#Ragins Train Sets
1 messages · Page 5 of 1
also I might change the code I have thus far to make the B units the centre cars, since that seems how they prefered to do B units irl
so effectively like how it's done in NARS
I really like how in that you can reverse the final unit to make it an A unit
"is this GPL"?
even if it were, it's in NFO 😦
Variants for B units instead of automatic? Lots of railroads ran mixed hood and cab unit consists, especially later in the diesel era
Then @red stump can yell at people on S1 for using B units to lead trains 😛
I considered that, but the problem is I'd need to double up on IDs for cab units
and it's one of those features that I think would be cool from a train nerd perspective, but I think it'd be better to keep it simple
You have 65,535 IDs to work with, I doubt that would be an issue 😛
also because if I separate B-units, then there'd be justification for adding other things like GP60Bs or SD40Bs and the like and aaaa
I've already assigned around 45k of them tho 😦
tempted to use your sprites as placeholders / starters for Moose
you're more than welcome to
everything's CC-BY
what how
lots of locomotives and lots of liveries
technichally not all are allocted, and a lot are just in reserve in case I change something
but each passenger/mixed traffic loco is assigned 100 ids
and freight locos are 50
makes sense
Over-reserving is killing you here, I think
yeah, but I'd still rather do it than be put in a situation where I want to add/rework something at a later date and be unable to
pfft, fuck save compatibility, we die like men.
reserving 100 is a lot
I know, but there's another reason
if I end it on 100, it makes it a lot easier to re-use code
my plan is to use standard names for all the liveries and stuff
the brain worms are in control now
we are watching the brain worms develop a .grf in real time
so I can just copy the code from an F3 or something, and then just use find and replace to re-use it for the F9
aaa
yeah 😦
it's one of those things where I know what I'm doing, but I'm also insane
I mean, if you weren’t worried about savegame compatibility (and I wouldn’t), you can just set the ID to -1 and NML will generate numbers sequentially based on the order that engines are defined in the code
I know
And if your code stays in a consistent order, it would actually be savegame compatible 🙂
it's just the way I plan on developing my sets means they'll always break compatibility if I did that
my plan for the loco pack is to do it piecemeal, where each update might be a few freight, passenger, mixed traffic locos
I want to try and have it savegame compatible so when I do update it doesn't break peoples saves so they can just update and get the new stuff
that's why I went overboard with assigning ids
blocks of 100 isn't stupid, FIRS does it for object IDs
it's just ... a lot
and you get 6500 trains on this basis
I only want to break compatibility if it's a big change
like what I'm planning for GNARTS, which will get a total rework
650 trains is smaller than Horse
yee, 650 is still a lot
and half of the trains I have planned with only need 50 ids each
so it's more like ~900 or so usable ids
Horse is 964 trains currently
yeah
I think this loco pack has around 600 locos planned?
how many of your engines have more than 10 variants?
Is that including liveries?
all will 😦
nope 😦
I'm not going to do every livery at once, so a lot are reserved
how many will have more than 50 liveries?
pretty much all the mixed traffic and passenger locos
fair
The JF6C here is what ideally all mixed traffic and passenger locos will get
which is why that list is so long
brain worms 😛
freight locos will only get the private operator liveries like this
so it's a lot
but a lot of ids are reserved for piecemeal stuff, because I don't plan on doing them all at once, more when I just have the time/energy or am in the mood
it's why I didn't do all the transit/private liveries for the FL9 today
because I've reserved IDs when I do them all at a later date it's savegame compatible
I do have 10 ids reserved on each loco for goober ideas like that so...
here's how I lay it out btw
so yh, a lot are in reserve, but a lot are also there solely so I can end on a 0, which makes copying code easier
also if you're curious, the JF6C starts at 51800, and ends at 51872 so aaaa
you're manually writing nml for 65,000 trains?
I guess?
like I'm not using a pnml setup
no one can steal my code if I'm the only one insane enough to look through it >:)
Not one big file, I hope?
no comment...
Heheh
If you ever want to split it into smaller files, I have a Python script in all my NML repos that combines NML files into one big file, runs NMLC, and copies the .grf file to my OpenTTD installation for testing in-game. Pretty handy for reducing development time, compared to how I did it manually before 🙂
I do one file per type of train (or industry, or whatever I’m creating)
I probably should take you up on that at some point
I'm not having issues with one big file, but at the same time, I should break it up, at the very least because it'll make people messing with my stuff in future easier
Be kind to future you 😄
Danish Trains is the most relevant repo to look at, if you decide to go that route
Yep 🙂
it's outstandingly easier to manage things like IDs if there's a compile script
true
Are you doing passenger cars as well, to go with locos? I have an affinity for the short-lived Acela Regional livery on Amfleet cars 🙂
would there be a way where I could just insert a string or something, and then when it combines and compiles the files it assigns the ids that way?
so that it effectively does what I'm already doing, just automatically?
I do, but the passenger cars go in the passenger set!
but my plan is to develop GNAPS and GNALP side by side atm
65k locos, 65k passenger cars, 65k multiple units… good things the build vehicle menu has a search bar 😛
I’ll admit that I can’t remember which acronym goes with which set
you're gonna need it 😦
I probably could give them better names, but I'm terrible at naming things 😦
but yh, my plan for GNALP (the loco pack) and GNAPS (MUs and passenger cars) is to develop them side by side
and I have a todo list within my existing list of stuff to do for a 1.0 release
so when they go on bananas, they'll go up together
Could ask Discord for name suggestions but they’d probably all be <material> <regionally-specific animal> 😄
Could always go with “Ragin’s American Locos/Passenger Cars”
Or invent some other fictional brand, although if you’re doing all of North America it might be hard to find a name that works for the whole continent and not just the US
yeah, I think it's something I'd need to workshop
I don't really want to have my username in the title though
idk, I just don't like attention
could just drop the "Generic"
North American Loco Pack, North American Passenger Pack
generic north american loco pack renewal redux+
maybe we could try and spell out a funny word
gnalp and gnart are funny sounding
true, that's partially why I went with them originally
I think you’d want to unify the multiple sets under a single brand — in this case gnalp and gnart work, as long as you can remember how to spell them:)
I guess we'll just stick with Generic XYZ
since all my sets will have a name like that
also it's what it says on the tin
Generic North American/Oceanian Passenger/Rapid Transit/Loco/Freight Pack/Set
Is it generic if you have real liveries? I’d argue that “comprehensive” might be a better word 😛
“Representative” is another word I’ve seen, at least in RUKTS
COMPREHENSIVE
MAKE THAT AN ACRONYM
yes!
