andythenorth wrote:Iron Horse isn't even 1.0.0 yet, and we have add-ons
In case it's useful, a typical roster in Iron Horse grf will have around 8 'standard' steam engines, and 8 'standard' electrics / diesels, plus some railcars / specialist locomotives. The metro and narrow gauge are also extras. It's not a fixed rule, but it does encourage making good choices about the roster design.
Other stuff that might be useful:
- pax railcars are always single unit, and refit to express cargos. This lets players build railcar trains to any length, including mixed trains.
- all wagons refit at stations to any of their refittable cargos
- each wagon type has between 1 and 3 generations, which affects the speed (slow, medium, fast, no limit).
- all rosters include a caboose, it doesn't do anything, it's just eye candy
Is the grf a fork of Iron Horse (with all the Iron Horse vehicles in it), or is it an add-on (only contains the additional vehicles)?
atm we have nothing... but i have (im doing this grf thin for a month now and their is still a lot to learn)

and it is only intended as addon which will work wothout IH but would not realy fit to other sets.
the concept was to add vehicles which are less usefull for the masses (this is done by the baseset) but satisfy freaky needs of freaky people

due waggons are more or less interchangable (if the missing rosters are added), hard to balance (running speed/cost, cargo capacity and loading speed and especially find the right path between reality and fun..) and there seem to be already enough, i only thought about few new ones to build 'realistic' trains. most of my needs are satisfied atm (how long i waited for mailwaggons which are used like in the past (at least here in germany) and can transport express goods! same thing applies to the railcars). e.g the gdr set will contain locos from tiny to big for varius needs inside the concept of industrial railways => so no passenger engines would be included and engines of the standard roster are needed to fill this gap. so these rosters only work in add-on form and even if they work with other grfs the whole design (graphic and power/runningcost) is designed to fit iron horse. i know the concept is weird but at least it could be a inspiration to other modders, maybe with more usefull ideas

. at this point of my grf career i am only building things i missed so long in (o)ttd and iron horse provides many of this things.
@kamnet: my newGRF list is so long one more or less does not bother here i think

. but ahead from the logic (eg. 3 people follow my approach you have 4 different ironhorse-grf in your list ore one big with thousends of parameters and engines.) it should be possible to activate/deactivate different rosters by including and setting the right paramater. as i said the, the "framework" which comes with seems really powerful and well thought (in contrast to my ideas) and let the developer focus to the main work => building nice sprites, which is hard enough (at least for me, i'm a good thief but a bad artist...). there to much mediocre drawn and hard to combine trainsets out here, which could be kicked out your list if only enough modders saddle up the iron horse

so what would stay => ttrs, firs, chips, a local station set, heqs, a local roadtransprotation set and a list of ironhorse raosters which fit your needs
for example i used up to 4 or 5 trainsets just to fit my european needs and mostly there where great differences in tractive efforts, running and buying costs and up to today we have no working tropical enhancement (which works with firs/ecs). first mission is to kill this problems, then the grflist can be cleaned up
@andy: i hope my missionary work for this set don't offends you but as i write before, in my opinion your work really fits to the original ttd spirit and have to be spreaded all over the ottd world
