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Re: Iron Horse trains - releases
Posted: 23 Oct 2022 16:24
by DDRJake
Cheers for this mod, I love the additional trains, even the silly ones.
I'm reaching later into my games and find myself missing the variety of the Monorail and the sheer speed of the (ugly, ugly) MagLev. Is there a way to re-enable these but keep the glorious Iron Horse cars?
Re: Iron Horse trains - releases
Posted: 24 Oct 2022 05:42
by Emperor Jake
DDRJake wrote: ↑23 Oct 2022 16:24
Cheers for this mod, I love the additional trains, even the silly ones.
I'm reaching later into my games and find myself missing the variety of the Monorail and the sheer speed of the (ugly, ugly) MagLev. Is there a way to re-enable these but keep the glorious Iron Horse cars?
Use OpenGFX+ trains, it's basically the vanilla trains but enhanced. In the parameters you can turn off the rail vehicles to leave only mono/maglev.
Re: Iron Horse trains - releases
Posted: 29 Oct 2022 04:15
by mrjack2
Questions,
Iron Horse is one of only a few sets that offers a universal wagon (for all freight, except mail and passengers). I've already had a go at Iron Horse with XIRS, and the possibilities of what can be done with a universal wagon -- well, it's just brilliant to be able to create such an efficient network, and I have further ideas of what I want to do using slots and/or counters to improve my approach further.
I'd love to see a universal wagon that just switches between the graphics of different wagon types -- e.g. tankers for liquids, hoppers for coal etc, boxcars for general cargo (container wagons in later generations), so on so forth. For those who don't want it, it could be turned off in the settings. This is under the fiction that we're bypassing a shunting process at a switching yard (which the game can't effectively simulate yet). How difficult would this be?
And, given we have other wagons that carry mail and express cargo, what about the universal wagon carrying mail as well, i.e. everything except passengers? Again that could be a parameter -- perhaps there could also be a parameter to even switch to passengers, although I wouldn't use that. That was my one downside on the game I was playing -- because I wanted to sweep mail under the heading of general freight, I still needed two types of mainline wagon in order to extend my coverage to mail.
(I can of course just carry mail on passenger trains but honestly mail is such a pain in the butt I want to sweep it up under general freight and forget about it, unrealistic though it might be).
Re: Iron Horse trains - releases
Posted: 08 Nov 2022 07:45
by andythenorth
Iron Horse 2.63.1 now on Bananas.
2.63.1 Release
Fixes
- some articulated engines were using 'passenger coach' company colour for trailing parts
Thanks to EmperorJake for spotting the bug.
Re: Iron Horse trains - releases
Posted: 08 Jan 2023 09:24
by andythenorth
Iron Horse 2.64.0 now on Bananas.
Probably the last release for Iron Horse 2, excepting bug fixes
2.64.0 Release
Changes
- added stainless steel and alloy steel to Ingot Carrier cargo refits
- added food to farm products cargo refits
- adjusted power of Pinhorse and Argus engines to match Stoat
Docs
- remove unwanted 'CABBAGE' placeholder text from train list page
Re: Iron Horse trains - releases
Posted: 09 Jan 2023 16:22
by rotterdxm
Final version
any new newGRF projects planned then? Does this mean FIRS development is also reaching its final stages?
Re: Iron Horse trains - releases
Posted: 30 Jan 2023 03:10
by iliketrains
I have been enjoying this set lately. Well done! The only thing I would like to see added, not for gameplay/balance purposes, but my own personal taste
would be something to represent a pregrouping 0-8-0 like an LNWR Super D.
Re: Iron Horse trains - releases
Posted: 13 Apr 2023 20:02
by andythenorth
Iron Horse 3 Preview 3* now on Bananas
* Preview 1 was a test release, not on Bananas. Preview 2 had a bug.
3.0 Preview 3
"A horse is worth more than riches" — Spanish proverb
Time for Iron Horse 3. It's the one right after Iron Horse 2.
