Iron Horse trains - releases

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Albion2000
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Re: Iron Horse trains - releases

Post by Albion2000 »

andythenorth wrote: 21 May 2022 06:36
Albion2000 wrote: 20 May 2022 23:00 After updating iron horse 2 after missing a few updates (Last played on 2.44 iirc) U&ReRMM does not seem to recognise that Iron horse 2 needs a 3rd rail rail type.
Yup, it's a by-design change in Iron Horse, but I seem to have missed adding it to the changelogs, sorry :twisted:
Awr, that is such a shame, I loved the progressive-ness of U&ReRMM!

Would there be no way to add an option to re-enable this bug? :lol: It was definitely a useful one!


-Edit! Completely ignore everything I've just said, I had the metro mod in the wrong order on the load list. Putting it above U&ReRMM seems to enable to progressive rails! All sorted Woooo
Last edited by Albion2000 on 21 May 2022 07:06, edited 2 times in total.
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andythenorth
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Re: Iron Horse trains - releases

Post by andythenorth »

Albion2000 wrote: 21 May 2022 06:55 -Edit! Completely ignore everything I've just said, I had the metro mod in the wrong order on the load list. Putting it above U&ReRMM seems to enable to progressive rails! All sorted Woooo
:)
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Re: Iron Horse trains - releases

Post by andythenorth »

Iron Horse 2.47.0 now on Bananas

Pictures later maybe :twisted:

2.47.0 Release

Not savegame compatible with Iron Horse releases before 2.47.0.

Changes
  • added Goods Brake Vans
  • adjusted sprites for Brake Vans
  • all types of brake van will now use company colours chosen by player for 'Freight Wagon', rather than 'Passenger Coach'
  • added multiple types of 'randomised' wagon, when these wagons are built a random suitable wagon sprite will be chosen
    • Open Wagon - Randomised (same refittable cargo as other open wagons)
    • Van - Randomised (same refittable cargo as otherother vans)
    • Piece Goods Wagon - Randomised (mix of open/van/plate/covered wagon sprites, same refittable cargo as plate/tarpaulin wagons)
    • Mineral Wagon - Randomised (same refittable cargo as mineral/aggregate wagons)
    • Hopper Wagon - Randomised (same refittable cargo as non-covered hoppers)
    • Bulk Wagon - Randomised (mix of non-covered hopper/mineral wagon sprites, same refittable cargo as non-covered hoppers)
    • Chemicals Tanker - Randomised (mix of acid/product tanker sprites, same refittable cargo as tankers)
    • Cold Metal Wagon - Randomised (mix of coil/bolster/plate/flat/covered wagon sprites, same refittable cargo as coil wagons)
Fixes
  • removed SAA4 fallback railtype label from Metro, it's not an appropriate fallback for Metro
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Re: Iron Horse trains - releases

Post by Brickblock1 »

Pictures of the random wagons:
Svöldsvall Transport, 2038-03-12#1.png
Svöldsvall Transport, 2038-03-12#1.png (38.85 KiB) Viewed 6451 times
Svöldsvall Transport, 2038-03-12#2.png
Svöldsvall Transport, 2038-03-12#2.png (38.65 KiB) Viewed 6451 times
Svöldsvall Transport, 2038-03-12#3.png
Svöldsvall Transport, 2038-03-12#3.png (32.47 KiB) Viewed 6451 times
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Re: Iron Horse trains - releases

Post by Brickblock1 »

Image
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Svöldsvall Transport, 2038-03-12.png
(544.92 KiB) Not downloaded yet
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andythenorth
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Re: Iron Horse trains - releases

Post by andythenorth »

Iron Horse 2.47.1 now on Bananas.

-------------
2.47.1 Release
-------------

Not savegame compatible with Iron Horse releases before 2.47.0.

*Changes*
  • added 2 extra engine-specific liveries for Brake Vans and Goods Brake Vans
*Docs*
  • fixed Train Whack! by removing 'randomised wagon' sprites
  • fixed random choice of sprites in page headers by removing 'randomised wagon' sprites
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Re: Iron Horse trains - releases

Post by Oakman »

As always, great stuff!
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andythenorth
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Re: Iron Horse trains - releases

Post by andythenorth »

Iron Horse 2.48.0 now on Bananas.


2.48.0 Release

Changes
  • added wagons
    • Flatbed Cargo Wagon - Randomised
    • gen 5 small Hopper
    • gen 5 small Hopper - Randomised
    • gen 5 small Mineral Wagon - Randomised
    • gen 5 small Chemicals Tanker - Randomised
  • added aluminium cargo to coil carrier refits
  • extend bolster wagon cargo refits to match flat wagons
Fixes
  • fixed bad pixels for bulk cargos in hood open wagon
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Re: Iron Horse trains - releases

Post by arikover »

andythenorth wrote: 21 May 2022 06:363. maybe someone will patch U&ReRMM to add a metro type...
I made a small NewGRF that modifies U&ReRMM tracktype "SAA3" and adds "MTRO" as an alternate rail type: see the topic here.
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andythenorth
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Re: Iron Horse trains - releases

Post by andythenorth »

Iron Horse 2.49.0 now on bananas.