C - Comprehensive
Comprehensive North American Passenger Set
(Yes, it’s recursive)
CNAPS
the Australian in me is way too tempted...
god that would make the 50yr old+ autistic foamers on the forums lose their minds
the outrage
do it
someone has to reclaim my old mantle of most offensive grf author
it's so tempting 😦
but I also don't wanna start drama
at least without good reason
If it were a better acronym
Sometimes it’s good to preemptively start a little drama, so you can control it. Otherwise drama will find you.
Etc etc
Comprehensive North American Loco Pack / Passenger Pack, or C-NALP and C-NAPP?
Also C-OPP for Oceania, I suppose
true true
Make the “Comprehensive” the unifying branding for all of your packs
tbh, I like that
Comprehensive makes it clear what the pack is, and have it be C- keeps it consistent
also comprehensive just makes so much more sense than generic
since these sets are very comprehensive 😦
Plus nobody else has used that buzz word
maybe in the future I can make a representative set that's smaller 😦
Simplified mode 😉
We’ve already got projects, generics, renewals, reduxes, representatives, the ever enigmatic “+”
What’s the plus? Future trains?
65k locomotives, all unique >:3
C-NALP 2
no, but I do have Ids reserved for stuff going out to 2100
C-NALP REVOLUTION OVERDRIVE (directors cut)
Planning ahead, I love it
partially to account for new stuff that's introduced while I'm making my sets, and partially to include fictional future stuff
I find it kinda annoying that once you get to modern day with most sets, you're game ends
yes >:3333
I don’t think I’ve unfrozen time since 14.0 released, tbh. Talk about developing a feature to scratch a personal itch.
I was more thinking about you continuing to add new trains in 40 years, as we’re all still playing OpenTTD 😄
To be honest that’s where the best features come from
oh you're one of those people
I tend to play games with day length set to ~15-20
I like really long multi-month games because I'm weird
by the time I retire I'll have drawn too many trains 😦
I'm gonna be that weirdo with dementia drawing F units over and over again because thats all I'll remember to do 😦
It’s where most of my JGRPP patches come from. I want to sit down and play but I can’t because X is like fingernails down a chalk board every time I try and play.
Fix X. Get distracted by something else and still not play TTD 🙄
Ugh I know
that's me but with trains 😦
that's what templating does
a long time ago I wrote this https://www.tt-forums.net/viewtopic.php?t=58390
Stop by and get help, information or tips on the Transport Tycoon games, or just have a general chat.
I'll have to look into that at some point
also, EMC FT done
lets see if I can do the F3 and F7 before I fall asleep
yeah
a lot of the F units are, which is why I combined them
in the final game there'll only be the FT, F3 and F7
there are some slight differences between the F3 and F7 when it comes to the vents on the side, which I'll try and work around
ideally they'd be visually different just on the CC1 sprite
I might also remove the central porthole, since only later F3s got them, and it's a further point of differentiation
actually its the inverse
aaa
F3 will have 3 portholes, F7/F9 will get 2
I almost don’t want to mention that nose headlights are a huge differentiation too 🙂
For the record, on two-headlight locos the lower lamp the headlight, while the top typically has a moving Gyralight - white for visibility and/or red as an emergency signal, which activates automatically if the brakes go into emergency and prohibits other trains from passing, in case the train has derailed. Often only passenger locos have the extra lamp, but it depends on the railroad.
true, but it's not visible side on in the purchase menu
and it was an option
so some FTs have both lights, while some F9s don't
I'm deciding for the player that they didn't opt for the extra light when ordering :3
Works for me!
I was browsing eBay a couple months ago when I found this very unusual HO scale locomotive. It appeared someone had converted a Trix "DM3" into a Virginian Railways engine.
Although the paint scheme is quite strange for this type of locomotive I decided to bid on it anyway and ended up winning the auction. Today we find out what exactly it is a...
I have a terrible idea...
I've already got plenty of 1950s era OHLE heavy freight locomotives >:/
I should do a multi-section locomotive tho
I asked, and the lord apparently thought that was a funny thing to say
Just saw that same video on my reccomended
oh no :3
Btw, I've been playing around with GOPS and i feel like the "basic" liveries could use some stripes or something for 2cc, currently they only have 1 colour (and liveries but they aren't always convenient)
I'm probably going to keep the basic liveries just CC1 since it's meant more to represent an 'unpainted one'
but if you have livery suggestions, I'd be more than happy to add some
I do want to add some 'generic' liveries at some point, I just need ideas
That makes sense, tbh a livery could just be a simple stripe somewhere and you can use the same colour in cc1 and 2 to make it uniform, 2cc is very useful for me to add detail and differentiate trains
It's not really a problem anyways but I love personalizing the coulours for each service
fair fair
I might go back through and do some basic generic ones
are there any ones that you've tried to use specifically that you've not be able to get what you want?
because I'll probably go for them first
Thanks for aprecciating the sugeestion! Im away from home rn, I'll check my trains later.