"Pitch me"
New ways to choose vehicle liveries
- more liveries to choose from
- easier to select liveries
Revamped tech tree
- better progression
- fewer repeating models that only differ in paint and stats
- multiple new engines, super for gameplay
Full use of 'vehicle variants' feature in OpenTTD 13
- Iron Horse 3 requires OpenTTD 13 or newer
- not compatible with previous Iron Horse versions
- uses a new GRFID
- Iron Horse 1 and 2 still available as separate grfs
Changes
- liveries are now individual vehicle variants in the buy menu
- many new liveries added for engines, passenger vehicles and mail vehicles
- powered vehicles with dedicated trailer cars are grouped together in the buy menu
- for example, Blaze HST coaches and mail vans will be grouped as variants with the Blaze HST power cars
- freight wagons do not have livery variants for Iron Horse 3.0.0, but freight wagon livery variants may be added in future
- rebalanced tech tree
- now exactly 150 engines
- (161 including snowploughs, cab cars, auto-trailers and similar)
- adjusted progression of some lines, especially electric engines and high-horsepower diesels
- added engines
- Eastern, steam freight engine, 1250 hp, available around 1900
- Keen, steam freight engine, 1800 hp, available around 1917
- Yak, steam freight engine, 1000 hp, available around 1930
- Dynamo, electric general purpose engine, 1800 hp, available around 1935
- Dryth, electric freight engine, 2900 hp, available around 1938
- Maelstrom, diesel freight engine, 2200 hp, available around 1958
- Trojan, diesel freight engine, 1700 hp, available around 1966
- Lion, diesel freight engine, 2950 hp, available around 1970
- Tincans, electric freight engine, 5200 hp, available around 1977
- Doineann, diesel freight engine, 2750 hp, available around 1986
- Resistance, electric freight engine, 5800 hp, available around 1986
- Centaur, diesel freight engine, 2000 hp, available around 1990
- General Endeavour, diesel freight engine, 1300 hp, available around 1990
- Constance, electro-diesel general purpose engine, 3600 hp / 3600 hp, available around 2018
- removed some engines that repeated a previous model, 'upgraded' by a new livery and minor stats bump
- Blind Smuir
- Evolution
- Hector
- Highlander
- Nimbus
- Phoenix
- Super Stentor
- Triton
- removed Vanguard, replaced by Rapid
- Defiant is now a general purpose engine, with 4150 hp
- changed appearance of Pinhorse
- some engines now randomly show miniature snowploughs when built
- includes Kelpie, Griffon, Growler, Slug and Onslaught
- reduced capacity of generation 5 (1990s) freight wagons
- no longer such a large jump up from generation 4, and now linear with all other generation increases
- this removes the effect where upgraded trains had less hp per tonne than previous generation, due to freight wagon capacity spiking up sharply
Docs
- show variants on engine details pages
Codechanges
- reduce template complexity and eliminate a large number of duplicate realsprites, as OpenTTD now correctly handles offsets for flipped vehicles that are < 8/8 long
- engine liveries no longer use the complicated approach of triggering different sprites if a specific company colour combination is set
- passenger and mail vehicle liveries no longer use the complicated approach of triggering different sprites by flipping the vehicle in depot
Re: Iron Horse trains - releases
Posted: 13 Apr 2023 20:09
by andythenorth
Re: Iron Horse trains - releases
Posted: 13 Apr 2023 20:13
by andythenorth
Re: Iron Horse trains - releases
Posted: 13 Apr 2023 20:15
by andythenorth
Re: Iron Horse trains - releases
Posted: 13 Apr 2023 20:19
by andythenorth
And more...
- horse-3-0-preview-2-10.png (72.56 KiB) Viewed 7523 times
- horse-3-0-preview-2-11.png (88.49 KiB) Viewed 7523 times
Re: Iron Horse trains - releases
Posted: 13 Apr 2023 20:21
by andythenorth
Also...Constance and Stalwart electric engines were missing pantographs in the 3.0 Preview 2 release. Fixed and released as Iron Horse 3.0 Preview 3.
Grateful for reports of any other bugs with this preview.
Re: Iron Horse trains - releases
Posted: 14 Apr 2023 14:42
by andythenorth
Re: Iron Horse trains - releases
Posted: 15 Apr 2023 07:47
by andythenorth
Iron Horse 3.0 Preview 5 now on Bananas.
Adds additional liveries for the following engines: Blaze, Captain Steel, Carrack, Chuggypig, Daring, Decapod, Foxhound, Griffon, Hurly Burly, Lark, Magnum, Merrylegs, Pegasus, Relentless, Reliance, Roarer, Stag, Stentor, Strongbow, Swift, Tencendur, Tincans, Withershins, Zebedee.
- horse-3-0-preview-5-1.png (72.49 KiB) Viewed 7287 times
Re: Iron Horse trains - releases
Posted: 15 Apr 2023 08:41
by Aegir
Looks good, those strong horizontal stripes really do pop nicely
Re: Iron Horse trains - releases
Posted: 15 Apr 2023 17:40
by andythenorth
Iron Horse 3.0 Preview 6 now on Bananas
Added a red and yellow livery for mail cars.
