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Re: John Franklin’s GRF Kingdom

Posted: 08 May 2023 10:25
by JohnFranklin523
GETS Cargo Age Period Fix

By adding it AFTER GETS, the cargo age periods of some trains and wagons will change. Default is 185; ICE and night trains are set to 370; Flying Hamburger, VT11.5 Eurocity and Rheingold are set to 324; Normal express trains, traincars and wagons are set to 278 (early express 254); train and passenger cars that are slightly faster or more comfortable (e.g. Bi-Level) are set to 231 or 208; Some slow or crowded trains are set to 162; Refrigerated vans are set to 740; Ladle cars are set to 370; other remains the same. John Franklin, 8 May 2023. Under GPLv2.

And it WORKS!!!

Re: John Franklin’s GRF Kingdom

Posted: 18 Jun 2023 00:17
by JohnFranklin523
Because my server will start a Dutch game, I forked Dutch Trainset and DROP again.

Dutch Trainset Series JF Fork - A Dutch Trainset fork combining Dutch Trainset 2, Add-On and NS Intercity-Max Trainset, with changes in loading speed, reliability decay and cargo age period. Also, containers can carry mail with high capacity.

Dutch ROad Project JF Fork v0.2 - Roads with speed limits (adjustable now!) and Dutch graphics.

Notice: they are under GPL v3.

Download on BaNaNaS or

Re: John Franklin’s GRF Kingdom

Posted: 18 Jun 2023 01:36
by Quast65
Thank you for the Dutch Train fork!

As I have reached the max number of GRF's, I couldnt add Add-On and NS Intercity-Max Trainset, but thanks to you I have them now! :bow:

Re: John Franklin’s GRF Kingdom

Posted: 18 Jun 2023 16:31
by Argus
Are you planning to add trolley lines to Dutch road?
Also, some roads have too late a start, even in 1900 city roads are not available.

Re: John Franklin’s GRF Kingdom

Posted: 18 Jun 2023 23:54
by SkiddLow
I've been updated a Dutch Road in yesterday, so i can customize a speed limits if you suit for road types. However, the one that got miss for Dutch Road Set is 'left lane'.

Re: John Franklin’s GRF Kingdom

Posted: 19 Jun 2023 03:14
by JohnFranklin523
Argus wrote: 18 Jun 2023 16:31 Are you planning to add trolley lines to Dutch road?
Also, some roads have too late a start, even in 1900 city roads are not available.
Currently no because I don't know what IDs they will use. Using unknown IDs will cause NRT road vehicle sets such as SUV not to work on these roads.

Re: John Franklin’s GRF Kingdom

Posted: 19 Jun 2023 09:49
by Argus
There are trolleybuses in JFRattroads, would it be a problem to use the same ID? Trolleybus sets - Slovak trolleybuses and MOP - work perfectly there. So are SUVs. :)
I guess I don't understand exactly what the problem is. Or waiting for someone's trolleybus set? It would be great if some trolleybuses were added

Re: John Franklin’s GRF Kingdom

Posted: 20 Aug 2023 05:58
by JohnFranklin523
Here are the sources of Finnish Trainset Fix and Finnish Trams Fix, as I have uploaded them on BaNaNaS.

WSL or Linux needed to build them.

Re: John Franklin’s GRF Kingdom

Posted: 20 Aug 2023 12:12
by Argus
Why is the finnish trams fix such a big file if the trams are not 32Bpp?
I clicked cancel when downloading the trains because nothing was happening for too long and now it won't download even though I deleted the file.
By the way, am I the only one who finds it annoying that Bananas now names files in a way that makes it almost impossible to find a file on a computer? I understand that he wants to put the graphics ID in the file name, but then it looks terrible.

Re: John Franklin’s GRF Kingdom

Posted: 20 Aug 2023 13:15
by Argus
Sorry, I missed it and the trains are big. The trams are only 130KB, I was confused that the in-game download said 65MB and I thought I was only downloading the trams.
However, even so, the train fix is somehow ridiculously large compared to the size of the resource pack in your post...
The trams are working great so far, and since I wanted to try your GS as well, I started a new game with Finnish city names. :bow:

Re: John Franklin’s GRF Kingdom

Posted: 07 Sep 2023 05:52
by JohnFranklin523
Thanks to Emperor Jake; he gave me advice on how to upload this fix correctly on BaNaNaS.

