Iron Horse trains - releases

Find and discuss all the latest NewGRF releases for TTDPatch and OpenTTD here.

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Re: Iron Horse! 2.6.0 Released 6th June 2020

Post by Dave »

Covering myself with all the glory Andy :)

I have just three years to wait!
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Re: Iron Horse! 2.6.0 Released 6th June 2020

Post by andythenorth »

Dave wrote: 15 Jun 2020 19:13 I have just three years to wait!
It's no trouble to add an earlier one, I'll put it on the to-do list.

You might have found them but...

The engine / railcar tech tree: https://firs-test-1.s3.eu-west-2.amazon ... _blue.html

All trains: https://firs-test-1.s3.eu-west-2.amazon ... rains.html

And I'm working on extended info pages for every vehicle (currently only available for engines, links on trains page), e.g. https://firs-test-1.s3.eu-west-2.amazon ... gasus.html

Finally trains with more stats: https://firs-test-1.s3.eu-west-2.amazon ... rence.html
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Re: Iron Horse! 2.6.0 Released 6th June 2020

Post by Dave »

Ah yes - I'd seen your "original" versions of these on the Coop pages, but not the ones hosted on AWS. This is a most appreciated development!
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Re: Iron Horse! 2.7.0 Released 18th June 2020

Post by andythenorth »

Iron Horse 2.7.0 now on the Bananas eh. Super!

-------------
2.7.0 Release
-------------

Changes
  • added Vehicle Parts Vans
    • same refits as Box Vans
    • intended particularly for use with FIRS Steeltown
  • added Bulkhead Flat Wagons
    • same refits as Flat Wagons, different appearance
    • intended particularly for metals cargos
  • adjusted appearance of Flat Wagons
  • improved appearance of coil and log cargo sprites
  • slightly increased power for Growler, Slug and Phoenix diesel engines
Fixes
  • corrected shading on narrow gauge Tankers
Attachments
bulkhead_flats.png
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Re: Iron Horse! 2.7.0 Released 18th June 2020

Post by andythenorth »

The Iron Horse docs have a new home, at grf.farm.

Over time, there will be docs for each release, but for now the 2.7.0 docs are published as http://grf.farm/iron-horse/2.7.0/

Docs list
* all the trains
* the engine tech tree
* some code reference stuff.

Enjoy :D
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Re: Iron Horse! 2.7.0 Released 18th June 2020

Post by rowdog »

andythenorth wrote: 30 Jun 2020 13:08 The Iron Horse docs have a new home, at grf.farm.
I was blind, but now can see ... you're not supposed program GRFs, you're supposed to farm them!
Cattle not pets!

But seriously, thanks for all your great work.
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Re: Iron Horse! 2.7.0 Released 18th June 2020

Post by andythenorth »

Iron Horse v1 docs are now moved to grf.farm https://grf.farm/iron-horse/index.html

This is just to keep the docs around for historical interest, using the newest Iron Horse is always recommended :twisted:

Not sure if I'll move the grfs, they're on coop bundles server for now.
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Re: Iron Horse! 2.7.0 Released 18th June 2020

Post by SomeIndianGuy »

NewCC 0.3 looks splendid on most 2cc sets (barring UKRS,it looks really weird to me during gameplay,sorry).

Iron Horse is really nice,but I wish that some slower speed diesel and electric locos were added to Iron Pony.

Like somewhere in the 100 kmph to 140 kmph range,in the 60s and 80s.

Otherwise ,it looks splendid.
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Re: Iron Horse! 2.8.0 Released 4th October 2020

Post by andythenorth »

Iron Horse 2.8.0 is now on Bananas.

Online tech tree: https://grf.farm/iron-horse/2.8.0/html/ ... e_red.html

This is a big update to the engine roster. Thanks to Timberwolf for half the inspiration. The other half is because I bought a Heljan Class 58 and wanted to add the same engine to Iron Horse.

---- 2.8.0 Release ----

"We were in the jungle, there were too many of us, we had access to too much money, too much equipment, and little by little we went insane" - Francis Ford Coppola

Not savegame compatible with previous Iron Horse releases.

