NARS2 - the North American Railway Set [2.52 September 2021]

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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by DanMacK »

Well, there are a couple of rarities and "road specific" (T1 and Centennial spring to mind). I've thought about the KM units, and would have to ahve both the cab and roadswitcher units of course.. Something to defintiely think about, and I may just do them at some point in the future.
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by PikkaBird »

NekoMaster wrote:BTW, I like how this set has sound and all, could somebody make a invisable car that makes sound like the Flippers in the American trains for LoMo. That way you can use it with other sets that dont have sound.
This wouldn't really work. But I'm more than happy to help out with any other sets that want to add sound.
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by NekoMaster »

PikkaBird wrote:
NekoMaster wrote:BTW, I like how this set has sound and all, could somebody make a invisable car that makes sound like the Flippers in the American trains for LoMo. That way you can use it with other sets that dont have sound.
This wouldn't really work. But I'm more than happy to help out with any other sets that want to add sound.
Well couldn't you at least make a invisable locomotive? with a max speed of 1000MPH just incase
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by planetmaker »

NekoMaster wrote:Well couldn't you at least make a invisable locomotive? with a max speed of 1000MPH just incase
Also in North America there are to my understanding no invisible engines :D
That said, for (O)TTD(P) there is already one available. At least in the #openttdcoop grfpack.
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by NekoMaster »

planetmaker wrote:
NekoMaster wrote:Well couldn't you at least make a invisable locomotive? with a max speed of 1000MPH just incase
Also in North America there are to my understanding no invisible engines :D
That said, for (O)TTD(P) there is already one available. At least in the #openttdcoop grfpack.
I dont care if there are no invisable locos, even if it as to be a seperate grf I dont really caer, as long as it makes trains make noise. If the NARS 2.0 Trains emit running sounds, why not just make invisable or very small locos that make noise, that way sets that have American trains or simular wont need to have the sounds coded, and this set will see more use :)
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by wallyweb »

NekoMaster wrote: that way sets that have American trains or simular wont need to have the sounds coded, and this set will see more use :)
As far as I know, the Canadian Train Set and the American Transition Set have running train sounds. Are there other American trains or similar that I am not aware of?
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by NekoMaster »

wallyweb wrote:
NekoMaster wrote: that way sets that have American trains or simular wont need to have the sounds coded, and this set will see more use :)
As far as I know, the Canadian Train Set and the American Transition Set have running train sounds. Are there other American trains or similar that I am not aware of?
They do not have running sounds, only the defualt openTTD horn sounds. If they have running sounds in the canadian set then it must be in the 0.3 version cause I only have 0.2j which is the only one I can find
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by wallyweb »

NekoMaster wrote:They do not have running sounds, only the defualt openTTD horn sounds. If they have running sounds in the canadian set then it must be in the 0.3 version cause I only have 0.2j which is the only one I can find
You're right ... my misunderstanding.
While we're at it, those sounds are also default to TTDPatch and quite possibly proprietary to TTDX unless someone has created a whole new sound file for the Patch and OTTD.
As for Pikkabird's running sounds, your suggestion lacks a little extra thought. If you zoom in on a train, you will find that it's sound is unique to that type of train. Random sounds derived from an invisible engine could give a diesel the choo-choos and a steamer the rumm-rumms. Also, there could be acceleration noises for deceleration. Worse yet, some remote area on your map with a handy stretch of track but no train visible for miles and tiles could be subjected to inappropriate noise pollution from ghost trains. The only way to get the right noise to the right train at the right time is by calling the noise from the noisy train's code.
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by NekoMaster »

wallyweb wrote:You're right ... my misunderstanding.
While we're at it, those sounds are also default to TTDPatch and quite possibly proprietary to TTDX unless someone has created a whole new sound file for the Patch and OTTD.
As for Pikkabird's running sounds, your suggestion lacks a little extra thought. If you zoom in on a train, you will find that it's sound is unique to that type of train. Random sounds derived from an invisible engine could give a diesel the choo-choos and a steamer the rumm-rumms. Also, there could be acceleration noises for deceleration. Worse yet, some remote area on your map with a handy stretch of track but no train visible for miles and tiles could be subjected to inappropriate noise pollution from ghost trains. The only way to get the right noise to the right train at the right time is by calling the noise from the noisy train's code.
Or, just make the invisable loco like I said, but giuve it a name to match it to a loco of simular model, like...
Diesel Sound - EMD SD45 (or)
Electric Soun - Acela (or)
Turbine Sound - UAC Turbo
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by wallyweb »

NekoMaster wrote:Or, just make the invisable loco like I said, but giuve it a name to match it to a loco of simular model, like...
Diesel Sound - EMD SD45 (or)
Electric Soun - Acela (or)
Turbine Sound - UAC Turbo
Ok .. and what happens if your invisible loco is on one end of the map and you are following the target train at the other end of the map? How does the target train find the invisible loco to get it's sound?
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by NekoMaster »

wallyweb wrote:
NekoMaster wrote:Or, just make the invisable loco like I said, but giuve it a name to match it to a loco of simular model, like...
Diesel Sound - EMD SD45 (or)
Electric Soun - Acela (or)
Turbine Sound - UAC Turbo
Ok .. and what happens if your invisible loco is on one end of the map and you are following the target train at the other end of the map? How does the target train find the invisible loco to get it's sound?
What do you mean? You just place them like this