I think it was one of the Single Deck Suburbans tho, i wanted to replace the ones I was using from PGT
fair fair
a few of the really modern ones only have one livery because I didn't know what to do with them 😦
turns out replicating this isn't too difficult, it's just 4 switches
I just need to adjust my 7 reversed template and it should be ready to go
best part about this is that Kale will still have to yell at people for letting B units lead trains :3
actually it might need more adjustment, since the default seems to be a reversed A unit
also the alignment of the 7 template seems to be noticeably very off when coupled with passenger cars (FL9 for comaprison)
alignments seem like hell
they very much are 😦
got all that sorted, and I've got the behaviour I wanted
now I just need to work out how to fix the default being a b unit
it should be a forward facing A unit unless its flipped
switch(FEAT_TRAINS, SELF, switch_EMD_FT_lead_flipcheck, vehicle_is_flipped) {
0: spriteset_EMD_FT_A;
1: spriteset_EMD_FT_B;
}
switch(FEAT_TRAINS, SELF, switch_EMD_FT_rear_flipcheck, vehicle_is_flipped) {
0: spriteset_EMD_FT_B;
1: spriteset_EMD_FT_A;
}
switch(FEAT_TRAINS, SELF, switch_EMD_FT_lead_position, position_in_vehid_chain) {
0: switch_EMD_FT_lead_flipcheck;
spriteset_EMD_FT_B;
}
switch(FEAT_TRAINS, SELF, switch_EMD_FT_graphics, position_in_vehid_chain_from_end) {
0: switch_EMD_FT_rear_flipcheck;
switch_EMD_FT_lead_position;
}
here's the switch chain I've been using if anyone wants to look
it was a simple case of flipping the last two switches >:/
:///// I should probably fix that
Phase V EMD FT is cursed, but I love it
what if Amtrak had a Metra moment, but for F units?
F units in the Amtrak Schemes go hard
I've gotta edit a bit, but I might try and do the via schemes tonight
might've forgotten to tell you which trains I was using yesterday
it's all good :3
I'm using the Alstom C-series, the CRRC High capacity metro train and the Downer Edi Wharatah
Im using one of the gray livery's for the Downer Edi and I have no problem there tho
fair
I'll go through and add some generic liveries tomorrow
if you have any livery ideas btw, I'd be more than happy to look into them
I'm thinking of maybe doing generic stripe liveries like you see on a lot of the EMUs in Japan
stuff like that
yeah, that's pretty much what I'd want from a generic livery
That stripe goes a long way in detailing
I've found with Horse that for modern units, blended / vinyl liveries are quite good as variety
arrows are quite helpful sometimes too
easy
true, it's just they're not common in Australia, so it's hard to find references
but I could just make something fun up
I do like those arrow motifs
they automatically imply 'modern'
UK vinyl wraps a lot of trains
the mesh stuff I just use because it looks good in pixels, trying to draw the real vinyls would be insane https://transportdesigned.com/pictures-every-single-hst-livery-ever/
this is quite a good indicator though
fr, I love horse liveries
yeah, those scotrail liveries would be a pain
I have to do the Amtrak Midwest liveries for the loco pack and aaaa
they use similar dot patterns
private liveries for the F units done
I haven't done all of them because I'm lazy, but there's a decent selection
can't go wrong with 5 pixels in a grid shape 🙂
pretty sure I nicked it from horse, and it works there 🙂
seeing a train in First livery always makes me laugh
since in Canada they mainly operate school buses
I've been working with the loco pack for so long, I forgot how long GOPS takes to compile...
I think this works
I might steal some of the iron horse liveries for extra spice...
also jfc my drawing skills have improved so much since I did the C series
new HCMT liveries
now I've gotta work out what to do with the Waratahs
I can't steal idea from horse because the UK is weird and doesn't use double deckers
Waratahs done
might do some more liveries for the other ones later, but that it's for now
Kinda tempted to do something goofy and cursed though...
what if for some reason FL9s wore the NSW State Rail Authority Candy Scheme?
somewhat related, but one thing I'm thinking of doing is co-development of the Australian, North American and Export loco packs
since they'll share so many, so making sprites will be easy
e.g. the EMD export lines appear in the Australian and Export Pack, while SD40s, Dash-9s, F units, etc appear in the Australian and NA pack
Although I'm gonna sit on this until I have a releaseable version of GNAPS and GNALP
maybe
Co-development makes a lot of sense!
Thanks a lot! this will be soooo useful
did the E units today
still need to do the private liveries tho
I might need to do some more stuff since currently the entire roster is EMD products
also! I'm thinking of modifying the electric locomotive code so that when they're on non-electrified tracks, they lower their pantographs
so the player can do goofy mixed diesel/electric locomotive consists like what the Milwaukee road did
its probably a niche application, but I'm sure someone would appreciate the detail, and it'd be an easy change
this list excites me
very good >:333
It would be nice to just attach and take off locomotives to run on and off the wires
would be, but to do that it'd need to be a patch
Oh, I've done them recently btw
Nice!
@strange quiver My FL9 book doesn’t have a horsepower measurement for third-rail mode, but it does mention a 660V motor-generator set off third-rail power. It should be quite weak, but I’m fine with equal power in OpenTTD 🙂
It does include a couple fun proposed liveries, should you need any more fictional shapes 😄
For me I am just attaching napr cars to the locos, always admired them for its variety and realism
Like how they have different variants of via/amtrak cars instead of a generic one
I should probably do my own amfleet at some point
I might do them today actually...
fair
what I'm thinking of doing is just bumping their power on third rail a bit, since IRL ik the early FL9s had 1750hp engines, while the later ones were 1800hp
so I might just make it so on third rail they're 1800hp
ooooh, those are actually good because some of them are in the generic liveries already >:3
A pair of via jf6cs pulling a passenger train (cars from napr)
is there a better way to set this up?
ideally I'd like to have a single diner appear in the middle of the train, regardless of length
and is this the best way of going about it?
Wouldn't modulo 15 fail to take into account trains longer than 7 tiles?
although I'm not an NML expert so I've probably missed something
not to my knowledge
mod 15 would cycle when longer than 7 tiles/15 cars, since X mod Y is the reminder of X/Y
so what would happen here is that the diner car would always show up at the 5th car position (0-indexed)
does nml let you get the length of the consist? if so then consist_length / 2 should work, but i'm not sure if that's a thing in nml (haven't used it enough to know)
I'd assume so, but I can't find one
Controversial idea: make diners/end cars seperate vehicle ID’s 😎
that stops you from doing automatic beautifying though
I don't need more vehicle variants 😦
Don’t be silly ofcourse you do!
