Dutch Trainset v2.0

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

Which DMU do you find better looking

Poll ended at 06 Feb 2013 11:59

DE-III (plan U): http://nl.wikipedia.org/wiki/Plan_U
9
38%
DE-IV (Ram): http://www.stichtingtee.nl/nl/trein/geschiedenis
15
63%
 
Total votes: 24

User avatar
Purno
Tycoon
Tycoon
Posts: 16659
Joined: 30 Mar 2004 12:30
Location: Almere, The Netherlands

Re: Dutch Trainset v1.0 released (01-03-2009)

Post by Purno »

Nice screenshot
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
djidee
Engineer
Engineer
Posts: 13
Joined: 20 Sep 2005 09:28
Location: Marum, Holland

Re: Dutch Trainset v1.0 released (01-03-2009)

Post by djidee »

Two screens from my side...

Playing a lot with Dutch Trainset (perhaps because i'm dutch)... Still have to do the stations and the signals i see ;)
Attachments
TransValue B.V., 27 Aug 2017.png
Screenshot on behalf of Dutch Trainset #1
(330.77 KiB) Downloaded 1 time
TransValue B.V., 13 Nov 2017.png
Screenshot on behalf of Dutch Trainset #2
(426.89 KiB) Downloaded 1 time
"Testing with Vision"
User avatar
Hyronymus
Tycoon
Tycoon
Posts: 13235
Joined: 03 Dec 2002 10:36
Location: The Netherlands
Contact:

Re: Dutch Trainset v1.0 released (01-03-2009)

Post by Hyronymus »

Nice screenshots and I see a lot of room for improvement for the Dutch Trainset.
User avatar
Mahoo76
Engineer
Engineer
Posts: 93
Joined: 07 Jul 2010 11:23
Location: I'd rather be in Philadelphia

Re: Dutch Trainset v1.0 released (01-03-2009)

Post by Mahoo76 »

Hyronymus wrote:Nice screenshots and I see a lot of room for improvement for the Dutch Trainset.
I can't imagine what you'd like to improve. The set is great as it is. :D But please surprise me. :wink:

I really like the 'clean' view. In contrast, the 2cc set has every wagon shaded. This gives a rather toy-ish look. On the other hand, the 2cc set has a lot of trains, you never can have too much trains.

Well, as a famous Dutch ex-footballer says: "every advantage has a disadvantage"
Image
User avatar
FooBar
Tycoon
Tycoon
Posts: 6553
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: Dutch Trainset v1.0 released (01-03-2009)

Post by FooBar »

Mahoo76 wrote:I can't imagine what you'd like to improve.
Vehicles not magically changing colours when driving around, for one. Different liveries are great, but please let the painters do their job inside a depot rather than hanging from the side of a train :P Not that you can see that from the screenshots...
User avatar
Purno
Tycoon
Tycoon
Posts: 16659
Joined: 30 Mar 2004 12:30
Location: Almere, The Netherlands

Re: Dutch Trainset v1.0 released (01-03-2009)

Post by Purno »

Hyronymus wrote:Nice screenshots and I see a lot of room for improvement for the Dutch Trainset.
When are you gonna share your secret future plans for the set? You've been stating several times you see improvements, you have plans for a version 2. But you keep hiding what kinda plans those are :P
FooBar wrote:
Mahoo76 wrote:I can't imagine what you'd like to improve.
Vehicles not magically changing colours when driving around, for one. Different liveries are great, but please let the painters do their job inside a depot rather than hanging from the side of a train :P Not that you can see that from the screenshots...
Well, the Dutch Trainset was coded by someone with limited knownledge of coding (me) because no-one better was available at that time :P
Once we get a more skilled coder, we can do all those fancy stuff we had to skip for version 1 :P
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
User avatar
Mahoo76
Engineer
Engineer
Posts: 93
Joined: 07 Jul 2010 11:23
Location: I'd rather be in Philadelphia

Re: Dutch Trainset v1.0 released (01-03-2009)

Post by Mahoo76 »