Added yellow livery for industrial engines (for use with FIRS Steeltown etc).
Added extra liveries for Resistance and Zebedee.
- horse-3-0-preview-6-1.png (25.06 KiB) Viewed 7222 times
Re: Iron Horse trains - releases
Posted: 15 Apr 2023 19:52
by TheDarkGiganotosaur
"Train-a-licious"... keep up with the excellent work!
Re: Iron Horse trains - releases
Posted: 16 Apr 2023 13:23
by andythenorth
Iron Horse 3.0 now on Bananas
3.0
"A horse is worth more than riches" — Spanish proverb
Time for Iron Horse 3. It's the one right after Iron Horse 2.
"Pitch me"
New ways to choose vehicle liveries
- more liveries to choose from
- easier to select liveries
Revamped tech tree
- better progression
- fewer repeating models that only differ in paint and stats
- multiple new engines, super for gameplay
Full use of 'vehicle variants' feature in OpenTTD 13
- Iron Horse 3 requires OpenTTD 13 or newer
- not compatible with previous Iron Horse versions
- uses a new GRFID
- Iron Horse 1 and 2 still available as separate grfs
Changes
- liveries are now individual vehicle variants in the buy menu
- many new liveries added for engines, passenger vehicles and mail vehicles
- powered vehicles with dedicated trailer cars are grouped together in the buy menu
- for example, Blaze HST coaches and mail vans will be grouped as variants with the Blaze HST power cars
- freight wagons do not have livery variants for Iron Horse 3.0.0, but freight wagon livery variants may be added in future
- rebalanced tech tree
- now exactly 150 engines
- (161 including snowploughs, cab cars, auto-trailers and similar)
- adjusted progression of some lines, especially electric engines and high-horsepower diesels
- added engines
- Eastern, steam freight engine, 1250 hp, available around 1900
- Keen, steam freight engine, 1800 hp, available around 1917
- Yak, steam freight engine, 1000 hp, available around 1930
- Dynamo, electric general purpose engine, 1800 hp, available around 1935
- Dryth, electric freight engine, 2900 hp, available around 1938
- Maelstrom, diesel freight engine, 2200 hp, available around 1958
- Trojan, diesel freight engine, 1700 hp, available around 1966
- Lion, diesel freight engine, 2950 hp, available around 1970
- Tincans, electric freight engine, 5200 hp, available around 1977
- Doineann, diesel freight engine, 2750 hp, available around 1986
- Resistance, electric freight engine, 5800 hp, available around 1986
- Centaur, diesel freight engine, 2000 hp, available around 1990
- General Endeavour, diesel freight engine, 1300 hp, available around 1990
- Constance, electro-diesel general purpose engine, 3600 hp / 3600 hp, available around 2018
- removed some engines that repeated a previous model, 'upgraded' by a new livery and minor stats bump
- Blind Smuir
- Evolution
- Hector
- Highlander
- Nimbus
- Phoenix
- Super Stentor
- Triton
- removed Vanguard, replaced by Rapid
- Defiant is now a general purpose engine, with 4150 hp
- changed appearance of Pinhorse
- some engines now randomly show miniature snowploughs when built
- includes Kelpie, Griffon, Growler, Slug and Onslaught
- reduced capacity of generation 5 (1990s) freight wagons
- no longer such a large jump up from generation 4, and now linear with all other generation increases
- this removes the effect where upgraded trains had less hp per tonne than previous generation, due to freight wagon capacity spiking up sharply
Fixes
- Magnum 70 did not display power correctly in some circumstances
Docs
- show variants on engine details pages
Codechanges
- reduce template complexity and eliminate a large number of duplicate realsprites, as OpenTTD now correctly handles offsets for flipped vehicles that are < 8/8 long
- engine liveries no longer use the complicated approach of triggering different sprites if a specific company colour combination is set
- passenger and mail vehicle liveries no longer use the complicated approach of triggering different sprites by flipping the vehicle in depot
Re: Iron Horse trains - releases
Posted: 28 Apr 2023 19:19
by fridaemon
Love this set, mainly waggons!
Is there any chance to have
Running Cost Multiplier for this set?
And why is here inflation limitation?
- img-2023-04-28-21-38-01.png (2.21 KiB) Viewed 6772 times