Iron Horse! 2.2.1 Released 1st December 2019

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andythenorth
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Re: Iron Horse! 2.2.0 Released 1st December 2019

Post by andythenorth »

Iron Horse 2.2.1 now on Bananas :)

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2.2.1 Release
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Not savegame compatible with previous versions of Iron Horse (sorry - nothing actually breaks, but moving from hg to git changes revision numbers).

Features
  • added 2 Driving Van Trailers (driving cab cars)
    • attach to front or rear of a train with at least one other engine
    • for OpenTTD reasons, vehicles must have power to lead a train, so these vehicles include a small amount of power
    • refittable to mail and express freight cargos
    • first available around 1990
    • multiple liveries, livery shown depends on consist cargo and user choice (depot flip the vehicle)
    • automatically flips if last vehicle in train
  • added 3 Joker vehicles with limited gameplay benefit
    • Grub small steam engine (1860), 35mph, 250hp
    • Gronk small diesel engine (1951), 35mph, 400hp
    • Snowplough (1900)
      • has a small amount of power set so it can lead a train
      • can transport a small amount of mail or express freight cargos
      • automatically flips if last vehicle in train
  • added parameter to disable Joker vehicles (enabled by default)
  • added narrow gauge mineral car for gen 2 (around 1905)
  • improved appearance of steam engines, diesel shunters, some electric engines by reducing contrast of pixels in the wheel area
Fixes
  • Zeus railcar had incorrect electric power value when built (buy menu showed correct value)
  • Scooby and Dover mailcars had incorrect sprites for 2 angles
Docs
  • added experimental tech tree page, showing engine progression
Codechanges
  • ported version / revision info from hg to git
  • rewrote parts of compile for compatibility with python 3.8
  • rewrote parts of compile for speed
  • using combination of python 3.8 and pypy interpreters, compile speed reduced by 40% in local tests
Attachments
snowplough_3.png
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Re: Iron Horse! 2.2.1 Released 1st December 2019

Post by andythenorth »

Iron Horse 2.3.0 now on Bananas.

I'll do some screenshots later eh? :)

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2.3.0 Release
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  • added 9 Silo Wagons
    • multiple liveries, livery shown depends on vehicle cargo and/or user choice (depot flip the vehicle to toggle cargo livery / solid company colour)
  • added alternative solid company livery (toggle by depot-flipping the vehicle) for the following vehicle types:
    • Chemicals Tankers
    • Cryo Tankers
    • Edibles Tankers
    • Tankers
  • improved Covered Hopper appearance, including some cargo-specific liveries and tweaks to pixels
  • added opening doors to Livestock Wagons
  • adjusted which default cargo will be set for some vehicles (depends on which cargos are available in game)

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andythenorth
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Re: Iron Horse! 2.2.1 Released 1st December 2019

Post by andythenorth »

Silo wagons: "screenshots or it didn't happen" :)

3 generations, 3 sizes, multiple liveries.
silo_wagons_1.png
silo_wagons_1.png (94.21 KiB) Viewed 479 times
silo_wagons_2.png
silo_wagons_2.png (184.91 KiB) Viewed 479 times

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Re: Iron Horse! 2.2.1 Released 1st December 2019

Post by andythenorth »

Also the covered hopper liveries. The kaolin (china clay) option is really over-specific and probably regrettable, but eh, I don't get out much :twisted:
Attachments
covered_hoppers_kaolin.png
covered_hoppers_kaolin.png (49.09 KiB) Viewed 466 times
covered_hoppers_1.png
covered_hoppers_1.png (179.23 KiB) Viewed 462 times

MajorMiner
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Re: Iron Horse! 2.2.1 Released 1st December 2019

Post by MajorMiner »

absolutely loving this trainset but ive been having trouble with insanely high running costs :cry: any chance we could get a multiplier in settings?

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Re: Iron Horse! 2.2.1 Released 1st December 2019

Post by andythenorth »

MajorMiner wrote:
16 Jan 2020 13:03
absolutely loving this trainset but ive been having trouble with insanely high running costs :cry: any chance we could get a multiplier in settings?
TL;DR; the next Iron Horse version will reduce running costs by about 25% for engines, 30% for metro, and 40% for wagons.

Longer: I originally set Iron Horse 2 costs and tested them using a bunch of test games, with OpenTTD running costs set to 'medium', and everything seemed fine, trains were very profitable point-to-point. However I've just played 2 big games with a lot of cargodist transfers, and it was very hard to make money for some trains / routes. So I've reduced costs a bit.

I probably won't do a cost parameter - if Iron Horse costs continue to be an issue with OpenTTD running costs on 'medium', I'll reduce Iron Horse costs further.

'Not enough money' is worse than 'too much money' (which is where all OpenTTD games end up anyway). :twisted:

nihues
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Re: Iron Horse! 2.2.1 Released 1st December 2019

Post by nihues »

I've had financial problems with electric trains only (was using open wagon with refit to avaliable plus some pax/mail) and not because of running costs, but track maintence.... (Nutracks), was barely profitable with electric, also cargodist for everything. Diesel trains with non electric tracks was very good profits, perhaps up the electric trains reliability to 95%+ too? everything was around 80% if I remember.

I find it very balanced and enjoyable the way it is now, it will force to use more than one type of train. If used electric only for express cargo/pax probably it will be making a lot of money.

I always play with high costs/maintence and infraestructure costs on.

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Re: Iron Horse! 2.2.1 Released 1st December 2019

Post by NekoMaster »

nihues wrote:
16 Jan 2020 18:23
I've had financial problems with electric trains only (was using open wagon with refit to avaliable plus some pax/mail) and not because of running costs, but track maintence.... (Nutracks), was barely profitable with electric, also cargodist for everything. Diesel trains with non electric tracks was very good profits, perhaps up the electric trains reliability to 95%+ too? everything was around 80% if I remember.

I find it very balanced and enjoyable the way it is now, it will force to use more than one type of train. If used electric only for express cargo/pax probably it will be making a lot of money.

I always play with high costs/maintence and infraestructure costs on.
The reliability of vehicles is randomized and GRF authors have no control over what the max reliability will be when a vehicle is officially introduced
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