:((((
num_vehs_in_consist?
or num_vehs_in_vehid_chain which if I'm reading this correctly only includes chains of the same vehicle
oooh, true
I'll give that a go I guess
not sure how I'd right it out though
since iirc you can only have a % or = or something
Within napr, all the passenger cars are separate
Meaning coaches, diners, sleepers and observation cars are all independent and you have to buy them all separately
fair, that's the sort of thing I'm trying to avoid
I wanna try and keep it simple, like in NARS
lmao considering what you've done with the trains I think that ship already sailed 😛
kind of simple!
idk
Horse has separate dining cars because separate gameplay effect
rest of Horse pax stuff is auto-magic
but the auto-magic doesn't always do what's wanted
yeah, I was considering doing something similar with the diners, but I think it's better to just do the auto-magic
this set is already gonna have a lot of passenger cars, so adding more probably isn't a great idea
it's hard to make the auto-magic reliable if it has to combine across multiple vehicles in the consist
it's good if there's just one ID to deal with
yeah
although I'm thinking if I just use "num_vehs_in_consist" it should do it regardless of the vehicle ids?
idk
it's all good if you have continuous runs of pax cars
if someone sticks a mail car in the middle for example, then the magic gets a bit weird
depends how much you care if the magic can handle edge cases or not
I don't really, if the player wants to do something weird and goofy, it's what they get 🙂
I love metroliners
Metroliners :3
the green on the acela cafe car I'm not sure what to do with, since it feels like it should be cc2, but if I do that, then it's blue and red
I could just make it green though? but then you effectively lose a company colour
anyone got any thoughts?
3CC 😛
Guess I'll have to harass you to make that patch 🙂
What you might do here is define a contrasting colour which is selected automatically based on the player’s 2CC choice. Like, if they choose blue, then it’s green, if they choose pink it’s yellow, if they choose green it’s blue, etc.
I think pre-variants Horse did something like this at one point with automatic Railfreight liveries if the player selected grey and red, or something.
In this case, is blue 1CC or 2CC?
blue is 1cc
could do that I suppose, but its extra code I guess
if you want the green, just do the green
alternately, you can set up contrasting colours on recolour sprites
so the green changes with the CC
thats what I might just do tbh
That is easiest and probably best 😄
yeah
I'm taking the 'if you have a complaint, that's a you problem' approach
I should do some cursed/generic Amfleet liveries while I'm at it
I'm gonna do a via livery
they're a lot blander that I expected tbh
That’s a good approach 🙂
Are they push pull trains?
oh that's really cool
nice way to fake 3CC
Off topic as this is not where your project is based in but this is very interesting to see
Automated rail inspector
That thing is so goofy
Yee
Metroliners :3
I also adjusted the base costs to use the same ones as NARS, so now I need to go through and rebalance everything in GNAPS aaa
:3333
I'll still need to the re-balance for GOPS at some point
I'll probably do that before I add the intercity EMUs
oh? wdym?
it's crappy though
Looking forward to seeing the full set!
draw vehicle pixels using suitable ranges (136-143 and 40-47 are often good)
then recolour those ranges with recolour sprites
then have a parameter on the grf to select what colour is used
older Horse used to have something like this to set wagon colours
but now I just do this 😛
oh yh, I remember old horse having that
it kinda works, but it just wouldn't be the same
it's not ideal for multiplayer games
yeah
it would be for bulk cargos like coal, wheat, bauxite, iron ore etc
and it's not flexible
yeah, so I'll just put up with it
I just added lots of colour variants instead 😛
that works >:)
also this is what you do for some cargos in horse right?
because I might copy that when I do freight wagons
the Horse cargo recolouring is done at compile time
it's makes the compile slow, and the grf bigger in file size
but it's much much easier to test, because I just open the spritesheet and eyeball it
fair enough, I'll have to see how I want to do it when I get to it then
guess who just found out I didn't add running cost to the livery override section? 😎
aaa
what even is livery override?
the callback below graphics that handles MU cars and stuff
also changes power and the like when you add a specified car
I have always avoided it 🙂
tbh that's probably for the best 😦
aaaa
doing the GNAPS rebalance took a bit, but it should be good now
if anyone feels like giving it a go I'd appreciate the feedback
this version also has the metroliners and amfleets too
oh btw, does anyone have any metroliner livery ideas? I want more than just the Amtrak ones but I need ideas >:3
ICE white and red
sure
a 'what if' the Metroliner was sold on the export market
And were at least 50% faster
ICE Metroliner :3
Not exported, but painted to match the ICE on tour?
Actually, as an export, what about Canadian National?
por que no los dos?
sure
what would that even look like tho?
This livery, probably: https://en.m.wikipedia.org/wiki/CN_electric_multiple_unit
The CN electric multiple units were a fleet of electric multiple unit (EMU) railcars built in 1952 by Canadian Car and Foundry (CCF) for the Canadian National Railway for use on the Deux-Montagnes line in Montreal. The cars remained in use until June 2, 1995 when the reconstruction started. The MR-90 entered service late in 1995. Several have be...
