Iron Horse! 2.0.0 Released 3rd September 2019

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MlemandPurrs
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Re: Iron Horse! 1.9.1 Released 29th October 2016

Post by MlemandPurrs » 18 Mar 2017 10:09

Nice set of trains that became an staple of my playthroughs, however if it had more diesel and electric engines it be nice.
I feel it scales good up until 1945, but then the years gap to get an significant improvement gets larger.

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andythenorth
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Re: Iron Horse! 1.9.1 Released 29th October 2016

Post by andythenorth » 18 Mar 2017 10:24

MlemandPurrs wrote:Nice set of trains that became an staple of my playthroughs, however if it had more diesel and electric engines it be nice.
I have been thinking about a v2 which adjusts the diesel and electric engines. No promises about 'if' or 'when' though ;)

MlemandPurrs
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Re: Iron Horse! 1.9.1 Released 29th October 2016

Post by MlemandPurrs » 18 Mar 2017 15:43

I just remembered originally having came by to report something:
The Livestock Car is not company coloring, its always grey.

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acs121
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Re: Iron Horse! 1.9.1 Released 29th October 2016

Post by acs121 » 09 Jan 2018 15:23

Really great alongside Road-Hog and FISH.
Though, i have an impression there's a lot of diesels and just 3 electrics if counting the Double Juice...

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andythenorth
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Re: Iron Horse! 1.9.1 Released 29th October 2016

Post by andythenorth » 09 Jan 2018 16:59

acs121 wrote:Though, i have an impression there's a lot of diesels and just 3 electrics if counting the Double Juice...
Yes, this is a flaw of Iron Horse 1. Iron Horse 2 will correct it ;)

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acs121
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Re: Iron Horse! 1.9.1 Released 29th October 2016

Post by acs121 » 10 Jan 2018 11:11

Well, let's wait ;)

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Kevo00
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Re: Iron Horse! 1.9.1 Released 29th October 2016

Post by Kevo00 » 10 Jan 2018 18:04

As someone who grew up with 1980s British Rail, I do enjoy the diesels that are currently in the set, especially for freight, though its true that a few more electrics wouldn't go amiss...

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Re: Iron Horse! 1.9.1 Released 29th October 2016

Post by Pekkape » 21 May 2018 15:40

Swedish translation done today.

I like to do bigger maps over longer time, so I start my games around 1840-1850 and it is only possible thanks to this very nice set of trains and wagons. :)

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Re: Iron Horse! 1.9.1 Released 29th October 2016

Post by Diesel Power » 18 Jul 2018 12:25

Found a bug.

The Caboose Car is out if alignment. See screen shot.
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The Snow Shifters, 13th Jan 1883.png
(130.17 KiB) Not downloaded yet

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andythenorth
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Re: Iron Horse! 2.0.0 Released 3rd September 2019

Post by andythenorth » 03 Sep 2019 11:29

Iron Horse 2.0.0 is now on Bananas :)

"Whoa Runaway horses...Racing through the darkness....Runaway Horses." - Belinda Carlisle

2 years in the making, Iron Horse 2 is an end-to-end rework of Iron Horse.

Same focus on gameplay.

Greatly expanded set of vehicles, strongly inspired by British trains.

All sprites redrawn.

Dive in and play.

Recommended OpenTTD settings
  • 'Vehicles never expire: Off'
  • 'Weight multiplier for freight to simulate heavy trains: 1'
  • 'Enable wagon speed limits: On'
  • these settings are recommended, but not required

Improved Tech Tree
  • 6 distinct generations of vehicles
  • first trains introduced around 1860
  • last new trains introduced around 2022
  • engines now have clear roles, displayed in buy menu
    • freight
    • general purpose / express
    • high speed / very high speed
    • high capacity urban
  • engine roles depend on OpenTTD setting 'Enable wagon speed limits: On'
    • without this setting Iron Horse 2 works fine, but some freight engines will overlap general purpose / express engines
  • greatly expanded range of vehicles
  • some Iron Horse 1 vehicles have been kept, with new stats and sprites, all other vehicles are new
  • all stats rebalanced, including speeds, power and costs
  • 357 trains in total, Iron Horse 2 is designed to be used with OpenTTD setting 'Vehicles never expire: Off'

Engines
  • added wider range of low-power, medium-power and high-power engines
    • Iron Horse 1 had gaps where there wasn't really an appropriate engine for some routes
    • medium-power engines were especially lacking in Iron Horse 1 after 1935
  • electric engine roster expanded to 16
    • 12 electric
    • 4 electro-diesel (bi-mode)
    • first electric engine available around 1905
    • Iron Horse 1 included only 4 electric engines

Railcars
  • expanded railcars to 20
    • 16 standard gauge and 4 narrow gauge
    • Iron Horse 1 included only 3 railcars
  • dedicated variants for
    • passengers
    • mail/express freight
    • Iron Horse 1 relied on refitting passenger railcars to handle mail/express freight, which was faff, and can't be used reliably with auto-refit in stations
  • added electric and electro-diesel railcars
  • first railcars now available around 1925
  • railcar appearance will automatically adapt to consist, creating single cars, or multiple-unit trains

