Timberwolf's UK.... trains?

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Rezot
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Re: Timberwolf's UK.... trains?

Post by Rezot »

Claughtons, more GCR Power and Kerosene Castle ? Second Christmas, from my perspective! :D 8)

Sorry for having been one of the 'big list' folks in the past. To compress it down and answer your question of "One thing to fill in a niche", I'd still be thinking in terms of a 4-coupled express engine as an alternative to the current Singles.

This is on the basis that they generally had more varied careers then the Singles, shifting more naturally to branch line or light duty usage then the larger 4-2-2s. For example, the LNWR's Precedents shifted from WCML expresses to cross-country locals, whilst the Midland Kirtley 156's similarly morphed from crack express locos to station pilots and branch engines in their almost 80 year career!

I acknowledge the difficulty in finding reliable power output stats for machines of the period. Unfortunately, I'm currently moving home so all my railway books are in storage boxes, otherwise I'd try to offer more information.

Just my personal tuppence worth! Thanks again :bow:
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PEPSprinterPacer
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Re: Timberwolf's UK.... trains?

Post by PEPSprinterPacer »

:D I see a 185 :) :bow: :bow: :shock:
Only ever been on a 185 and 144 023!
tgregson
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Re: Timberwolf's UK.... trains?

Post by tgregson »

I've found a (small) bug, when playing with FIRS steel town economy open wagons lack sprites for paints and coatings when loaded (see attached).

I like the approach your taking to the experimental designs the short life time defiantly makes me want to either replace them or have to watch my profitability decrease (made worse by playing with purchase costs X8 and running costs x4). I think you could take it further by giving everything that's prototype or lesser used a 1.5x multiplier on purchase costs and running costs and making all life times less than 10 years.
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Paint and coating sprite lacking.JPG
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Dave
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Re: Timberwolf's UK.... trains?

Post by Dave »

Now then :!:

How have I missed this? Outstanding stuff
Official TT-Dave Fan Club

Dave's Screenshot Thread! - Albion: A fictional Britain
Flickr


Why be a song when you can be a symphony? r is a...
Timberwolf
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Re: Timberwolf's UK.... trains?

Post by Timberwolf »

Blimey, you're back in town! I must admit, at a few points in development I did think "Dave would have loved this"...

Paints and coatings, mea culpa. I didn't realise they could be a bulk cargo (either that or the later open wagons have a weird refit structure I've forgotten about). Should be an easy fix though.
agnott
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Re: Timberwolf's UK.... trains?

Post by agnott »

Totally into the realms of eye candy here I admit, but a snow plough would be cool to drop on the front of arctic world trains chugging through the white stuff!
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Re: Timberwolf's UK.... trains?

Post by Timberwolf »

New releases live on BaNaNaS, early wagons supported taking liquid cargo in barrels but paints and coatings was missing from the list of things to provide barrel sprites for, now fixed. I also added a little something in the 1860s in the addon set...

Snowploughs... hmm. I need a gameplay mechanic, even if not a totally realistic one. Possibly something as simple and dumb as giving a big tractive effort boost if it's the first thing in a consist, at the cost of maximum speed? (Not sure if callbacks update at the right moment for this to be possible only in snow, needs playing around with)
Electricfox
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Re: Timberwolf's UK.... trains?

Post by Electricfox »

Timberwolf wrote: 19 Feb 2021 18:16 New releases live on BaNaNaS, early wagons supported taking liquid cargo in barrels but paints and coatings was missing from the list of things to provide barrel sprites for, now fixed. I also added a little something in the 1860s in the addon set...

Snowploughs... hmm. I need a gameplay mechanic, even if not a totally realistic one. Possibly something as simple and dumb as giving a big tractive effort boost if it's the first thing in a consist, at the cost of maximum speed? (Not sure if callbacks update at the right moment for this to be possible only in snow, needs playing around with)
Nice little addon to the 1860s, lovely little engines.
Rezot
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Re: Timberwolf's UK.... trains?

Post by Rezot »

Electricfox wrote: 20 Feb 2021 21:32
Timberwolf wrote: 19 Feb 2021 18:16 New releases live on BaNaNaS, early wagons supported taking liquid cargo in barrels but paints and coatings was missing from the list of things to provide barrel sprites for, now fixed. I also added a little something in the 1860s in the addon set...

Snowploughs... hmm. I need a gameplay mechanic, even if not a totally realistic one. Possibly something as simple and dumb as giving a big tractive effort boost if it's the first thing in a consist, at the cost of maximum speed? (Not sure if callbacks update at the right moment for this to be possible only in snow, needs playing around with)
Nice little addon to the 1860s, lovely little engines.
Seconded! Filling the niche perfectly- trains too long range for early tank engines, but too minor for Singles/Spinners. :-) Thanks!
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agnott
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Re: Timberwolf's UK.... trains?

Post by agnott »

Timberwolf wrote: 19 Feb 2021 18:16 Snowploughs... hmm. I need a gameplay mechanic, even if not a totally realistic one. Possibly something as simple and dumb as giving a big tractive effort boost if it's the first thing in a consist, at the cost of maximum speed? (Not sure if callbacks update at the right moment for this to be possible only in snow, needs playing around with)
The traction boost wold encourage sending heavy freight trains over the mountains rather than just tunnelling or cutting through. Could they use the 'Class 20' mechanism for facing outwards on both ends?
agnott
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Re: Timberwolf's UK.... trains?

Post by agnott »

Talking of the Class 20, if you top and tail them around a single waggon they don't orient properly - both face the same direction with cabs forwards.
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Re: Timberwolf's UK.... trains?

Post by Timberwolf »

The double heading logic for the class 20 was originally designed around them only being at the front of the train, however I've been meaning to go back in to the double head switches for a while as the HST being reversed until you build the rest of the consist was annoying me. Turns out it's possible to add an extra layer to the type of switch used by the Class 20 so when it's the last vehicle in a consist, it displays reversed for the rarer "top and tail" arrangement.

I should also mention there have been some recent improvements to alignment of 10/8 and 11/8 length vehicles in partial turn states - there are still some limitations with sprites being shared with 2 directional transitions meaning each has to be a compromise alignment-wise, but instances of the 1920s passenger carriages popping out of their consist in turns should be much reduced.
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