New and Re-Balanced Engines
  • the engine tech tree has been re-worked
    • many engines now have one or more equivalent alternates
      • this is primarily an eye-candy feature, the gameplay difference between alternates is negligible
      • the new parameter option for simplified gameplay mode will hide the alternates
    • more engines are available in early game, making early game more interesting
    • more engines (and more varied engines) are available in late game, which was previously bland
    • some engines have longer lifespan, and can be used across several generations, particularly express engines moving to a freight role in later years
    • some gaps in power ranges are filled, especially for electric engines in later game
  • new or significantly changed engines
    • Avenger, inspired by BR Class 89
    • Blind Smuir, inspired by LMS Class 5 Black Five, BR Standard 5 Class
    • Bone, inspired by BR Class 58
    • Buffalo, inspired by LNWR Webb Coal Tank
    • Diablo, inspired by LMS Hughes Crab, BR Standard Class 4 2-6-0
    • Endeavour, inspired by EMD / Progress Rail JT42CWR (Class 66)
    • Esk, inspired by LMS Garratt
    • Evolution, inspired by BR Class 47, Brush Class 57, original TTD UU '47'
    • Goliath, inspired by YEC Janus, Corus Trojan, Corus Hunslet Bo-bo
    • Intrepid, inspired by BR Class 35 Hymek, Brush Falcon prototype and BRCW Lion prototype
    • Lamia, inspired by Bagnall saddle tanks
    • Magnum 70, inspired by Clayton CB40/CBD80/CBD90
    • Merlion, inspired by BR Class 31
    • Resilient, inspired by BR Class 47, Brush Class 57, original TTD UU '47'
    • Shredder, inspired by EMD JT42HW-HS (Class 67)
    • Streamer, inspired by LNER V2, LNER streamlined B17/A4/P2
    • Swift, inspired GNR Class C1, Class C2 Klondike
    • Thunderer, inspired by GWR 2900 Saint Class, GWR 4000 Star Class
    • Toaster, inspired by GE Class 70 Powerhaul
    • Vigilant, inspired by GCR Class 8K / ROD 2-8-0, GWR 2800 Class
    • Viking, inspired by MaK / Vossloh G1206/G1700), Corus Di8, Eurotunnel Class 0001 (Class 21)
    • Vulcan, inspired by English Electric DP2 prototype
    • Zebedee, inspired by BR Class 87, Class 86
  • engines with minor changes for balance with the revised tech tree
    • Blackthorn, Blaze, Carrack, Cheddar Valley, Fury, Girt Licker, Grub, Phoenix, Revolution, Roarer, Scorcher, Screamer, Strongbow, Super Shoebox, Tencendur, Ultra Shoebox
  • renamed
    • Gwynt is renamed to Hercules
  • removed
    • Hercules branch freight diesel engine (Hercules name re-used for freight steam engine)
Changes
  • alternative liveries for some company colour combinations
  • increased gen 5 freight speed to 87 mph
  • cap gen 6 freight speed to same 87 mph, as the forced gen 5->6 transition is low yield for gameplay interest, and should be optional
    • this also means that some gen 5 engines remain relevant for gen 6;
    • increased gen 6 wagon capacity and reduced tare weight to reward upgrading if players want to take the option
  • increased gen 6 railcar speeds to 99 mph
  • extended model life for Gronk! type engines
  • added a trailer car for High Flyer luxury railcar
  • significantly increased power for all luxury railcars, so they function better with trailers
  • gen 6 Torpedo Car isn't required, stop at gen 5
  • renamed 'Vehicle Parts Box Car' to 'Vehicle Parts Van'
  • adjusted gen 2A hopper sprite to look older
  • use 2CC for high-side dump cars to create contrast with standard dump cars in buy menu
  • improve Growler roof appearance
  • improved Slug and Phoenix sprites
  • tweaks to Dragon sprites
  • added nameplate to Moor Gallop sprite
  • tweak Onslaught engine room window positions
  • tweak to Roarer sprite
  • moved Sunshine Coast pans to front of unit
  • Helm Wind looks better with reversed pantograph
Docs
  • added Train Whack pointless mini-game
  • much improved vehicle details page
  • improved ordering of role branches in Tech Tree
  • set titles for docs html pages
  • added anchor links (element ids) to vehicle details headings for deep linking
  • improved Tech Tree vehicle box border contrast
  • added space between value and unit suffixes (hp, mph etc)
Codechanges
  • refactored spritelayer_cargo templating
  • refactored handling of vehicle role and role child branch
  • use the generated vehicle image (with caution) in pantograph debug image, not the raw input image, as it contains the rendered roof and chassis, so is a better debug image (can also then be used in docs)
  • re-implemented docs image randomiser using json, with nested engines / wagons
Avenger
Avenger
avenger_red_white.png (1.18 KiB) Viewed 3836 times
Blind Smuir 'Black 5'
Blind Smuir 'Black 5'
blind_smuir_red_white.png (1.23 KiB) Viewed 3834 times
Bone
Bone
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Re: Iron Horse! 2.8.0 Released 4th October 2020