Reall Loco (eg. 2cc GE Genesis), Diesel Sound - GE Trains, Bi Level 4th Gen, Bi Level 4th Gen, Bi Level 4th Gen, Bi Level 4th Gen...

they dont do anything but provide sound for the train, if it doesnt work behind a loco, just put it infront, but make sure it can handle upto 500MPH since the 2cc set has the TVG POS v150, which, though it wouldn't be accurate for the sound entierly, I would add the electric sound if I can, Im not sure if it was programed to allow mulitple sets to be coupled together, like 3 POS v150's together for a Hi Speed 670 (approx) commuter :D
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by wallyweb »

NekoMaster wrote:Reall Loco (eg. 2cc GE Genesis), Diesel Sound - GE Trains, Bi Level 4th Gen, Bi Level 4th Gen, Bi Level 4th Gen, Bi Level 4th Gen...
Got it. It would probably work. Shouldn't be a problem in OTTD with it's ability to accommodate multiple train sets at once, however, in TTDPatch, IDs are at a premium and it would be simpler for each set to code the sounds directly to the engine as Pikkabird did with NARS. Also, keep in mind that most train sets are coded for both OTTD and TTDPatch.

Your ghost engine would have to be placed mid or end of train as the lead engine determines the train number and refits, etc.
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by NekoMaster »

wallyweb wrote:
NekoMaster wrote:Reall Loco (eg. 2cc GE Genesis), Diesel Sound - GE Trains, Bi Level 4th Gen, Bi Level 4th Gen, Bi Level 4th Gen, Bi Level 4th Gen...
Got it. It would probably work. Shouldn't be a problem in OTTD with it's ability to accommodate multiple train sets at once, however, in TTDPatch, IDs are at a premium and it would be simpler for each set to code the sounds directly to the engine as Pikkabird did with NARS. Also, keep in mind that most train sets are coded for both OTTD and TTDPatch.

Your ghost engine would have to be placed mid or end of train as the lead engine determines the train number and refits, etc.
Hmm, well at least you under stand now, I cant belive people are still using ttdpatch when openTTD is much better, though I guess they use ttdpatch for a more original ttdx feeling then having a bunch of settings and stuff. Anyways, I tried putitng a Ge Gensis from the NARS 2.0 set behind a 2cc GE Genesis, the running sounds work but the horn is the defualt ttd style. I think just putting it in the front would be best as not only would it have the sounds where it should be, it would also have the horn, and as for maybe run away locos, maybe accidentally hitting that red orb by it making it go, maybe code it so if its not followed by a train or a wagon it will show a sprite , like an arrow or a missing grf icon ( the (?) thing)
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by ever »

ttdp still seems to handle some grfs better than ottd.
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by NekoMaster »

ever wrote:ttdp still seems to handle some grfs better than ottd.
Meh, well I dont both with ttdp.
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by Purator »

Hi,

don't know if this is a bug or feature...

In my game ist is actually 1905, so passanger cars are currently "Heavywheigt", heated with steam.

When I now add passenger cars to a locomotion its hp sink (clear, this is what shall happen), but when adding more and more waggons, it remains at (hp - 1000), so when adding waggon number 21, it is heated "for free".
If I now add another locomotion, the full hp of that lokomotion are added, so if I run two Atlantics with 40 Waggons, they have 1800hp instead of 800 (which they should have).

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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by NekoMaster »

Purator wrote:Hi,

don't know if this is a bug or feature...

In my game ist is actually 1905, so passanger cars are currently "Heavywheigt", heated with steam.

When I now add passenger cars to a locomotion its hp sink (clear, this is what shall happen), but when adding more and more waggons, it remains at (hp - 1000), so when adding waggon number 21, it is heated "for free".
If I now add another locomotion, the full hp of that lokomotion are added, so if I run two Atlantics with 40 Waggons, they have 1800hp instead of 800 (which they should have).

Purator
definatly a bug, if it was say adding passenger cars to a F40PH or the GE Genesis then the reson would be that they offer HEP from the traction system which leaves less power for the Traction motors to power the axles.

Oh, it might be that since the passenger coaches are "steam heated" by a "steam locomoitve" I guess its because it takes steam from the locomotive it self so less steam to power the cyliders. IDK if thats how it works but maybe thats why...
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by PikkaBird »

It was a design decision, so that when people build ridiculously long trains (as they are wont to do) they'll still move. ;)
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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by Purator »

So it is a feature :-D

Is it possible to turn this off by a parameter? (Or would that be too much work for too little effeckt and too less people who use it but much more who dislike it?(what a sentence...))

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Re: NARS2 - the North American Renewal Set [2.02 21 Feb 09]

Post by NekoMaster »

Purator wrote:So it is a feature :-D

Is it possible to turn this off by a parameter? (Or would that be too much work for too little effeckt and too less people who use it but much more who dislike it?(what a sentence...))

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Nope, no parameteres as far as I know
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