Page 232 of 392

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

Posted: 05 Feb 2010 19:28
by FooBar
Works fine here. If it still doesn't work, let me know, then I'll upload a copy I saved.

By the way, it's 100% certain that the the final trains will look different than the visualizations shown in the ppt:
Exterior II
Driver’s cabin Bvk’s and mABk’s will be readjusted to suit temporary design (attached visualization/form and diagram are not representative)
(slide 5)

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

Posted: 06 Feb 2010 19:52
by jobt
Weird it doesn't work here, I tried different browsers but it still doesn't work... If you would upload a mirror I'd be really grateful! :D

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

Posted: 06 Feb 2010 21:15
by FooBar

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

Posted: 07 Feb 2010 11:01
by jobt
thanks for the efforts, but I actually meant the grf itself :roll:
I have the same problem as HLN:
Hello Guys,

I would really love to download the dutch trainset, but it doest work from the website http://users.tt-forums.net/dutchset/downloads.php
As soon as I try to download the set, it errors on the website... Any idea?

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

Posted: 07 Feb 2010 11:27
by FooBar
jobt wrote:thanks for the efforts, but I actually meant the grf itself :roll:
Ah, I didn't understand that from your post...


Well, here's an official mirror for you: http://www.tt-forums.net/viewtopic.php?p=768649#p768649

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

Posted: 07 Feb 2010 12:35
by jobt
Well, thanks a lot anyways :)

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

Posted: 23 Feb 2010 18:47
by BlueEagle_nl
Just posted an updated edition of the Dutch Trainset to the Team... This one should have ECS-compatibility...

Might throw it on BaNaNaS when the team approves it ;)

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

Posted: 16 Apr 2010 13:08
by Woutert
Is there any possible to get loading and unloading speeds of the passenger trains faster? Now loading and unloading takes a lot of time, compared to the DB set for example.

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

Posted: 16 Apr 2010 14:30
by DJ Nekkid
they will in 2.0 :)

8 and 20 respectivly (highspeed/regional)

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

Posted: 02 Jun 2010 21:31
by OllyG
Good evening,

Firstly, congratulations to Hyronymus and co for a truly superb train set. I have loved playing with this, and I find that, when combined with the Dutch station set and a suitably flat (!) landscape, my games have a real Dutch flavour to them when I use the Dutch train set. See screenshot at the bottom for an example!

A couple of questions regarding this set though.


1. Why is the ICE-3 restricted to a maximum speed of 220kph? Is this the maximum it can go in the Netherlands? If so, I would have thought the Thalys ought to have the same restriction (although I do realise that the Thalys runs at full speed on the new Dutch high-speed line [if this has now been fully commissioned: I am a bit behind with the railway news]).


2. There are a number of passenger trains / locomotives which do not allow you to include mail vans in the formation, or, when you do, the train is restricted to the mail car's speed, rather than the car assuming the speed of the rest of the train.

Eg. the 1990s double-decker EMU, all high-speed trains and the TRAXX locomotive (which accepts passenger-haulage, but without mail cars).

I'm guessing this is for realism, in that, these days, mail is transported using dedicated trains (or by lorry: pah!). But, in terms of OTTD, I find it only makes sense to have dedicated mail trains when cities get really big.


But as I say, overall a fantastic set.

Vinkegeest Transport, 5th Sep 2053.png

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

Posted: 02 Jun 2010 21:52
by Rubidium
OllyG wrote:1. Why is the ICE-3 restricted to a maximum speed of 220kph? Is this the maximum it can go in the Netherlands?
In the Netherlands 1.5kV DC is used for the catenary, the German network is 15kV AC and HSL-Zuid is 25kV AC. As described in the ICE-3 specs tells that for DC the maximum speed is 220 km/h and for AC it is 330 km/h. So yes, it can go only 220 km/h in the Netherlands as I can't find documentation that states it supports the signalling system used on the HSL-Zuid line.

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

Posted: 24 Mar 2011 09:02
by Purno
OllyG wrote:2. There are a number of passenger trains / locomotives which do not allow you to include mail vans in the formation, or, when you do, the train is restricted to the mail car's speed, rather than the car assuming the speed of the rest of the train.

Eg. the 1990s double-decker EMU, all high-speed trains and the TRAXX locomotive (which accepts passenger-haulage, but without mail cars).

I'm guessing this is for realism, in that, these days, mail is transported using dedicated trains (or by lorry: pah!). But, in terms of OTTD, I find it only makes sense to have dedicated mail trains when cities get really big.
Your guess is true. EMUs don't have mail departments nowadays, so they don't have those ingame either. If you want to transport mail, you'll have to use a engine with wagons consist. And those wagons have speed limits (though I believe that's a setting in OTTD itself which can be deactivated). There's no fast express mail transport in the Netherlands, so there isn't any in the set either. We chose to make the set realistic, there's plenty of other sets which focus on gameplay. You can always play a game with multiple trainset and 'steal' a fast mail wagon from that set.

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

Posted: 24 Mar 2011 10:36
by OllyG
Purno wrote:
OllyG wrote:2. There are a number of passenger trains / locomotives which do not allow you to include mail vans in the formation, or, when you do, the train is restricted to the mail car's speed, rather than the car assuming the speed of the rest of the train.

Eg. the 1990s double-decker EMU, all high-speed trains and the TRAXX locomotive (which accepts passenger-haulage, but without mail cars).