Post by andythenorth »

I had three rules for Iron Horse UK roster. No Deltics. No Zellepins. No Garratts. 2 out of 3 ain't bad.
Esk
Esk
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If Hymeks had been bigger, or the Falcon / Lion body shape had been used for class 47...
Intrepid
Intrepid
intrepid_red_white.png (1.18 KiB) Viewed 3832 times
It's not a Deltic, honest! If the DP2 prototype had gone into series production in its original body shape...
The Vulcan was also featured in Iron Horse 1, and it's pleasing to see the wheel turn full circle.
Vulcan
Vulcan
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Last edited by andythenorth on 05 Oct 2020 05:36, edited 1 time in total.
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Re: Iron Horse! 2.8.0 Released 4th October 2020

Post by supermop »

Looks great! Nice to see all the recent work come to fruition!
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Re: Iron Horse! 2.8.0 Released 4th October 2020

Post by andythenorth »

Buffalo - dedicated freight tank engine for early game.
Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo
Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo
buffalo_red_white.png (1.1 KiB) Viewed 3736 times
Inspired by the widely-used-but-not-very-good BR Class 31.
Merlion
Merlion
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I don't like class 67s much, but it fits so eh. :twisted:
Shredder
Shredder
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Re: Iron Horse! 2.8.0 Released 4th October 2020

Post by SomeIndianGuy »

Finally the thing I was waiting for!!!
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Re: Iron Horse! 2.8.0 Released 4th October 2020

Post by CTarana45 »

I like this set! I just uploaded a Japan Set 100 year city, and I'm currently working on the US Set! Then I want do one with the Iron Horse Set! 8)

Thanks, Guys!

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Re: Iron Horse! 2.8.0 Released 4th October 2020

Post by andythenorth »

Iron Horse 2.9.0 now on Bananas :)

Online docs: https://grf.farm/iron-horse/2.9.0/html/get_started.html


---- 2.9.0 Release ----

Changes
  • added Chuggypig joker engine, as alternative to Gronk
    • available around 1960
    • 35mph / 400hp
    • inspired by Thomas Hill Steelman, BR Class 07, miscellaneous industrial diesel shunters
  • added Autocoach Set
    • available around 1915
    • 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
    • 75mph, combined pax and mail capacity (not refittable)
    • inspired by SR and LMS auto-coach sets, LNER articulated coach sets
  • increase Lemon speed to 75mph, so it can stick around for longer in steam-diesel transition period, similar to Diablo and Blind Smuir
  • link to grf.farm docs from in-game
Fixes
  • Chinook run cost was too high
  • incorrect pixels for some liveries for gen 4B mail car
Docs
  • link to grf.farm docs from readme
  • adjust Gronk description
  • change the majority of headings in html docs from title case to sentence case
Chuggypig
https://grf.farm/iron-horse/2.9.0/html/chuggypig.html

chuggypig_red_white.png
chuggypig_red_white.png (1.05 KiB) Viewed 3187 times
Autocoach Set
https://grf.farm/iron-horse/2.9.0/html/ ... gen_2.html

auto_coach_pony_gen_2_red_white.png
auto_coach_pony_gen_2_red_white.png (1.13 KiB) Viewed 3187 times
The autocoach has a few quirks :twisted:

I wanted to include an articulated vehicle with combined passenger and mail capacity, which can be combined with a small engine to make a nice 1-tile train.

Articulated vehicles don't work with auto-replace, so there's only 1 generation provided. This means the autocoach will have a lower speed than some of the available engines after 1930 or so. This is unlikely to change, and probably isn't a big deal on the short routes this vehicle is intended for.

Articulated vehicles can't be flipped, so only one livery option is provided for autocoaches.

Finally, a nice 2-tile train can be made with 2 autocoaches, a small engine, and a medium-length passenger coach or mail van :)

autocoach-examples.png
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Re: Iron Horse! 2.9.0 Released 2nd November 2020

Post by 2TallTyler »

Welp, looks like it's time to start a new game and try out the new trains!

I've been finding uses for the Joker engines on short-distance feeders and cross-town delivery routes, where speed isn't important and two short trains can handle the light traffic with one always loading and the other always moving. The autocoaches will likely be useful in a similar low-capacity, high-frequency role, connecting a single small town to a junction station or city.

Incidentally, I'm glad you explained the autoreplace restrictions. I didn't realize it was possible to autoreplace wagons in addition to locomotives, and have been upgrading trains manually. :roll: This is a game-changing discovery for a trainset like Iron Horse with wagon speed limits!
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