BRTrains Banner.png (126.29 KiB) Viewed 44920 times
Welcome to BRTrains in NML.
BRTrains is a set with only real-life liveries, (no Company Colours, sorry), spanning all eras of the British Railway history.
Graphics are drawn by Various Artists. All coding by Leanden and Gwyd.
Please feel free to ask any questions, report any bugs or submit graphics (as long as they are in the same scale, approx. 1.4 ft per pixel length in horizontal view).
Contributions are more than welcome but i don't want to waste your time by redoing sprites that are already done, so please refer to the attached tracking sheet, (liveries to be updated on the table):
I thought the previous projects were dead and buried and I am pleased that a similar project is happening.
I follow this with great interest and I hope something does out at the end and good look.
I mentioned something previously and I hope this suggestion is explored which is Pullman services and the electric Brighton Belle train and the Blue Pullman train
My biggest obstacle atm is recompiling the stats for the various trains as the tracking table is no longer available.
Also im a very poor pixel artist, so im largely relying on graphics supplied and produced by other members that i can recolour and adapt.
I have a huge list of rolling stock from over the years so Im trying to narrow that down for now, aligning as closely as possible to graphics already available.
Im also wondering whether to have trains only available at around the time they were constructed, while obviously having their life until the withdrawal period.
(This would be approx 5 years model life for construction and 40 years of vehicle life in most cases)
That sounds like an interesting approach to handle the common problem with encyclopaedic vehicle sets where at any one time you have 20-30 different models available, but usually one clear winner for each of passenger, express passenger, express freight and heavy freight which gets used almost exclusively.
The downside is it becomes a bit of a pain to clone vehicles on existing routes, but then that's nothing which doesn't exist in the real world. (A good example being South West Trains cascading Southern's old 455 and 456 stock to extend their suburban fleet).
I think a good gameplay vs. realism compromise would be to mostly follow the real life production dates, but extend them in places so players always have a decent locomotive to choose from in each of the high speed, high power, high TE or low running cost categories. And maybe some of the things which ended up just about everywhere (like the 4-CIG/VEP/etc. family) might stick around a few years longer than their real-life production run to simulate the sheer numbers that were originally produced.
It'd certainly make a change from some of the games I've played where I ended up using nothing but Moguls for a 40-year period because they're too good a compromise and having such a homogeneous fleet makes replacement and management much easier.
Timberwolf wrote:That sounds like an interesting approach to handle the common problem with encyclopaedic vehicle sets where at any one time you have 20-30 different models available, but usually one clear winner for each of passenger, express passenger, express freight and heavy freight which gets used almost exclusively.
The downside is it becomes a bit of a pain to clone vehicles on existing routes, but then that's nothing which doesn't exist in the real world. (A good example being South West Trains cascading Southern's old 455 and 456 stock to extend their suburban fleet).
I think a good gameplay vs. realism compromise would be to mostly follow the real life production dates, but extend them in places so players always have a decent locomotive to choose from in each of the high speed, high power, high TE or low running cost categories. And maybe some of the things which ended up just about everywhere (like the 4-CIG/VEP/etc. family) might stick around a few years longer than their real-life production run to simulate the sheer numbers that were originally produced.
It'd certainly make a change from some of the games I've played where I ended up using nothing but Moguls for a 40-year period because they're too good a compromise and having such a homogeneous fleet makes replacement and management much easier.
Thanks, it was the only way i could think of to eventually include so many different trains without having a massively busy purchase list.
For the most part you should never be short of a decent train, but it will encourage buying trains in batches and having a large variety of trains over time. (You can of course always enable vehicles never expire for the full list)
BRTrains is a set with only real-life liveries, (no Company Colours, sorry), spanning all eras of the British Railway history.
Graphics are drawn from UKRS (with Pikkabird's Permission) and BROS. All coding by Leanden.
v0.0.1 - BR Class 08 'Shunter' in all liveries.
Please feel free to ask any questions, report any bugs or submit graphics (as long as they are in the same scale, approx. 1.4 ft per pixel length in horizontal view).
Is this set coded with .pnml, or is it coded the regular way with a 500 line .nml file?
BRTrains is a set with only real-life liveries, (no Company Colours, sorry), spanning all eras of the British Railway history.
Graphics are drawn from UKRS (with Pikkabird's Permission) and BROS. All coding by Leanden.
v0.0.1 - BR Class 08 'Shunter' in all liveries.
Please feel free to ask any questions, report any bugs or submit graphics (as long as they are in the same scale, approx. 1.4 ft per pixel length in horizontal view).
Is this set coded with .pnml, or is it coded the regular way with a 500 line .nml file?
The regular nml way. I can split it down into pnml at some point, but while i was compiling it myself with nmlc, i wanted to skip the extra step of running gcc to combine the pnml files into an nml before running nmlc.
Although on second thoughts i guess thats the point of the makefile
Leanden wrote:The regular nml way. I can split it down into pnml at some point, but while i was compiling it myself with nmlc, i wanted to skip the extra step of running gcc to combine the pnml files into an nml before running nmlc.
Although on second thoughts i guess thats the point of the makefile
You have to set it up at some point, so I would suggest to do it now so that you do not have to copy a lot of code to other files later on.
Leanden wrote:The regular nml way. I can split it down into pnml at some point, but while i was compiling it myself with nmlc, i wanted to skip the extra step of running gcc to combine the pnml files into an nml before running nmlc.
Although on second thoughts i guess thats the point of the makefile
You have to set it up at some point, so I would suggest to do it now so that you do not have to copy a lot of code to other files later on.
Indeed, I've already begun separating the code into sections with commented headers to ease the transition into pnml.
So i've now coded the Great Northern A1, (which presented some challenges when combining two articulated vehicles into a consist), but it now works properly with some help from Andythenorth.
Attachments
LNERA1 Double Headed.png (29.86 KiB) Viewed 14690 times
Let me know if you need any help with recolouring for liveries. That's about all I can do with drawing unless it's a Swiss building! I sent you the Class 43 HST with the liveries that I did a while ago right?