"Iron Horse" - A modular train set based slightly in reality

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Kevo00
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 »

Not my version, it's by Pingaware - well worth a look!
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Post by Pingaware »

Kevo00 wrote:Not my version, it's by Pingaware - well worth a look!
Those screenshots remind me I desperately need to do an update to remove some of the one way arrows from the motorways. They're very unappealing in such large quantities.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 »

Looks like I need a bit more randomness for my blue/grey trains! But the scenario is great for testing new stock because the towns and industries are close together so easy to get started.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 »

Some further test shots from the mid-1980s Westcountry scenario. See the Tin Rocket stats have been changed a little to make them slightly slower and hold fewer passengers, reducing the temptation to Sprinterise lightly used services. Also changed it up a bit with a Kelpie, a pleasant Type 2 'rat'.
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1985 and Tin Rockets are on test on the Cardiff-Abergavenny commuter.
1985 and Tin Rockets are on test on the Cardiff-Abergavenny commuter.
Screen Shot 2019-02-18 at 21.43.51.png (233.84 KiB) Viewed 4827 times
The Scooby still rules the mail roost.
The Scooby still rules the mail roost.
Screen Shot 2019-02-18 at 21.45.01.png (114.63 KiB) Viewed 4827 times
Kelpie clagging towards Aberyswotsit.
Kelpie clagging towards Aberyswotsit.
Screen Shot 2019-02-18 at 21.47.47.png (208.75 KiB) Viewed 4827 times
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth »

Try attaching EMUs (like Geronimo) to a passenger engine (front or back). Then notice probably the most pointless BAD FEATURE so far :twisted:

(check the speed with and without the engine)

You can send them to Weymouth with a 33.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 »

Haha, excellent! I love a BAD FEATURE! :twisted: :D
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Comm Cody »

andythenorth wrote:Try attaching EMUs (like Geronimo) to a passenger engine (front or back). Then notice probably the most pointless BAD FEATURE so far :twisted:

(check the speed with and without the engine)

You can send them to Weymouth with a 33.

I was hoping for something more with this BAD FEATURE.


still neat tho, from what I think I'm supposed to see?
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth »

Comm Cody wrote:still neat tho, from what I think I'm supposed to see?
It's kind of stupid :twisted: But I wanted stuff like this to be possible, without nerfing the engine speed ;)
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 »

A powered DVT. Or a Swiss style restaurant car. You decide.
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Post by acs121 »

andythenorth wrote:
Kevo00 wrote:A powered DVT. Or a Swiss style restaurant car. You decide.
Swiss electric kettles must use a lot of power.
Yunno, we're always using electronics for raclette and fondue.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 »

The Helm Wind lives up to its name - though the coaches do not seem to come out at quite the same time as the prototype (beware!).
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Post by andythenorth »

Kevo00 wrote:The Helm Wind lives up to its name - though the coaches do not seem to come out at quite the same time as the prototype (beware!).
Yup, a fix for that is needed in OpenTTD, it might happen, but not for OpenTTD 1.9.0 release.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by peter1138 »

Regarding this change: viewtopic.php?f=26&t=84875
He's like, some kind of OpenTTD developer.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Dave »

So tempted to bin my Midland game for a new run with all these funky new features and gfx. I think I’d bin all other sets except yours too as I’m failing to use them in light of the quality of yours.

That I am considering drawing to a close the first game I’ve proceeded deep in to in several years is testament to your work I think :)
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by andythenorth »

Dave wrote:So tempted to bin my Midland game for a new run with all these funky new features and gfx.
I'm not planning any more alphas for a bit now, so you'd be safe from savegame breakage :P

Need to draw the steam locos, then 2.0.0 is probably ready to go, but I'm having a Horse break to work on FIRSes.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 »

One suggestion might be to up the passenger capacities slightly...40/coach seems a bit low for volumes in the 1990s.
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Post by Comm Cody »

Kevo00 wrote:One suggestion might be to up the passenger capacities slightly...40/coach seems a bit low for volumes in the 1990s.

Or introduce double decker coaches, DMU, and EMUs.

just stick with one of each, top speed of 100mph-160km/h, intro date of 1995, never expires, normal capacity of 72 pax for coaches, and 64 for the DMU and EMU unit (driver cab and that).

granted, double deckers =/= UK trains, but the set is only slightly based in reality.

(In hindsight, this does seem like a silly pony to ask for)
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Post by andythenorth »

Kevo00 wrote:One suggestion might be to up the passenger capacities slightly...40/coach seems a bit low for volumes in the 1990s.
Town passenger over-production bug might be fixed in OpenTTD 1.9.0. I'll see how that works out in test games before I adjust any capacity in Iron Horse ;)
Comm Cody wrote:Or introduce double decker coaches, DMU, and EMUs.
If I do a USA roster, there'll be double-deck coaches there.
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