Purno wrote:Well, the Dutch Trainset was coded by someone with limited knownledge of coding (me) because no-one better was available at that time :P
You're being too modest. 8)
Mahoo76 wrote:I can't imagine what you'd like to improve.
Well, after a few good nights sleep, I did come up with some improvements. :idea:
  • -The Mat '54 has it's last wagon reversed, but only in the diagonal striped livery and at max length.
    -Copy&paste the 1600 series into a 1700/1800 series, and make the 1700/1800 series pax only.
    -Make the 1600 series freight only.
    -I really like the rear end of the NMBS train. Add this last wagon to the other 'modern' electric locomotives (1200,1300,1500,1700/1800)
    -Transform this last wagon into some sort of commandpost (I believe NARS had something like it). Make the locs pull/push units.
    -Do the same with the double-decker.
    -Make the different liveries available for buying in the depot. (I really like my 1200's in grey/yellow)
    -Add the new Sprinters
Dutch trainset improvements.png
Dutch trainset improvements.png (12.34 KiB) Viewed 7216 times
These are my first ideas. If I think of more, I´ll post them. Please feel free to burn ´m down :wink:
Image
User avatar
FooBar
Tycoon
Tycoon
Posts: 6553
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: Dutch Trainset v1.0 released (01-03-2009)

Post by FooBar »

Mahoo76 wrote:-The Mat '54 has it's last wagon reversed, but only in the diagonal striped livery and at max length.
That's obviously a bug. If it's up to me, in the next version you will buy the multiple units as one multiple unit, rather than having to add wagons yourself. That should also allow to connect a Plan V to a VIRM without problems (yes, I've seen 'em do that).
Mahoo76 wrote:Add this last wagon to the other 'modern' electric locomotives (1200,1300,1500,1700/1800)
Cab controls (=stuurstand) were never used with the 1200, 1300 and 1500. Only with 1600/1700/1800. Now the 1700/1800 aren't officially in the set, but the 1600 is and that comes with a cab control if you add express passenger coaches to it.
Mahoo76 wrote:-Do the same with the double-decker.
Already exists.
Mahoo76 wrote:-Make the different liveries available for buying in the depot.
If it's up to me, that will not happen. Vehicles will change livery as they did in real life, that is the beauty of a train set based on real vehicles.
Mahoo76 wrote:-Add the new Sprinters
Already there. It's called the "LighTTrain".

I'm not sure about the 1600/1700/1800 issue. My instinct tells me there should be the 1600/1800 (which is the same engine) and the 1700. But as they are for game purposes essentially the same thing, one train that represents both is probably enough. I would like to get rid of it's refit capabilities and rather have it's livery depend on whether the first attached wagon is a passenger wagon or not.
User avatar
Mahoo76
Engineer
Engineer
Posts: 93
Joined: 07 Jul 2010 11:23
Location: I'd rather be in Philadelphia

Re: Dutch Trainset v1.0 released (01-03-2009)

Post by Mahoo76 »

FooBar wrote:Cab controls (=stuurstand) were never used with the 1200, 1300 and 1500. Only with 1600/1700/1800. Now the 1700/1800 aren't officially in the set, but the 1600 is and that comes with a cab control if you add express passenger coaches to it.
What I meant is: Make the cab control work in the game. I would be nice to see those 1600's push a train/double-decker. I'm quite positive NARS had it at some time. I can't find it in one of the more recent versions though.

My 1600's don't show cab controls with the express coaches attached... Are they too long/short?
Nederlandse Spoorwegen NV, 15-01-2002#1.png
(166.56 KiB) Downloaded 1 time
Image
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: Dutch Trainset v1.0 released (01-03-2009)

Post by ZxBiohazardZx »

default dutch lenghts are usually quite short so id say the train is too long, is it even lenght (aka did you try odd vs even)

are they default carriages or are they MU-PAX type wagons ( i dunno dont have the set here)
User avatar
FooBar
Tycoon
Tycoon
Posts: 6553
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: Dutch Trainset v1.0 released (01-03-2009)

Post by FooBar »

Mahoo76 wrote:My 1600's don't show cab controls with the express coaches attached... Are they too long/short?
You might be in the wrong year. In real life these cab control units are used from 2004. I suspect the set implements similar behaviour, as I can build them in 2040.
User avatar
Purno
Tycoon
Tycoon
Posts: 16659
Joined: 30 Mar 2004 12:30
Location: Almere, The Netherlands