2.49.0 Release

Not savegame compatible with Iron Horse releases before 2.49.0.

Changes
  • added gen 5A scrap wagon
  • adjusted alternative engine liveries to only trigger on choice of second company colour, instead of combo of both company colours
  • updated which colours trigger each alternative livery
  • replaced randomised wagon buy menu icons with dice icons in varying colours, instead of '?' icons
  • improved Super Shoebox sprite
  • moved caboose cars to end of buy menu, after randomised wagons
Docs
  • simplify explanations of alternative liveries
  • use blue company colour, not dark blue for 'blue' docs examples
  • correctly show alternative livery when blue examples should trigger it
Fixes
  • vehicles showing alternative_cc_livery in buy menu will now recolour correctly in that case
Dice!
horse-2-49-0.png
horse-2-49-0.png (75.36 KiB) Viewed 5980 times
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andythenorth
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Re: Iron Horse trains - releases

Post by andythenorth »

Iron Horse 2.49.1 now on bananas.

Not savegame compatible with Iron Horse releases before 2.49.0.

*Changes*

- added alternative liveries for Avenger and Roarer, triggered by choice of second company colour

horse-2-49-1-2.png
horse-2-49-1-2.png (169.1 KiB) Viewed 5888 times
horse-2-49-1-1.png
horse-2-49-1-1.png (171.97 KiB) Viewed 5888 times
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cAmeron
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Re: Iron Horse trains - releases

Post by cAmeron »

Hello again. Is there any way you can add push/pull with the DVT wagons? Playing with the Japanese trains made me notice how those have push/pull ability. Also do you have plans for the Electrostars or Aventra trains to make it into Iron Horse?

Edit: I've noticed the Scorcher HST trains are limited to 125MPH on any railtype. Bug? Or did you change it for something? Because now I can take an electro-diesel engine with the same speed limit and just use that.
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andythenorth
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Re: Iron Horse trains - releases

Post by andythenorth »

cAmeron wrote: 05 Jun 2022 23:06 Edit: I've noticed the Scorcher HST trains are limited to 125MPH on any railtype. Bug? Or did you change it for something? Because now I can take an electro-diesel engine with the same speed limit and just use that.
Works for me with Horse 2.49.1, but it's probably a little confusing.

The speed will show 125 mph in the buy menu.
Then it changes to 140 mph on the high-speed railtype, when the train is actually built.

The buy menu has no way to check the railtype, as far as I know, but I might be wrong.


horse-2-49-1-3.png
horse-2-49-1-3.png (267.72 KiB) Viewed 5575 times
Michpi
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Re: Iron Horse trains - releases

Post by Michpi »

Torpedo wagon shows wrong full weight.
Also, I do not know if it was intended that way or not, but a full torpedo wagon weighs 144 tons, while 3 flat wagons, carrying the same 72 tons of pig iron, weigh only 108 tons.
torpedo wagon.jpg
torpedo wagon.jpg (24.22 KiB) Viewed 5540 times
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Gwyd
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Re: Iron Horse trains - releases

Post by Gwyd »

cAmeron wrote: 05 Jun 2022 23:06 Also do you have plans for the Electrostars or Aventra trains to make it into Iron Horse?
While Andy may not, I'm working on a NewGRF which will add a couple of Iron Horse-style/compatible multiple units. Should hopefully include an Electrostar(ish) and Aventra(ish) kind of train :)
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Fairyfloss
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Re: Iron Horse trains - releases

Post by Fairyfloss »

Separate GRFs, in my opinion. Let people use as many Horse Rosters together as they'd like.
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Erato
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Re: Iron Horse trains - releases

Post by Erato »

Separate NewGRFs 100%. It's clearer, and is more versatile for the player. Not to mention it compiles quicker.
No pics no clicks. Seriously.
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Captain Rand
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Re: Iron Horse trains - releases

Post by Captain Rand »

Erato wrote: 10 Jun 2022 08:54 Separate NewGRFs 100%. It's clearer, and is more versatile for the player. Not to mention it compiles quicker.
Fairyfloss wrote: 10 Jun 2022 08:14 Separate GRFs, in my opinion. Let people use as many Horse Rosters together as they'd like.
Absolutely 100% agree. The beauty of OTTD is that it allows so many different playing styles and gives everybody the choice of how they want to play the game, from "realistic" (sorry to use the "R" word) to sandbox. I defo fall into the latter group.
Given the choice, I'd go with separate GRF's, but that may use up valuable limited slots for some if they play without a patch pack.
If you go with one combined GRF then please allow the user to mix rosters if they so desire.

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cAmeron
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Re: Iron Horse trains - releases

Post by cAmeron »

If you want my opinion. One GRF is fine by me since I'd use all the trains should that be an enabled option when it comes out. But splitting them up is the best choice. American Horse Big Boy with Iron Horse Scorcher HST? Yes please.
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