The MR-90 could have that livery too, if it doesn’t already
sure
tbh one of the issues with CN liveries is I normally do white/black not as a CC
I should probably do that tbh, it only has one livery atm anyway
For CN, I’d leave the black and white and make the red CC1
yeah, that's what I did for those MUs after all
it's just not super visible from the side view
Other possible Metroliner liveries: Illinois Central, South Shore Line
I am still stuck on “who had electrification IRL” 😦
Oh, for CN you could have white be a company colour, like you have with the Shinkansen livery
it doesn't neccesarily need to be people who electrified, it's only really railroads that had intercity passenger operations
which is why SSL probably wouldn't work
Illinois central might tho
I could, but I've already finished drawing it, and that's the precedent I've set anyway 😦
South Shore might be long enough to justify it. They don’t make any stops in Metra Electric territory
But it might also be a boring livery 🙂
(Or already possible with one of the other livery shapes, like Shinkansen)
I mean, if your criteria is “other intercity passenger railroads” you’re going to be mostly limited to Amtrak 😛
Could also do Rio Grande, Southern, and Rock Island, but they were not Amtrak holdouts for long
strange thing
it could work as a generic 'stripe' livery
although you could probably do it with one of the Amtrak liveries
kinda? it's just the front face plate that doesn't match
I should probably do the SSL EMUs soon-ish tho
I could...
problem is references, since none of those really operated EMUs
And none of them would
well, tbf, my stuff is meant to be in a goofy alternate universe where 'everything went right'
it's not an insane idea that they might buy high speed EMUs
Rio Grande only had the Zephyr I think, and didn’t want another railroad messing up their dispatching. Rock Island was too broke to pay the fee to join Amtrak, and Southern was too proud of the Crescent
how come the railroads with the best liveries are always the broke ones?
the NH&H was the same, stellar livery, but was so broke it became the unwanted step child of the Penn Central
Going a little more modern than the 70s, it would be cool to have liveries for Amtrak Cascades and Amtrak California. I could see both of those electrified in an alternate universe.
probably could, but you'd get something close to those with the base amtrak liveries
Another unpainted-sides livery, but the New Haven “washboard” EMUs had interesting ends: https://www.flickr.com/photos/72256627@N03/23835520293
it kinda works?
maybe not in this universe :3
Ignore that :3
also the green and white one looks like a GO Transit livery, which is kind of cursed
the dark green in newcc isn't dark enough to do the proper cascades scheme seemingly 😦
might do this with a stripe down the side like on the M8s
Cascades needs brown as a livery element to be recognizable, I think
Also, what about C&NW? They had some long commuter trains and could have electrified. They even ran intercity trains with their bilevel cars
(You said you wanted ideas, I have ideas, but not necessarily good ones 😛 )
new haven kinda works
I like it
yeah, it's just hard to work out what to do since the cascades service always uses such unique rolling stock
so it doesn't translate well to more conventional stuff like the metroliner
true...
terrible ideas are my bread and butter >:)
you can kinda do it with the Shinkansen livery
tbh idk if a two tone livery like they had on their gallery cars would work
Here’s a render of the new Airo trains that might be a good start:
don't show me that, it'd only make me want to do them 😦
Like they weren’t on your list already 😛
lemme test it for the metroliner tho, since at the very least it'll make a good 'unique' livery
yeah, but for in future 😦
They’ll be there in the future 🙂
Yeah that's the nice thing about doing a realistic-alike set - you can base it on real designs and then fill in the gaps as appropriate
It's the one thing that can be a little frustrating about a set like BRTrains unit choices - working out how to fill gameplay gaps while staying true to the realism goal. Obviously I can take a few artistic liberties (La Poste TGV which did technically run to St Pancras but not under it's own power) and throw in an easter egg or two (Royal Mail livery for it), but if I want a cargo tram or something then I'm far more limited on options unless I break the realism approach
if it's a realism foamer set then best to just be true to that 🙂
yeah, that's one of the main reasons I didn't want to go down the 'realism' path
I want something that is realistic, but also fictional enough where I can fill in gaps for gameplay reasons
and where I have an excuse to build goofy unbuilt designs :3
which if you're doing a realism set, looking into unbuilt stuff is probably your best friend when it comes to filling gaps
Yeah it's a nice approach for a gameplay focus, especially for countries that don't naturally have as much variety to cover every niche
yeah, that's largely why I've had to do it for both of my sets
Australia has basically no passenger locomotives, and the US has barely any intercity MUs so aaa
oh btw, did you get a chance to take another look at this?
I'm having another go at it now and I still can't seem to crack it, swapping consist for vehid_chain and parent for self seems to do something close?
actually, I have an idea for why it's doing that...
I had another look and couldn't get much closer - I keep getting like 98% of the way and then it just wouldn't quite handle all use cases
It's definitely possible if you just define more edge cases (like I already was with 2, 3, 4 car units) but once you're doing it for more than those it seemed pointless
I think I'm just not algebra minded enough to figure it out - I've got the concept but get caught on the specifics
swapping position 0 for 1 didn't work :/
I suppose it's solace that I'm not the only one who can't crack it
it's annoying because it'd be perfect for AC units as is, I just need it to treat the actual trains as separate trains when coupled, and only run the MU code with the MU trailer
the most annoying part about doing EMUs is that there aren't many sets with Pantograph code that I can nick >:/
I suppose this is a good way to learn how it all works
Whilst you're on this topic, would it be alright if I use your code and sprites from GOPS? It's alright if not
for sure!
If I ever release it publicly you'd of course be credited
here's the latest source
that's fine, the license is CC-BY, so that's pretty much the only thing you're required to do
are you making a QR trains set or something?
Basically, there is already a QR newgrf floating around but it's fairly old
Not gonna do anything yet but mainly small sprite changes, locos, and filling in missing gaps like the ICE
fair fair, well lmk if you need any help
are you gonna do company colours? or irl colours for them btw?
I do plan on doing the ICE btw, it'll just come with the other intercity EMUs
The stuff I'm doing is mainly for my personal use so real life liveries, but if anyone is interested I'd be more than willing to do them up in cc colours, take these buses for example, when I've got a set I'm happy with I'd ask if anyone was interested in using them with cc colours
fair enough
I'm sure at some point someone will ask :3
also, went and had a look at the JP+ code, since the 151 series seems to match what I want, but that code is far, far too complex for the brain power I have atm
so I'm gonna work on something else
Pantograph code is the bane of my existance 😦
That's some nice work, are you releasing it GPLv2? I wouldn't mind some nice buses to steal from :p
Thanks, and would release it with a GPLv2 license, probably don't want to be taking my code though, too messy
might spice things up today and do these goofy 1850s era 12 wheel coaches
it kinda works
might remove the windows on the mail car, they look a bit goofy, and they don't seem to be too common on mail cars of this period
make them black 😛
wdym?
