Iron Horse trains - releases

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arikover
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Re: Iron Horse! 2.15.0 Released 30th November 2020

Post by arikover »

The capacities of the autocoach work also fine for me.

I noticed 2 strange things:
  1. It has the sound of a diesel loco (when placed on front of a train, you hear the "pooomp" instead of the "choochoo")
  2. It also has the colouring of a diesel engine. It can lead to nice colour combinations (see attachment), but I'm not sure that is what was intended
Attachments
Nice colour combination
Nice colour combination
Rainbowtocoach.png (377.31 KiB) Viewed 3612 times
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Re: Iron Horse! 2.15.0 Released 30th November 2020

Post by andythenorth »

arikover wrote: 22 Dec 2020 11:41
  1. It has the sound of a diesel loco (when placed on front of a train, you hear the "pooomp" instead of the "choochoo")
  2. It also has the colouring of a diesel engine. It can lead to nice colour combinations (see attachment), but I'm not sure that is what was intended
Thanks, I'll look into these :)

Ok, it's no longer classed as diesel. :)

Uses correct sound effect.

Will use steam engine colour scheme (no way to make it use passenger coach scheme). I could make attached passenger coaches change to the engine colours, but eh. Bit weird?
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Re: Iron Horse! 2.16.0 Released 22nd December 2020

Post by andythenorth »

Iron Horse 2.16.0 now on Bananas!

Docs here on grf.farm https://grf.farm/iron-horse/2.16.0/html ... arted.html

More pictures at end of post. :twisted: Many words below!

Horse-2.16.0.png
Horse-2.16.0.png (21.47 KiB) Viewed 9517 times


2.16.0 Release

Changes
  • adjusted freight engine tech tree
    • added Quietus electro-diesel, 3250hp diesel power, 6700hp electric power
    • increased Triton power to 7200hp
  • increased Revolution run cost, to account for high power in electric mode
  • adjusted railcar tech tree
    • Zeus changed to elecric power, not electro-diesel, hyrid power has limited gameplay benefit for the general-purpose passenger railcars
    • removed Mail Rail, overlapped too much with Pylon on both stats and appearance, not worth the candle
    • increased Pylon diesel power to 700hp
    • added Cargo Sprinter diesel freight railcar
      • 99mph, 1650hp
      • express cargo refits (mail, food, engineering supplies etc)
      • for increased capacity add Express Container Wagons, these match Cargo Sprinter speed, and will also match appearance
      • other wagon types can be added, but might not match appearance or speed
    • Bright Country luxury railcar adjusted to electro-diesel
      • 620hp of diesel power
      • experimental idea, this may be of limited gameplay benefit
      • intended use is long routes that are partially electrified, with lightly-trafficked non-electrified sections, but eh, try it out
  • increased capacity for standard Passenger Coaches
    • significant bump to these, e.g. 12 pax -> 16 pax in early game, 48 pax -> 64 pax in late game
    • similar increases also applied to railcars, railcar trailers and hst coaches
    • should aid gameplay with highly-connected cdist networks which tend to require high passenger capacities
    • Luxury Passenger Coaches unchanged, these match closely to original TTD capacities
  • added Bolster Wagons,
    • looks like a flat wagon with side stakes
    • refit to 'long products' and metals industry cargos, e.g. steel, copper, aluminium, pipe, wood etc
  • changed Stake Wagon to Timber Wagon
    • removed pipe refit, now wood only
  • added Sliding Roof wagons
    • same refits as Tarpaulin Wagons
    • cargo visible during loading
  • repainted Tarpaulin Car (again) to use company colour tarpaulin, the previous white/grey version just looked odd
  • added Twin variant of Sliding Wall Vans
    • these are non-standard 10/8 length
    • articulated so can't be flipped to change livery
    • bit of realism eh? :)
  • added Low-floor Container Wagons
  • improved appearance of cargo sprites for logs
  • added slab cargo sprites for carbon steel
Fixes
  • container wagons weren't showing tail lights
  • autocoach was using diesel engine sound effect and colour scheme, now uses steam engine sound effect and colour scheme
Docs
  • freight engine tech tree now shows branches roughly in order of power, instead of Blind Smuir branch being shown after branches containing higher powered engines
Codechanges
  • blacken python code (auto-format)
  • refactored intermodal cargo sprites code to be both simpler and more flexible
cargo_sprinters.png
cargo_sprinters.png (102.31 KiB) Viewed 9519 times
Quietus engine, Low-floor Container Wagons, Bolster Wagons, Twin Sliding Wall Vans, <br />Sliding Roof Vans
Quietus engine, Low-floor Container Wagons, Bolster Wagons, Twin Sliding Wall Vans,
Sliding Roof Vans
quietus.png (74.04 KiB) Viewed 9515 times
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Re: Iron Horse! 2.16.0 Released 22nd December 2020

Post by syl59 »

Hey !