High Speed / Very High Speed Trains
  • added dedicated high speed and very high speed trains
  • fastest train in Iron Horse 2 is 186mph (Brenner, available around 2018)
    • 155mph Screamer from Iron Horse 1 is removed, these trains replace it
  • maximum speed will only be available with dedicated passenger coaches
  • first high speed train available around 1980
  • first very high speed train available around 1987
  • very high speed trains include
    • distributed power: all coaches are powered
    • tilt bonus for faster speed through curves

Wagons and Coaches
  • added wider range of wagons and coaches
    • Luxury Passenger Coach
    • Express Van
    • Curtain Side Van
    • Sliding Wall Van
    • Tarpaulin Wagon
    • Coil Car
    • Plate Wagon
    • Stake Wagon
    • Coal Hopper
    • Mineral Wagon
    • Chemicals Tanker
    • Cryo Tanker
    • Grain Hopper
    • Fruit & Vegetables Van
    • multiple lengths for wagons and coaches, increasing visual variety
  • some Iron Horse 1 wagons are missing from Iron Horse 2, but will be restored in future when sprites are finished
    • Intermodal Flat Car
    • Metal Car (torpedo wagon)
    • Supplies Car
    • Vehicle Transporter Car
  • Combine Car is removed permanently, as it cannot work with OpenTTD autoreplace
  • passenger coach and mail van appearance automatically adapts to consist
    • alternative liveries depending on attached engine
    • sprite variants such as brake coaches, restaurant cars, post office vans as appropriate

Narrow Gauge Trains
  • simpler but more useful narrow gauge engine roster
  • expanded narrow gauge railcars, first available around 1950
  • expanded narrow gauge wagon and coach types
  • narrow gauge engines and railcars are somewhat 'inspired by' French and Corsican trains, as British and Irish narrow gauge is more limited

Metro Trains
  • sprites redrawn
  • minor stats adjustments

Improved Visual Appearance
  • reworked all sprites
  • added multiple livery options for many vehicles (random, or when vehicle is flipped in depot)
  • all vehicle lengths now 4/8, 6/8, 8/8, 10/8, or 12/8
    • easy to make exact tile-length trains if desired
  • depot flip enabled for many vehicles (was disabled in Iron Horse 1 as a side effect of how vehicles were coded)
  • more accurately positioned visual effects
  • rear lights on consists
  • electric vehicle pantographs are raised on electric rails, otherwise lowered
  • doors open on many vehicles when loading/unloading

Cargos
  • updated cargo support for FIRS
  • improved assignment of default cargos for wagons (noticeable when using different climates, industry newgrfs etc)

Docs
  • improved display of trains
  • better navigation
  • added a basic gameplay guide
Translations

  • default translations now appropriate to British English (previously used US English)
  • multiple languages updated

Codechanges
  • reworked Makefile and general approach to compiling
  • improved compile speed, including very fast compiles if only sprites are changed
  • removed the requirement that all vehicles are articulated (was used to support vehicles with sprites longer than 8/8)
  • reworked graphics generation
    • automated buy menu sprites
    • automated cargo sprites
    • automated chassis and roofs
    • automated pantographs
  • added shared library of cargo sprites, cargo refits etc with Road Hog and Unsinkable Sam
  • refactored classes and templates
  • simplified vehicle definitions, removing boilerplate and redundancy

Known issues for 2.0.0 release
  • there may be a period during 1860s when engines are available, but no suitable wagons (or wagons but no suitable engines), this is due to randomised vehicle introduction dates and will be fixed in future
  • loading speeds are unbalanced, and some vehicle types may load too slowly or too quickly, this will be fixed in future
  • electric and electro-diesel engines might behave incorrectly on electric railtypes where the label isn't 'ELRL', this may be fixed in future
  • Iron Horse 2 grf and docs are not published on #openttdcoop bundles server, this may be fixed in future
  • Brenner cab doors do not open when loading, this will not be fixed
Thanks to, in no particular order:
  • @danmack for having the idea for Iron Horse, and for drawing all the version 1 sprites
  • @peter1138 for the group liveries feature and being one of the people who keeps OpenTTD dying-but-not-dead :)
  • @Eddi for reliable clear thinking and taking interest in silly problems
  • @frosch123 for making a number of suggestions about the structure of the tech tree in Iron Horse 2
  • @alberth for rewriting the makefile
  • @pikkabird for inspiration, and sprites I’ve repurposed
  • @supermop for subconsciously inspiring me to put HSTs back after I deleted them
  • all those who reported bugs
  • also anyone I’ve forgotten, and all the translators
Cheers :wink:

Enjoy.
Attachments
Horse Horsey Liveries.png
Horse Horsey Liveries.png (163.11 KiB) Viewed 328 times

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