Iron Horse! 2.17.0 Released 10th January 2021

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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
Rainbowtocoach.png
Nice colour combination
(377.31 KiB) Not downloaded yet
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andythenorth
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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 770 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 772 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 768 times
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syl59
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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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andythenorth
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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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syl59
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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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OUIGOTheFOx
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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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andythenorth
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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 279 times
Ogre
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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
(74.22 KiB) Not downloaded yet
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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Gadg8eer
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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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andythenorth
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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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