I could try it
NARS seems to just make them a dark colour, which I guess helps to differentiate them
goofy liveries and cars
I've added a generic 1840s era mail/passenger car to match the existing ones in NARS
I want GNAPs passenger cars to really spice up the early part of the game, which feels really lacking with NARS atm
hell yeah these are awesome
Brisbane bus rep lets go
the problem with early american stuff is they're all end platform cars, I'm hoping these are all visually distinctive enough?
I think they work, but I could cut some later
I'll have to see how they compare to the long distance cars
they're at least distinctive when compared to the 12 wheel coach
did the side loading cars that the Illinois Central used (no. 5) and they seem to contrast well
I think the difference is more noticeable in blue
the best thing about passenger cars is they take so little time to do so I can do a lot at once
so I might bash together all the pre 1940 cars over the next day or two, and then see how they balance against each other
liveries time
more variants! \o/
I'll do them once I'm happy with the cars :3
I don't wanna do liveries until visually they're all distinct and balanced properly
Are you adding steam engines to the roster?
no, this is more if you're playing with NARS and just want more variety
NARS's steam roster is already pretty good imo since there's not much I could add
Ok
Budd...
need to draw trains, but too many trains to draw 😦
so this is interesting... it's a Budd design for an MBTA car based on the M3 Market-Frankford cars in Philly
but its designed with a pantograph in mind? which would indicate the blue line? but it's 70ft long, which is too long for the blue line? that's how long red line cars are iirc
Elevated would suggest Orange Line, and the pantograph says future — I don’t know what exactly they have in mind for that but there have been plenty of Orange Line extension proposals, including truncating commuter rail lines from the suburbs at the inner beltway (Route 128) with the inner suburban tracks being taken over by subway trains, and a takeover of the Needham commuter rail line by the Orange Line.
It is definitely too long for the Blue Line — those cars are limited in length by the Bowdoin loop. Orange and Red Line cars are about the same length but Red is wider.
I feel like I should have noticed the elevated bit 😦
they're also the perfect with of 9ft 6in for the orange line too
I would go darker on the clerestory windows. You generally can’t see the glass, there’s a screen in the way to keep bugs out (because the clerestory windows open for ventilation)
still, that feels weird?
and even if you did that, wouldn't you just run a third rail? why add an overhead line or something for it?
I'll give that a go then
Good stuff with the vestibule passenger cars too — I remember seeing ads touting the vestibule cars as safer and more comfortable than the older open-platform cars 🙂
this just makes it sound like you're over 100 years old 🙂
Oops, gave myself away
oh no 😦
oh btw this is going in GNARTS when I redo it btw
I need my goofy M3 derived cars
No idea, just speculating on why they’d want a pantograph in the future 🙂
At one point the el cars ran through what are now the Green Line tunnels from Boylston to Haymarket. They did not share tracks so they must have installed third rail. Still, another potential reason to ask the manufacturer about pantograph support? Dunno. (That was probably decades before these cars were proposed)
maybe? these cars I'm guessing were drawn up around the early 70s
actually, what orange line cars were ordered around then
okay so the orange line bought two batches, one from Pullman in the 50s, and Hawker Siddely in the 80s
which is even weirder, because these cars are clearly based on the M-3s from 1960
so I'd assume they were probably drawn up around then?
so I'm guessing those timelines not adding up means they were designed for an extension to the orange line in the 60s, that potentially would have used a pantograph
How do those look in game? They look nice in the purchase list and I need to do some end platform stuff for London Undeground Gate Stock, so I might do a little stealing
I think they look good :3
here's the source and grf if you wanna poke around
tyty
the best part about doing so much research for my goofy train set is that I can realise my mistakes
At the head of that train is a GG1, followed by a Pioneer III, and then the power van of a Keystone Cars
I'm doing the pioneer III passenger cars atm, and the good news is I can probably re-use them to improve on the Keystone sprites
down side is I might need to redo the Silverliner I sprites
They even show the height difference in this technichal drawing, comparing a proposed Pioneer III DMU to a normal RDC
PioneerIIIs done
and in Amtrak liveries
IRL no one bought the passenger car version, but in an altnernate universe where they did, it's pretty easy to imagine they would have made it into Amtraks hands
Amtrak got the Keystones after all
also I could imagine they would have been around for a while, since they were equipped with HEP
redid the keystone cars based on the Pioneer III sprite
I also did them in Amtrak colours too :3
I might actually change up the windows tho, since they're kinda hard to spot
it makes a noticeable difference, so I'll switch it over
PGT means I don’t need to Moose? 👀
nono, you need to moose
Freight cars only?
well I do wanna do my own freight cars at some point
I just need to do more research first
I need to find and get in contact with someone who's knowledgable about their development, because freight cars are a pain to research 😦
PGT is global?
There are a couple of sets I think? PGT is an umbrella and then there’s like “generic Asian trains” or something. Might have misinterpreted that though
Pgt is dead
It was meant to be an Australian style iron horse, but its dead now :3
And I have taken over its forum for my nefarious purposes >:333
there's a guy posting to twitter about GMs failure to get into the UK market back in the 50s
and it kinda makes me wanna do an alternate UK set where GM was successful
I wanna see a british F unit :3
tbh the BR in that universe would probably have just bought something resembling a B class
Also in this universe....
English Electric DP1, commonly known as Deltic, is a prototype 3,300 hp (2,500 kW) demonstrator locomotive employing two Napier Deltic engines, built by English Electric in 1955.
The high power of the locomotive at an acceptably low axleload resulted in 22 similar locomotives being ordered by British Railways for use on East Coast Main Line expr...