I'm guessing this is for realism, in that, these days, mail is transported using dedicated trains (or by lorry: pah!). But, in terms of OTTD, I find it only makes sense to have dedicated mail trains when cities get really big.
Your guess is true. EMUs don't have mail departments nowadays, so they don't have those ingame either. If you want to transport mail, you'll have to use a engine with wagons consist. And those wagons have speed limits (though I believe that's a setting in OTTD itself which can be deactivated). There's no fast express mail transport in the Netherlands, so there isn't any in the set either. We chose to make the set realistic, there's plenty of other sets which focus on gameplay. You can always play a game with multiple trainset and 'steal' a fast mail wagon from that set.

I take the realism point, although I would note that the Netherlands does not at present have high-speed trains which can go at 283mph!

It's only a tiny gripe: the Dutch set is brilliant, and in my view, one of the best newGRFs available.

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

Posted: 24 Mar 2011 11:01
by Purno
OllyG wrote: I take the realism point, although I would note that the Netherlands does not at present have high-speed trains which can go at 283mph!
I guess you're referring to the HSA? At the point we released the Dutch Trainset, the HSA still was a plan for the future. So, if we wanted to include it, we'd have to guess a few things. One of these was the speed, but also the graphics are based purely on a concept-art picture. Since it was a futuristic thing anyways, we could use this a little to introduce a nice fast train for OpenTTD games, it'd be good for gameplay and we can't aim for realism with the HSA anyways :P

However, if you're having objections against a 283mph train, you can simply choose not to buy it. :mrgreen:

btw, if you're going for realism, why use mph and not km/h? :tongue:

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

Posted: 24 Mar 2011 13:10
by Woutert
DJ Nekkid wrote:they will in 2.0 :)

8 and 20 respectivly (highspeed/regional)
How is this related to for example the DBsetXL? The Czech trainset and the Spanish trainsets have got some quick-loading trains as well, which makes them perfect for timetabling.

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

Posted: 24 Mar 2011 22:20
by OllyG
Purno wrote:
OllyG wrote: I take the realism point, although I would note that the Netherlands does not at present have high-speed trains which can go at 283mph!
I guess you're referring to the HSA? At the point we released the Dutch Trainset, the HSA still was a plan for the future. So, if we wanted to include it, we'd have to guess a few things. One of these was the speed, but also the graphics are based purely on a concept-art picture. Since it was a futuristic thing anyways, we could use this a little to introduce a nice fast train for OpenTTD games, it'd be good for gameplay and we can't aim for realism with the HSA anyways :P

However, if you're having objections against a 283mph train, you can simply choose not to buy it. :mrgreen:

btw, if you're going for realism, why use mph and not km/h? :tongue:

Well, I am British, so find it easier to think in mph, although I would support a national move towards kms and metrification in general.

I have no beef with the HSA and enjoy using it in my games, but there is no high-speed train using conventional rails and ballast which currently runs faster than 200mph or is proposed to run faster than 250mph, that was all I meant!

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

Posted: 25 Mar 2011 02:20
by Eddi
i don't have a source for this, but i heard that ICE3 is limited not only by catenary/power, but also by the electromagnetic brakes, which imposes some limitations for track equipment, which are to a different standard in the Netherlands. The electromagnetic forces could damage this equipment if the brakes are engaged at full speed.

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

Posted: 14 Jun 2011 18:43
by Hyronymus
Behind the scenes there has been some discussion about putting the Dutch Trainset on Bananas under the CC-BY-NC-SA v3.0 license (please read the documentation: http://creativecommons.org/licenses/by-nc-sa/3.0/). A problem Purno and I are facing though is getting permission from everyone who contributed graphics or code to the Dutch Trainset v1.0 as released on March, 1st 2009. We are certain that the following people have contributed to that set:
  • Bastiaan
  • BlueEagle_nl
  • DanMack
  • Hyronymus himself (look at the ugly coaches in he 1920's :P)
  • Purno himself
  • Snail
  • Wile E. Coyote
Possibly other people contributed too and we hope that those people will make themselves known. It will be great if we can get permission from all the contributing artists to put the Dutch Trainset v1.0 on Bananas with the CC-BY-NC-SA v3.0 license.*

In the mean time Purno and I are wondering if we can put the Dutch Trainset v1.0 on Bananas without permission from all contributing artists under the CC BY-NC-ND v2.0 license (please read the documentation: http://creativecommons.org/licenses/by-nc-nd/2.0/) and by referring to the Dutch Trainset Team as authors (please remember that the end goal is to provide the Dutch Trainset v1.0 under the CC-BY-NC-SA v3.0 license!). Please advise us if you are knowledgable in CC license.

*Purno and I are sorry for this topic dig.

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

Posted: 14 Jun 2011 19:13
by Transportman
The downloadpage lists some other names as The Dutch Trainset Team. The link to the actual file doesn't work (lot of warnings and an error). Or is this another version? It is released on the same day, so I assume it is the same.

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

Posted: 14 Jun 2011 19:17
by Hyronymus
Transportman wrote:The downloadpage lists some other names as The Dutch Trainset Team. The link to the actual file doesn't work (lot of warnings and an error). Or is this another version? It is released on the same day, so I assume it is the same.
Thanks for the heads-up: it's the same and there are indeed some errors :(. The reason Szappy was credited there was because of his GRFMaker tool that Purno used. Or (looking at Purno) did Szappy code too? Singaporekid made some steam engines earlier in the set devleopment. I'm not 100% sure his steam locomotives made it to v1.0 though.