Here is the source code of JF's Japan-Themed Dual-Gauge Tracks. Mostly coded and drawn by Emperor Jake, and contains graphics from Japan Set Team. I just added a 160km/h dual gauge track type and uploaded it to BaNaNaS. (GPL v3)

(I was already aware that I should prevent myself from becoming someone who has the same syndrome as me. I also don't know if these fixes were useful for players. Even the most "popular" content JF Ratt Roads was a fork of Auz Ratt Roads... At least they are legal in terms of GPL.)

Re: John Franklin’s GRF Kingdom

Posted: 07 Sep 2023 09:07
by Argus
Since I use a lot of it, it won't be useless. However, your own roads are still better than George's because they aren't finished yet and don't have full compatibility. I hardly use Rattroad, I don't like it when someone puts hard limits on the roads, I prefer my own choice. With Uratt, at least the highway can be selected and the limits are reasonable.
However, since Chidao is there, I tend to use JFRatt roads in Asian games, otherwise Quast or Uratt roads :)
The Dutch trains fork, Dutch Trains for Mail Transporters, is a bit confusing, the name makes it seem like it shouldn't be used on its own, so now I have a duplicate in one game :D :lol:

Re: John Franklin’s GRF Kingdom

Posted: 21 Sep 2023 12:25
by JohnFranklin523
JF's Japan-Style Dual-Gauge Track Set v0.1.1:

Fix a bug where narrow gauge trains operate on standard gauge urban lines.

Downloadable on BaNaNaS.

Re: John Franklin’s GRF Kingdom

Posted: 04 Oct 2023 10:50
by JohnFranklin523
GETS Cargo Age Period Fix 0.2: Compatible with GETS 0.4. Again, load it after GETS.

Re: John Franklin’s GRF Kingdom

Posted: 07 Nov 2023 03:19
by JohnFranklin523
For those who think U&RaTT speed limits are too high...

U&RaTT: Hard Mode

All thanks to Ufiby for creating U&RaTT. Forked from version 0.8.
Add "Hard Mode" for Asphalt Roads in U&RaTT, where speed limits are further reduced, towns are only allowed to build Class C asphalt roads, and Class A asphalt roads do not allow houses.
Add Simplified Chinese translation.

Available on BaNaNaS; Check GitHub for sources.
Screenshot 2023-11-07 111722.png
The performances of asphalt roads in the "Hard Mode" setting.
(99.36 KiB) Not downloaded yet

Re: John Franklin’s GRF Kingdom

Posted: 12 Nov 2023 04:34
by JohnFranklin523
Presenting...

xUSSR Rails Europa Redux

For the first time, we fill all railtype slots in one GRF!

Standard 25/15kV AC / 3/1.5kV DC / 3/4th Rail, Broad 25kV AC / 3kV DC / 3rd Rail, Narrow AC / DC / 3rd Rail, firstly in only one GRF - Satisfy all your needs for rail types! (Well, if you wanted cable cars or 762mm rails, I would be sorry...)

WARNING: This cannot be used with other railtype GRFs when all railtypes are turned on.
And I didn't draw graphics even for different gauges, maybe only some colour changes.

Downloadable on BaNaNaS!

Re: John Franklin’s GRF Kingdom

Posted: 12 Nov 2023 15:43
by Argus
I'll have to keep that in mind, I'll definitely give it a try.

Re: John Franklin’s GRF Kingdom

Posted: 30 Nov 2023 11:08
by JohnFranklin523
After 10 years of providing British buses, this set was finally rewritten in NML.

Bob's British Buses Fix in NML

Brings OpenTTD players more functions (well, if someone says them "bad features"...) than the original Bob's British Bus(s)es. Functions include variable running costs and comfort, with parameters to adjust them. Also, YETI workers, tourists, and every "type of cargo" (or "person"?) in the mask of CC_PASSENGERS can be transported by these buses. (I guess no one would say it "bad feature".)

Downloadable on BaNaNaS.

Re: John Franklin’s GRF Kingdom

Posted: 30 Nov 2023 12:03
by SkiddLow
^^^
Bob's British Buses has not been updated more than a years when new passenger-type cargos did not include, eventually code is a bit a outdated and even cannot matched despite already downloaded. Ultimately BBB fixed with new version to bring new passenger-type cargos (such as Worker(s), Tourist(s)) despite "UK Road Vehicles by Timberwolf" available for access more functions and more new vehicles, additional Bob's Random Vehicles should fix and re-worked due to sprites in each vehicles that give a cargos became wrong (example: a tanker truck that accept mining ore(s))

Re: John Franklin’s GRF Kingdom

Posted: 30 Nov 2023 15:01
by Argus
Are they also better ranked? The original version has a rather chaotic order of cars, some previously developed ones are below the modern ones and so on.