I’m experiencing an issue with the electro-diesel engines : power doesn’t change correctly when switching between non electrified and electrified tracks.

I am using NuTracks (works fine with Termite after some testing, so I guess something is wrong with NuTracks ... ?)

Will provide a save later (not much internet wherz I am ATM)
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Re: Iron Horse! 2.16.0 Released 22nd December 2020

Post by andythenorth »

syl59 wrote: 31 Dec 2020 13:41 I’m experiencing an issue with the electro-diesel engines : power doesn’t change correctly when switching between non electrified and electrified tracks.
Known issue, Nu Tracks isn't supported, thanks :D

Might get fixed in a future OpenTTD version.
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Re: Iron Horse! 2.16.0 Released 22nd December 2020

Post by syl59 »

andythenorth wrote: 31 Dec 2020 15:42 Known issue, Nu Tracks isn't supported, thanks :D

Might get fixed in a future OpenTTD version.
Thanks for the answer.
Will use Termite when I will start a new game with this set, as you suggested :)
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Re: Iron Horse! 2.16.0 Released 22nd December 2020

Post by OUIGOTheFOx »

I've recently discovered the Decouple patch for OpenTTD, and found two of the smaller engines, specifically Lamia and Gronk, could make good switchers. Is Iron Horse compatible with this patch?
American diesels don't all look the same! see? the paint jobs on those two GP-somethings are totally different!
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Re: Iron Horse! 2.17.0 Released 10th January 2021

Post by andythenorth »

Iron Horse 2.17.0 is now on Bananas.

grf.farm docs for 2.17.0: https://grf.farm/iron-horse/2.17.0/html ... arted.html

-------------
2.17.0 Release
-------------

Changes
  • added alternative intercity-ish livery for Resilient, shown if second company colour is white
  • provided Autocoach with sprites showing open doors when loading/unloading
  • added phosphate to refittable cargos for Covered Hoppers, Grain Hoppers and Pellet Hoppers
  • improved the choice of default cargo for some wagon types, to better support different FIRS economies
horse-2-17-0.png
horse-2-17-0.png (48.63 KiB) Viewed 9026 times
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Re: Iron Horse! 2.17.0 Released 10th January 2021

Post by Ogre »

Thank you for the update. Iron Horse has advanced to my favourite source of good looking freight cars, as there are so many cars to choose from :D

I think I have found a graphical glitch, though. It appears to be present in last generation of medium rock hoppers only (see attachment)
Attachments
Glitch_Rock_Hopper_medium.png
Glitch_Rock_Hopper_medium.png (74.22 KiB) Viewed 3612 times
The pessimist sees the darkness in the tunnel.
The optimist sees the light at the end of the tunnel.
The realist sees the light coming closer...
The engineer sees three fools in front of his train on the track in the tunnel.
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Re: Iron Horse! 2.16.0 Released 22nd December 2020

Post by Gadg8eer »

andythenorth wrote: 31 Dec 2020 15:42
syl59 wrote: 31 Dec 2020 13:41 I’m experiencing an issue with the electro-diesel engines : power doesn’t change correctly when switching between non electrified and electrified tracks.
Known issue, Nu Tracks isn't supported, thanks :D

Might get fixed in a future OpenTTD version.
Is Ufiby's ReRMM supported?

EDIT: Just tested it, it is! :o
I have Asperger's, please be easy on me about stuff. My apologies if I've been a problem for you in the past.
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Re: Iron Horse! 2.17.0 Released 10th January 2021

Post by andythenorth »

Ogre wrote: 10 Jan 2021 12:48 I think I have found a graphical glitch, though. It appears to be present in last generation of medium rock hoppers only (see attachment)
Excellent spot! Fixed, will be in a future release :)
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Re: Iron Horse! 2.17.0 Released 10th January 2021

Post by Shinkansen500 »

The Iron Horse set is great. Love that horses :D .

Did you have plan in make a American like version of them? That would be Very interesting in see.

Or you Just Focus on that UK/Euro like engines?
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Re: Iron Horse! 2.17.0 Released 10th January 2021

Post by andythenorth »

Shinkansen500 wrote: 09 Feb 2021 20:36 Did you have plan in make a American like version of them? That would be Very interesting in see.
I have a plan - tested some sprites for size.