A B class with a deltics engine would be cursed
The styling compared to this though, almost identical really
Or this. Very much the same basic design
Yeah, well the B class was based on the F7 (the loco in that pic)
Idk where the styling for the deltics came from, but I could imagine they looked at F Units
Apparently not a coincidence, the Deltic/DP1 was potentially going to be exported to the US (or at least tried to)
Dont you tell me that! >:///
"Inspired by" the E-Units apparently
https://en.wikipedia.org/wiki/EMD_E-unit
EMD E-units were a line of passenger train streamliner diesel locomotives built by the General Motors Electro-Motive Division (EMD) and its predecessor the Electro-Motive Corporation (EMC). Final assembly for all E-units was in La Grange, Illinois. Production ran from May 1937, to December, 1963. The name E-units refers to the model numbers giv...
So yeah, all broadly the same design language
Tbf later E units had the same cab
DP1 looks much nicer than the production Deltics (Class 55)
Yeah, the nose light helps keep things together
Plus the curve. And one of the few locomotives where IMO the yellow warning panel doesn't look nice
I'm at the metro opening today, so I can't atm. But I'm tempted to do the B class tonight and put it in a BR livery just to see what it looks like
Yeah :/
Irish Rail (CIE)
True
What train is this?
Bangladesh class MA1 iirc?
Well I plan on putting them in an export pack at some point
Its just a future thing once I've done the Oceanian loco pack
I had to extend Horse to include CIE, to get enough tech tree 🙂
Omg VR hi!
The Sydney Metro extension from Chatswood to Sydenham opened this morning (Monday 19th August 2024) featuring new stops at Crows Nest, Victoria Cross, Barangaroo, Martin Place, Gadigal, Central, Waterloo and Sydenham.
This is the first new rail line to open through Sydney’s CBD since the Eastern Suburbs Railway opened in June 1979.
#sydneymetro...
Im there rn actually
Just heading home
Just checking it out
Its neat
Its also awkward because I got recognized a few times by people who watch my videos aaaa
I know this is a satire page
Oh no :3
managed to get my hands on the specification for the superliner replacement, and turns out they plan on including a 'utility car' with a gun locker
because of course they do
this doc is still confidential, but I'm kinda tempted to put them into GNAPs solely because I think having a trainset in a game before its even announced would be funny
ok nvm, turns out it has been announced, but the technichal specs haven't been announced
that's the most American thing I've ever heard
yeah...
American moment
also, turns out these new cars will have the skylights in the coach cars, similar to what they have in the current Superliner Lounge cars
In 1983 we had electric locomotives! Bring em back. ⚡️ #princegeorgebc #trains #bchistory
I need to do those at some point
yeeee
"do the Budd Hi-levels, that won't take long" >:////
these were so annoying because each car type was slightly different
Hi-Levels done :3
so I wanna do more cars based on these Budd designs for CN, but I think they might need some fudging
I don't think they were designed neccesarily to go together, since the coachs and diners inter-car doors are at different heights
but... CN never really operated double deckers, so idk why they'd want high level doors?
unless they were planning on ordering some hi-levels and I'm just not aware of it
it's also weird because the coach is designed for hi-level platforms, but CN never really had any?
I think there's fold out steps but its hard to tell
either way, I'm bodging something together because I think it would be cool
okay seems like there was an alternate design with a walk around lower level, which I'll do
there was also this version which tapered down at the ends, which I'm guessing was for it to work with normal single level stock
actually, I have something cool that I might work this into at a later date...
That last one just looks like a full-length dome car rather than a double decker car
I guess that's kinda what it is
also while it's relevant, how should I do stuff like observation cars?
I was thinking of doing them as separate cars that you can add to a train for a bonus, but now I'm thinking that I should just have them added automatically, like in NARS
Skyviews done :3
turns out Via planned to use a livery very similar to Amtrak PHII for their Superliners when they were considering buying them, so that simplifies things on my end
Needs more shading on the yellow I think
Oh, of the locomotive that is. Coaches look good
you're not wrong
thankfully I haven't done all the SDP40F liveries 😦
@strange quiver where do you get all your old speculative drawings of locomotives and carriages?
Yes I’m curious
I wonder why via never got these coaches?
Would be nice for the Canadian
it depends, for american stuff it's a combination of the RR museum of PA's archives and forums
for Australian stuff, it's the NSW State archives and my irl book collection
probably lack of budget
I wish VIA Rail had superliners
But maybe when via rail gets its new rolling stock order, we might get some cars similar to the superliners where there is 2 levels to each car
maybe, but to my knowledge the new Via order is for Airos
they're doing it with Amtrak
also it comes from finding weird stuff when searching for stuff I know about
ie I just found out about these weird pullman standard cars
apparently they were built in 1949 by Pullman standard
that loco on the left looks kinda familiar xd
oh know, American Danish railways :3
It's meant to be canadian national 😦
ohh
idk about north american stuff tbh, i'd recognise the purple santa fe trains but that's it
the purple santa fe trains?
yeah aint some of them in a purple livery?
don't think so?
are you thinking of these?
nah newer
something SD (all american modern trains look the same to me) maybe sd40 or sd70
newer as in post 50s at least
fair, well I can't think of anything like that :/
i misremembered
but i meant this
oh you goober
yh Santa fe used that for all their secondary stuff
if it was for passenger trains or high speed freight, they got warbonnet
otherwise it was the normal yellow bonnet
You're not thinking of the Golden Chariot trains from India, are you?
They're purple with gold writing
The locomotives are too but I can't find a decent picture without some kind of "launch ceremony" flowers all over it
Very similar style from some angles
I'm kinda stumped for stuff to do
is there any North American or Australian stuff that anyone wants drawn?
otherwise I think today's work is gonna be researching american freight cars to get that roster sussed out
instead I actually went and researched Australian/NZ goods wagons
one thing I've noticed is that uniquely, VR seems to have had a preference towards 4 wheel wagons, sorta like the UK and Europe
it's just weird seeing 4 wheel wagons behind big GM style diesels
Kinda makes me wanna write a roster for what that alternate BR but with GM locomotives roster that I mentioned the other day
could be a fun project
also these 70s era VR grain hoppers go hard
idk why they had spoked wheels though, VR must have just been weird
I think I'm getting bitten by the Australian rolling stock bug again 😦
so I might what I've done in GNAPS/GNALP so far and post them to Bananas and then work on GOPS again
balance pass gops plez
I will!