Re: Dutch Trainset v1.0 released (01-03-2009)

Post by Purno »

FooBar wrote:I'm not sure about the 1600/1700/1800 issue. My instinct tells me there should be the 1600/1800 (which is the same engine) and the 1700. But as they are for game purposes essentially the same thing, one train that represents both is probably enough. I would like to get rid of it's refit capabilities and rather have it's livery depend on whether the first attached wagon is a passenger wagon or not.
Not sure how many differences there are between the 1600, 1700 and 1800 TBH. But I think these differences are too small to give them seperate vehicle IDs.

The refit capabilities between passengers and freight was only as a workaround for my own limited coding skills; I didn't know how to do a livery change based upon wagons attached, but I did know how to change the livery based upon cargo carrying. :)
Mahoo76 wrote:What I meant is: Make the cab control work in the game. I would be nice to see those 1600's push a train/double-decker. I'm quite positive NARS had it at some time. I can't find it in one of the more recent versions though.
Yep, that'd be nice, and it'd be something to add for all MUs too :P
FooBar wrote:
Mahoo76 wrote:My 1600's don't show cab controls with the express coaches attached... Are they too long/short?
You might be in the wrong year. In real life these cab control units are used from 2004. I suspect the set implements similar behaviour, as I can build them in 2040.
I'm 99% sure I coded it this way indeed, so try skipping to a later year to check out if they work :)
ZxBiohazardZx wrote:default dutch lenghts are usually quite short so id say the train is too long, is it even lenght (aka did you try odd vs even)

are they default carriages or are they MU-PAX type wagons ( i dunno dont have the set here)
If I remember correctly, we coded consists for all trains up to 16 wagons, unless they had a shorter max length in real life, which is mostly the case with MUs. I guess it depends on the complexity of the train. For example, a DE-3 "Diesel Drie" consists is rather simple, since it always consists of blocks of three wagons. However, the ICM "Koploper" is a whole different story :P

Odd vs Even shouldn't matter at these engine + passenger coaches trains. Pretty sure the intercity coaches coupled behind a 1600 work identical to the ones coupled behind a NMBS 11.8 :)
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
User avatar
alluke
Transport Coordinator
Transport Coordinator
Posts: 335
Joined: 27 Dec 2010 16:26
Location: Finland

Re: Dutch Trainset v1.0 released (01-03-2009)

Post by alluke »

Why not code the solid MUs as 2/more part vehicle?
Image
User avatar
Purno
Tycoon
Tycoon
Posts: 16659
Joined: 30 Mar 2004 12:30
Location: Almere, The Netherlands

Re: Dutch Trainset v1.0 released (01-03-2009)

Post by Purno »

alluke wrote:Why not code the solid MUs as 2/more part vehicle?
Isn't that exactly what FooBar is suggesting?
FooBar wrote:If it's up to me, in the next version you will buy the multiple units as one multiple unit, rather than having to add wagons yourself. That should also allow to connect a Plan V to a VIRM without problems (yes, I've seen 'em do that).
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
User avatar
Purno
Tycoon
Tycoon
Posts: 16659
Joined: 30 Mar 2004 12:30
Location: Almere, The Netherlands

[OTTD] Dutch Trainset Cargo Extension

Post by Purno »

Nice, so what's the plans for v2? :)
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: Dutch Trainset v1.0 released (01-03-2009)

Post by ZxBiohazardZx »

Purno wrote:
FooBar wrote:I'm not sure about the 1600/1700/1800 issue. My instinct tells me there should be the 1600/1800 (which is the same engine) and the 1700. But as they are for game purposes essentially the same thing, one train that represents both is probably enough. I would like to get rid of it's refit capabilities and rather have it's livery depend on whether the first attached wagon is a passenger wagon or not.
Not sure how many differences there are between the 1600, 1700 and 1800 TBH. But I think these differences are too small to give them seperate vehicle IDs.