Currently I'm working on other things (FIRS, Sam, CHIPS). It took about 2 years of continuous work to do British-ish Horse, so in the meanwhile I recommend NARS 2 :D
nars_horse_tests.png
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Re: Iron Horse! 2.18.0 Released 10th February 2021

Post by andythenorth »

Iron Horse 2.18.0 now on bananas.

-------------
2.18.0 Release
-------------

Changes
  • adjust running costs down (again) for high speed and very high speed trains to try and make them competitive with other trains whilst not being over-powered
  • added cement to refittable cargos for Box Vans, Curtain Side Vans, Sliding Wall Vans and Vehicle Parts Vans
  • use slab cargo sprites for alloy steel and stainless steel
Fixes
  • cargo sprites were incomplete for gen 6A and 6B Rock Hoppers
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Re: Iron Horse! 2.18.0 Released 10th February 2021

Post by arikover »

Nice!

I noticed that the electro-diesel engines only display sparks and raise pantographs when traveling on ELRL, otherwise they show combustion smoke and lower pantographs. This happens of course on all rail types, even the ones that have catenaries (except ELRL).
I saw that the vehicles var 4A was recently changed: bit 1 of the second lower byte is now set if the current track type the vehicle is traveling on has a catenary or not. Are you planning to test this bit in the future?
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andythenorth
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Re: Iron Horse! 2.18.0 Released 10th February 2021

Post by andythenorth »

arikover wrote: 10 Feb 2021 22:32 I saw that the vehicles var 4A was recently changed: bit 1 of the second lower byte is now set if the current track type the vehicle is traveling on has a catenary or not. Are you planning to test this bit in the future?
Yes :wink:

https://github.com/andythenorth/iron-ho ... 5d44848a26
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Re: Iron Horse! 2.18.0 Released 10th February 2021

Post by andythenorth »

Iron Horse 2.19.0 now on Bananas

DBSO!

Docs: https://grf.farm/iron-horse/2.19.0/html ... arted.html

Changes
  • added 3 Driving Trailers (driving cab cars)
    • passengers only, as an alternative to the existing Driving Van Trailers which are mail and express freight
    • attach to front or rear of a train with at least one other engine
    • for OpenTTD reasons, vehicles must have power to lead a train, so these vehicles include a small amount of power
    • first available around 1976
    • multiple liveries, livery shown depends on consist cargo and user choice (depot flip the vehicle)
    • automatically flips if last vehicle in train
  • added Stentor heavy freight engine, 4050hp, available around 1993
  • improved appearance of Flanders Storm engine
DBSO
DBSO
DBSO-such.png (22.42 KiB) Viewed 8130 times
Based on class 60 design mockups.
Based on class 60 design mockups.
stentor.png (71.89 KiB) Viewed 8134 times
Now with 'more like a 92' pixels.
Now with 'more like a 92' pixels.
flanders_storm_such.png (70.83 KiB) Viewed 8129 times
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Re: Iron Horse! 2.19.0 Released 13th February 2021

Post by supermop »

These look awesome - particularly love the new Flanders Storm Liveries!
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Re: Iron Horse! 2.20.0 Released 19th February 2021

Post by andythenorth »

Iron Horse 2.20.0 now on Bananas.

Docs online at grf.farm :) https://grf.farm/iron-horse/2.20.0/html ... arted.html

This one's a rework of electric engines (required a savegame bump). Kinda fun adjustments :D

2.20.0 Release

Changes
  • adjusted electric engine tech tree
    • moved Stoat to electric freight engine, 1050hp, available around 1903
    • added Zest electric freight engine, 1600hp, available around 1966
    • moved Pinhorse to earlier generation, 900hp, available around 1903
    • added Argus electric general purpose engine, 1250hp, available around 1936
    • added Booster electro-diesel general purpose engine, 600hp diesel power, 1600hp electric power, available around 1969
    • added Tornado electro-diesel general purpose engine, 750hp diesel power, 1900hp electric power, available around 2002
    • changed Shoebox to 8/8 length, 950hp diesel power, 2300hp electric power, available around 1963
    • changed Super Shoebox to 8/8 length, 1250hp diesel power, 2600hp electric power, available around 1990
    • changed Ultra Shoebox to 8/8 length, 1650hp diesel power, 2800hp electric power, available around 2020
    • added Hector electric general purpose engine, 4040hp, available around 2021
    • added Nimbus electric general purpose engine, 5400hp, available around 2023
    • adjusted Screamer power to 4800hp
  • fixed loading speeds for all vehicles, some were too fast, some were too slow
  • reduced run cost of metro units
Docs
  • added more livery examples for some engines
stoat-tornado.png
stoat-tornado.png (44.33 KiB) Viewed 7881 times
new-shoes.png
new-shoes.png (40.67 KiB) Viewed 7880 times
hector.png
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