Ok guys.
I see lots of interest around this set. Which is GREAT.
James and Comrade Sanchez, if the two of you can work together on our sprites, it would be a great opportunity for all. You'd get more experience and we would start seeing how our engines really look like in a game. Especially Sanchez could easily get the grasp of coding, and our set will need lots of it. There will be tricky combinations of engines+carriages and weird EMUs that require lots of attention to details.
The tracking table. Right. Well, you asked for it

Here is version .207. It's NOT the final one. Ever since I started my silly attempts with the brushes, I decided to change things on the road and never really kept track of it on the table (I always postpone it, drawing engines is way more fun than fiddling with numbers). This means that the data for the electrics and diesels is pretty much ok, but this does NOT apply to steamers (the early pacifics for instance seem to have 5 liveries according to the table, but they've actually got eight).
Anyway, since by the moment you guys prefer to focus on electrics and diesels, this shouldn't be an issue.
You'll find the list of the engines in the Specs sheet. Further explanation of the engines lies in the "Steamers" and "Electric&Diesel". Multiple units and their composition is extensively dealt with in the "EMU-DMU" sheet. "Engines-Coaches" deals with the livery override of passenger trains, which will work according to (1) engine type, (2) engine livery, (3) engine production year, (4) coach production year, and (5) coach type; local, express, or bilevel. It also deals with special consists such as the Orient Express etc. However, coaches are far from being drawn, so we can leave it out for the moment. "Pax-Mail" deals with the different coaches styles themselves. "Freight", well, deals with freight wagons (not even started). "Pix" proposes pictures of the engines, and the other three are just calculation sheets (shouldn't be fiddled with).
This to give an idea of what's to be done yet (and as you can see there's still a lot of work), until Wally comes back and we gain our tables back.
Right now I'll attach a zipfile of my modest creations, all but the steamers. James and Sanchez, I do hope you can code them straight, without editing them: I followed Dalestan's advice (ty!

), starting with northbound, then clockwise. Here's a list of what's inside. You'll find the specs on the spreadsheet (Specs sheet, from row 48 down).
- BB1280: one livery, so no probs
- 2BB2: name "2BB2 3300", livery 1 (green, grey roof) until 1938 (if you wanna get a date, take 12/31/1937), livery 2 (all dark green) from 1938 to end;
- 1ABBA1: name "1ABBA1 3600", liveries 1 and 2 (green, grey roof, livery 2 has yellow stripes) until 1938, livery 3 (all dark green) from 1938 to end; livery 1 should appear with 3/4 probability and livery 2 1/4;
- 1CC1: name "1CC1 3800", livery 1 (green, grey roof) until 1938, livery 2 (all dark green) from 1938 on;
- 2CC2: name "2CC2 3400", livery 1 (green, grey roof) until 1938, livery 2 (all dark green) until 1946, livery 3 (blue) 1946 to end;
- BB61000, one livery.
Btw, are we allowed to add a description line in the purchase list? If so;
BB1280: "Light universal service"
2BB2: "Express passenger service"
1ABBA1: "Heavy freight service, mountainous routes"
1CC1: "Heavy freight service, mountainous routes"
2CC2: "High-speed passenger service, hilly routes"
BB61000: "Light and medium freight service".
How do they sound?
Right, I guess that's all I drew that is not a steamer. The rest of my production still requires revisiting (it's not animated yet), so I think you guys could start with these five if it's ok with you. Hope HT will agree to post his sprites, too. He drew quite a few multiple units and diesel engines that are just ready for coding, and many electric engines that only require some additional liveries.
One last thing.
OzTransLtd wrote:The counter only runs from 0 to 4095 and the low bit will not be picked accurately enough. 6-frames won't work.
DaleStan wrote:I'm assuming you meant s/bit/byte/, but where does it say that? I see "4096 motion units mean motion across one tile", but the wiki's pretty good about reporting meaningless bits, and the given format is "32-bit value", not "00000ccc".
Well, if 6 frames won't work, it means I'll have to add 2 more sprites to the Pacifics and the Mountains. Which will be kind of sub-optimal because I honestly like them the way they are. Maybe I'll leave you guys some time to sort out the matter before I pick up the hammer and redo the rods? I'd really like to know whether our 6-frame animation as it is now could be feasible in a game or not.
Right. Hope to finish the Decapods soon. In the meantime, have fun and good luck to our coders!

We really do appreciate the effort.
Cheers