Iron Horse trains - releases

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LaChupacabra
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Re: Iron Horse! 2.20.0 Released 5th April 2021

Post by LaChupacabra »

Short conclusion after a short test: Restaurant car pays off to add to each long train. The best results will still be seen on short journeys where maintenance costs play a greater role than on long journeys.

But, if the loading time of this wagon would be significantly longer, it would be uneconomic on short journeys and still worth using on long journeys.
Personally, I prefer the cargo aging effect, but such a solution would also make sense. :) In the case of luxury and large-capacity wagons, it would be enough that they would have different speeds and loading time. The variety of wagons available is always nice. ; )
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Re: Iron Horse! 2.20.0 Released 5th April 2021

Post by Mikkamakka »

andythenorth wrote: 10 Apr 2021 12:29 This one removes all pax and mail vehicles, and the associated express engines, railcars etc (about 80 of these deleted). Express freight cars also removed.
What is the problem with express freight?
Anyway, just starting a game with the prev test version. I really like the idea of slower suburban coaches.
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andythenorth
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Re: Iron Horse! 2.20.0 Released 5th April 2021

Post by andythenorth »

Another test. This one:
  • Keeps all the pax and express freight vehicles
  • Set cargo aging to default OpenTTD value for high capacity pax vehicles (metro, suburban)
iron-horse-2.22.0-30-gd7db03bc.tar
(22.77 MiB) Downloaded 46 times
After a lot of testing, I'm convinced that cargo aging is better left at default value. Changing it introduces multiple problems, which mean it isn't a useful balancing parameter for vehicles.

This is obviously my view, other sets can take a different view etc etc. :)

Also I want to say that it is good to try out experiments in the newgrf spec, I would rather test whether things are useful than debate forever if we are allowed to add a new var or property :)

Please don't interpret my comments as regret that the property was even introduced, we often can't know what's good in the grf API until it's been tried by authors. No omelette without broken eggs etc.

Anyway, all that said...

Using the attached grf it's trivial to demonstrate that metro is very over-powered due to high capacity, and will earn substantially more than faster trains on some intercity routes, despite being slow. Similarly suburban trains are over-powered on intercity routes relative to the faster trains.

These aren't guaranteed results for all possible routes, but they are easily achieved.

There are no balancing factors currently that can reliably avoid this. :twisted:

I'm in favour of funny or useful exploits, but I would rather eliminate this one as it means the Iron Horse design of 'best train for specific role' is fundamentally broken.

But eh, can't do anything about that in current spec, so it is what it is. If you don't like OP intercity metro trains, don't use them :twisted:

I think shipping this would be better than removing all the pax stuff, which would be a more pure solution, but might look like pointless dummy-spitting vandalism :P
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Re: Iron Horse! 2.23.0 Released 12th April 2021

Post by andythenorth »

Iron Horse 2.23.0 now on Bananas!

Not going to lie, these last few releases are no fun and all grind.

I've decided not to delete a big chunk of the grf because I think it would look like petty vandalism, but there was no joy in this release at all :twisted:

--

Trying to balance vehicles in a grf is a good idea.

Trying to balance vehicles in a grf to impose specific ideas about profitability is a really really really really bad idea (in the current spec).

--

To expand a little: the goal of Iron Horse is to mostly level vehicles, so that the choice of vehicle is mostly 'which vehicle looks nice' :D

There's a few details around intended role, and power, but mostly it's 'choose what looks nice'. Everything else will come out about the same, on average, across enough journeys.

--

This doesn't quite work for pax transport, because cdist in cities imposes a requirement for pax vehicles with very high capacity.

But vehicles with smaller capacity are more pleasing on some routes outside cities.

--

There's no way in the current spec to level these vehicles according to journey time or route length.

The outcome is that the higher capacity vehicles will be OP on many many routes, we'll just have to live with that :twisted:

--

I'm going to ignore any further feedback about relative profitability balance.

This silly adventure has left me a day or so away from deleting the project, which isn't what I want to do at all :roll:

So for sanity, I'm going to not pay attention to further requests about cargo aging etc

--

Thanks all, especially those who provided feedback. :bow: I've been a pain-in-the-arse to a bunch of people in irc and discord for the last 2 weeks.

On the upside I've learnt a lot of detail about various game mechanics. :twisted:

--

2.23.0 Release

Changes
  • rebalanced Passenger Coaches to have lower capacity
  • added Suburban Coaches with high capacity
    • speeds match railcars
    • Suburban Coaches use the alternative coach livery to make them visually distinct from Passenger Coaches
    • the livery can be toggled to match standard Passenger Coaches by depot flip (ctrl-click on the vehicle in depot)
    • Suburban Coaches will be hidden in simplified gameplay mode
  • the following railcars now have 'Suburban High Capacity' as role, and have increased capacity
    • Deasil, Slammer, Tin Rocket, Happy Train
    • Athena, Geronimo, Breeze, Zeus
  • minor tweaks to narrow gauge passenger vehicle capacities
  • reintroduced Restaurant Cars
    • adding a Restaurant Car to a train will provide a bonus: eliminates the running cost for all Passenger Coaches in the train
  • reduced running costs of some higher speed passenger vehicles for game balance
  • show the role in buy menu for all types of passenger vehicle
Codechanges
  • removed all code relating to cargo age period, this is now at the default 185 value for all Iron Horse vehicles
  • unified some methods relating to passenger car capacity and loading speed
  • split railbus classes out from railcar classes
Translations
  • translation updates (thanks translators)
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Re: Iron Horse! 2.24.0 Released 15th April 2021

