Noted.* "KSR 400 Series (Diesel)" - start year in the game is 1989, but these were delivered to NK in 2004. They are also all in a unique purple/green/yellow livery - I can send you pics if you like.
* "KSR 5200 Series Red Flag 2 (Electric)" - a fair number of these were built as "Mangyongdae Class", with a cream over red livery, and geared for 140 km/h for fast passenger trains; if you don't want to make a new sprite for this, maybe you could just change the max speed to reflect this, and to give some variety?
* "KSR 5000 Series Red Flag 1 (Electric)" - if you feel like doing more sprites (or if I can learn to make them, the new graphics anyways), perhaps can add some of the newer (post-2000) liveries, like yellow/orange/wine red and pink/red, or the blue/red livery from the 1960s, and have them show up randomly (say a 1 in 8 chance for each?). I can send pics for reference if you want to do them, or I can try learning how to make the sprites myself...
Please do send suggestions.Lastly... how difficult would it be to add "last year of availability"? I started a test game in 2050, and everything was still available... I thought maybe could make it so that some older types become unavailable after a certain year? If this is something you'd feel like implementing, I could make some suggestions...
Don't worry. It's been a while since I had someone this invested in my work. I like it. I might not have time to work on a lot of it though, seeing as exams are coming up, but I can certainly work on it when exams are done.Sorry if I'm throwing too much at you at once, but I'm really quite excited about this!
Erato wrote:As for the scenario: I'm looking forward to it. If you want, I have some experience with making heightmaps from satellite data.
Okay, I'll go through all my stuff and see what there is that's really distinctive that I'd need, that I have suitable pictures for...If you have any requests for DPRK Stations (granted, I'd need pictures), I'm all ears.
Don't worry. It's been a while since I had someone this invested in my work. I like it. I might not have time to work on a lot of it though, seeing as exams are coming up, but I can certainly work on it when exams are done.[/quote]Sorry if I'm throwing too much at you at once, but I'm really quite excited about this!
1: I fail to see the usecase for thiskokutetsu wrote:Can you make two new station tiles?
1 - squares inside the areas outlined in orange: a sorta "spoof" invisible platform, which the game will see as being part of the station, but it *looks* like just track without adjacent platforms
2 - the square inside the red outline: crossings to connect platforms to each other across "invisible platforms"; I know for sure I'd need such a crossing like the one in the picture, as well as for a concrete-type overpass... don't yet know if I'll need it for the metal type, but it's possible.
1: the use would be for tracks that aren't adjacent to a platform, but are still part of the station's yard area. If you look at the picture, that centre track should still be part of the station, but I had to build it by using "open track", instead of station elements. This would basically just be an eye-candy sort of thing to better match real-world station layouts, but I could fudge it by adding a platform there... but I think that would mean having to add an extra track, too, unless I use the two-sided platform elements...Erato wrote:1: I fail to see the usecase for thiskokutetsu wrote:Can you make two new station tiles?
1 - squares inside the areas outlined in orange: a sorta "spoof" invisible platform, which the game will see as being part of the station, but it *looks* like just track without adjacent platforms
2 - the square inside the red outline: crossings to connect platforms to each other across "invisible platforms"; I know for sure I'd need such a crossing like the one in the picture, as well as for a concrete-type overpass... don't yet know if I'll need it for the metal type, but it's possible.
2: DPRK Stations has waypoints for all crossings.
If you download newstations by MB he has a "void" station track which does what you want.kokutetsu wrote: ↑31 Dec 2018 16:581: the use would be for tracks that aren't adjacent to a platform, but are still part of the station's yard area. If you look at the picture, that centre track should still be part of the station, but I had to build it by using "open track", instead of station elements. This would basically just be an eye-candy sort of thing to better match real-world station layouts, but I could fudge it by adding a platform there... but I think that would mean having to add an extra track, too, unless I use the two-sided platform elements...Erato wrote:1: I fail to see the usecase for thiskokutetsu wrote:Can you make two new station tiles?
1 - squares inside the areas outlined in orange: a sorta "spoof" invisible platform, which the game will see as being part of the station, but it *looks* like just track without adjacent platforms
2 - the square inside the red outline: crossings to connect platforms to each other across "invisible platforms"; I know for sure I'd need such a crossing like the one in the picture, as well as for a concrete-type overpass... don't yet know if I'll need it for the metal type, but it's possible.
2: DPRK Stations has waypoints for all crossings.
2: I'm not referring to waypoints here, though, but rather to the "invisible platform" I mentioned. The station I built in the screencap above, I based on a real one, which has a paved walkway connecting the two platforms over the third track in the middle, that's not adjacent to a platform... Nevermind I figured it out