The refit capabilities between passengers and freight was only as a workaround for my own limited coding skills; I didn't know how to do a livery change based upon wagons attached, but I did know how to change the livery based upon cargo carrying. :)
Mahoo76 wrote:What I meant is: Make the cab control work in the game. I would be nice to see those 1600's push a train/double-decker. I'm quite positive NARS had it at some time. I can't find it in one of the more recent versions though.
Yep, that'd be nice, and it'd be something to add for all MUs too :P
FooBar wrote:
Mahoo76 wrote:My 1600's don't show cab controls with the express coaches attached... Are they too long/short?
You might be in the wrong year. In real life these cab control units are used from 2004. I suspect the set implements similar behaviour, as I can build them in 2040.
I'm 99% sure I coded it this way indeed, so try skipping to a later year to check out if they work :)
ZxBiohazardZx wrote:default dutch lenghts are usually quite short so id say the train is too long, is it even lenght (aka did you try odd vs even)

are they default carriages or are they MU-PAX type wagons ( i dunno dont have the set here)
If I remember correctly, we coded consists for all trains up to 16 wagons, unless they had a shorter max length in real life, which is mostly the case with MUs. I guess it depends on the complexity of the train. For example, a DE-3 "Diesel Drie" consists is rather simple, since it always consists of blocks of three wagons. However, the ICM "Koploper" is a whole different story :P

Odd vs Even shouldn't matter at these engine + passenger coaches trains. Pretty sure the intercity coaches coupled behind a 1600 work identical to the ones coupled behind a NMBS 11.8 :)

hehe yeah your right,

also did the 1600's pull passengers? i thought only the 1700's did and that 1600/1800 was more aimed on freight, that being a personal sidenode...
User avatar
FooBar
Tycoon
Tycoon
Posts: 6553
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: Dutch Trainset v1.0 released (01-03-2009)

Post by FooBar »

ZxBiohazardZx wrote:also did the 1600's pull passengers? i thought only the 1700's did and that 1600/1800 was more aimed on freight, that being a personal sidenode...
First there was only 1600s, which pulled both passengers and freight. Some 10 years later the 1700s came along which had some technical modifications as well as automatic couplings. Then the NS was spilt NS Reizigers for passenger transport and NS Cargo for freight transport and the 1600 stock was devided over the two companies. The 1600s for NS Reizigers were renumbered as 1800s. The 1600s for NS Cargo retained their original number.
User avatar
Hyronymus
Tycoon
Tycoon
Posts: 13235
Joined: 03 Dec 2002 10:36
Location: The Netherlands
Contact:

Re: [OTTD] Dutch Trainset Cargo Extension

Post by Hyronymus »

Purno wrote:Nice, so what's the plans for v2? :)
- early available steam engines
- discuss cost factors with other set developers
- change the alignment of vehicles to match other sets (i.e. UKRS)
- completely recode in NML
- make sure every contributor contributes under GPL v2 or a similar license
- built-in support for ECS, FIRS and possibly other cargo sets
User avatar
FooBar
Tycoon
Tycoon
Posts: 6553
Joined: 21 May 2007 11:47
Location: The Netherlands
Contact:

Re: [OTTD] Dutch Trainset Cargo Extension

Post by FooBar »

Hyronymus wrote:- discuss cost factors with other set developers
Balancing against the default vehicles would be best I think. But then not all train sets seem to do that.
User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9432
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: [OTTD] Dutch Trainset Cargo Extension

Post by planetmaker »

Hyronymus wrote:- discuss cost factors with other set developers
Along the lines of FooBar's argument:

Why balance against default vehicles?

- People use more than one set
- Every set author has his or her own idea of what "the best" cost structure should be like
- Every player has also his or her own idea of what price levels should be like
- Base cost newgrfs allow to set *globally* the cost levels of vehicle types, but NOT re-balance sets against eachother. This is especially visible in the road vehicles domain, but increasingly also with trainsets.

Personally I like to draw the conclusion that 'best practise' is
- without any parameters balance against default vehicles, both purchase and running costs
- with parameter allow to set different purchase and running cost levels

- maybe add a parameter for alternate cost schemes, if you want to do it really different.
- if you want to do it fancy, add some auto-detection of preferred other NewGRFs and tie that to an additional parameter 'auto-config costs'
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Amazon [Bot] and 15 guests