Post by andythenorth »

Iron Horse 2.24.0 now on Bananas ;)

This one was more fun. Adds Pacers :twisted:

Docs: https://grf.farm/iron-horse/2.24.0/index.html

-------------
2.24.0 Release
-------------

"The world would not make a racehorse of a donkey." - proverb

Changes
  • added 3 railbuses
    • Clipper, 180hp, 31 passengers, available around 1956
    • Skipper, 225hp, 36 passengers, available around 1986
    • Zipper, 280hp, 36 passengers, available around 2016
  • minor run-cost tweaks to railcars to balance against railbuses
Translations
  • translation updates (thanks translators)
clipper.png
clipper.png (52.37 KiB) Viewed 2629 times
skippper.png
skippper.png (44.81 KiB) Viewed 2629 times
zipper.png
zipper.png (48.85 KiB) Viewed 2629 times
Last edited by andythenorth on 15 Apr 2021 07:33, edited 1 time in total.
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Re: Iron Horse! 2.25.0 Released 16th April 2021

Post by andythenorth »

Iron Horse 2.25.0 now on Bananas :)

Docs: https://grf.farm/iron-horse/2.25.0/html ... arted.html

2.25.0 Release

Changes
  • provide earlier (available 1860) versions for some wagons
    • Mineral Wagon
    • Hopper
    • Ore Hopper
Fixes
  • railbuses should not be available in simplified gameplay
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andythenorth
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Re: Iron Horse! 2.26.0 Released 17th April 2021

Post by andythenorth »

Iron Horse 2.26.0 now on Bananas.

Docs: https://grf.farm/iron-horse/2.26.0/html ... arted.html

-------------
2.26.0 Release
-------------

Changes
  • better electrified railtype compatibility for electro-diesel (bi-mode) vehicles
    • these vehicles should now use 'electrified' power and visual effects on a wider range of electrified railtypes
    • previously they only worked correctly for railtypes with 'ELRL' label
    • requires OpenTTD 1.11.0 or newer
    • tested as working with NuTracks 2
Fixes
  • electro-diesel (bi-mode) railcars now show power on diesel in buy menu, not power on electric, consistent with other bi-mode vehicles
Last edited by andythenorth on 19 Apr 2021 11:31, edited 1 time in total.
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Re: Iron Horse! 2.26.0 Released 17th April 2021

Post by arikover »

andythenorth wrote: 17 Apr 2021 13:33
  • tested as working with NuTracks 2
Tested, ans also works with U&ReRMM 2.

andythenorth wrote: 15 Apr 2021 07:17 ...Adds Pacers :twisted:
I really like those!


Thank you!
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Re: Iron Horse! 2.26.0 Released 17th April 2021

Post by Mikkamakka »

Not sure if this is a bug or i've missed something, but it looks like wrong sprite. :)

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Re: Iron Horse! 2.26.0 Released 17th April 2021

Post by 2TallTyler »

I have some near-duplicate wagons in 2.26, including the Dump Car and Ore Hopper. All that's different is the running cost. Is one the discount model? :P
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Maddog45353
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Re: Iron Horse trains - releases

Post by Maddog45353 »

More updates planned?
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Re: Iron Horse trains - releases

Post by andythenorth »

Iron Horse 2.27.0 now on Bananas.

2.27.0 Release

Changes
  • adjusted narrow gauge engine roster
    • added Thor, Gargouille and Maximillian as larger narrow gauge engines, with a little more power than the smaller engines
    • adjusted stats of Cheese Bug, Bean Feast, Pikel and Boar Cat to differentiate from the larger engines
  • added wagons
    • Potash Hoppers (refit potash only)
    • narrow gauge Bolster Wagons
    • narrow gauge Covered Hoppers
    • narrow gauge Cryo Tankers
    • narrow cauge Ore Hoppers
    • narrow gauge small Brake Van
  • renamed Timber Wagon to Log Carrier as the cargo it carries is 'logs in FIRS', 'timber' being a different cargo
  • reduced capacity of Edibles Tanker and Refrigerated Van to reflect higher speeds (now matches Expess Vans)
  • sprite support for sugarcane cargo (2TallTyler)
Fixes
  • door sprites were wrong in | view for gen 5D and 6D sliding wall vans
  • pixels were missing for Snapper, Mumble, and narrow gauge railcar trailers
  • gen 2 mineral wagons, hoppers and ore hoppers weren't supposed to be included, as gen 1 and 2 stats overlap for these wagons
Docs
  • (fix) sprites were misaligned in Train Whack mini-game
horse-2-27-0-3.png
horse-2-27-0-3.png (85.56 KiB) Viewed 293 times
horse-2-27-0-1.png
horse-2-27-0-1.png (46.99 KiB) Viewed 300 times
horse-2-27-0-2.png
horse-2-27-0-2.png (34.1 KiB) Viewed 299 times
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