I was thinking of doing that today actually
I might get to it tomorrow or this weekend tbh
Conversion therapy hopper 😦
XGAY 😦
V/Line passenger carriages? 😳
yes 😦
I need to finally get around to doing them
and probably start on Australian locomotives
I'll do those N types soon >:3
oh btw Ragin, how are you determining Tractive Effort Coefficient? I'm not sure if specific numbers matter to you, but I think I gave you a formula for it at some point and that one turns out to be wrong
I'm just using 0.3
I'm not bothering with doing anything fancy with it, it's not too important anyway
/me nodnods
why does /me sometimes work and sometimes not...
Anyway that's fine
I recall talking with you about the [target] / 10 / [weight] thing at one point
don't ask me, idek what that command does :3
it makes things italicized :3
yeah, tbh most of that was because I assumed you put a value in to get the TE, and that the code didn't have a coefficient that it worked off of
just putting it at 0.3 works fine now anyway
fancy :3
Ya, if you have a super-specific TE value you want, the formula to figure out the coefficient is apparently [Target TE] / 9.8 / Weight (Metric Tons), but if you're not going for specific numbers, it's no problem
I'll keep that in mind if I ever need to do it
but yh, for now I'm find with a basic number :3
also, any chance you have an idea as to why that running cost livery override I posted about in addon development isn't working?
I'm genuinely stumped
I'll take a look at it in a moment after I do a bit of code on my end, but I've not touched running cost stuffs myself so I can't promise anything
perfect, thanks for the help :3
I stg it's gonna be like one line and it'll work perfectly
that seems to be what it is a fair portion of the time
Do a quick test to see what happens if running cost factor is not 0 by default for the MU wagons
I tried that earlier and it did nothing 😦
you don't define running_cost_base for any of your things, right?
I do
here's what the normal MU code looks like
discord won't let me send the text without nitro >:/
can you copy-paste the running_cost_base section to the MU trailer, and set the standard running_cost_factor to 1
spriteset(spriteset_MU_purchase, "gfx/El_MUDC.png") {template_purchase(7, 21)}
spriteset(spriteset_MU_trailer, "gfx/El_MUDC.png") {template_7(7, 89)}
//Vehicle
item (FEAT_TRAINS, Item_MU_Trailer) {
property {
sprite_id: SPRITE_ID_NEW_TRAIN;
refit_cost: 0;
climates_available: ALL_CLIMATES;
bitmask_vehicle_info: 0;
misc_flags: bitmask(TRAIN_FLAG_2CC, TRAIN_FLAG_SPRITE_STACK); // <- Train Flag MU needed here
track_type: RAIL;
ai_special_flag: AI_FLAG_PASSENGER;
name: string(STR_MU_TRAILER);
introduction_date: date(1890,1,1);
vehicle_life: 30;
model_life: 36;
length: 7;
weight: 0 ton;
speed: 0 mph;
cost_factor: 100;
running_cost_factor: 10;
refittable_cargo_classes: bitmask();
default_cargo_type: PASS;
cargo_capacity: 100;
loading_speed: 30;
}
graphics {
default: spriteset_MU_trailer;
purchase: spriteset_MU_purchase;
additional_text: string(STR_MU_TRAILER_INFO);
}
}
oh god I see now
because I know that, for example, if you don't define a loading speed, it does NOT default to something, so i'm wondering that if you don't define a running cost base, does a wagon not get running costs or something
I doubt that's it, but
annoyingly, that seems to be it >:/
and if you mess with the running_cost_factor of the MU coach, does the output value still stay the same for if you put it in the MU
like, make sure we're not just getting the default MU Coach running cost coming through
yeah, it seems to be based on the livery override now
annoyingly, now that it seems to be working, I have to go fix a bunch of balancing things aaa
Best of luck
I'm adding some code to my set to make passenger wagons look proper
and I've got the urge to try and bully a class 37 into an A/B Unit formation for a cursed addon
have fun!
I am boeing to die 😦
I'm gonna get a meat pie and just get to it I suppose
you better show me when you're done!
I have a bunch of side-view mockups somewhere
it's the other angles that are gonna be a pain
show me if you can find them >:3
yh, but you gotta do them 😦
probably gonna get one of the mail vans as a template for the rear half and the B unit
it works :3
oh god those are goofy
c:
Got a bunch of A/B units, a bunch of articulated ones, a small handful of real-world stuffs on the far right, some steam engine stuffs on the bottom left, and a "Stadler GTW but it's a Class 101" on the bottom right
pretty sure that's just a Walker rail motor :3
looks about right. If I somehow get it included I'll nickname it the walker
for now, I got gangways on passenger coaches in properly
now the front and rear of a passenger consist properly show the close doors/buffers and the ones in-between show their gangways, even if you mix Mk5's, Mk1's, Pullman Coaches and TPO vans together
and got around to actually reserving numeric ideas for things
I've got it set up so that every train has room for 30 variants, but that might not be enough for some of them.
glances at the Class 37, which has 7 variants, each with at least one livery variant, and most likely more
just consume 60 in that case
Horse has blocks of 10 and a thing that checks for colliding IDs
sure, VR is basically just weird British Rail anyway
I mean, I can do that, then I'd have up to ID 14320 out of 65000 reserved (I put a gap of 100 IDs between my last Engine and first Wagon, just in case I add more Engines)
how do you assign ids to wagons?
I tried doing that and it just made it a locomotive, so I assumed it wasn't something you could do
Then you're probably doing something wrong somewhere, currently on mobile for lunch but like, I just add a number behind the name ID
lemme check because I must be
okay apprently yh, that's the case
idk what I broke before so aaa
goober moment
* zipping my fat mouth so you make freight cars and I can stop bugging Andy about Iron Moose *
yup, let ragin cook
Ya'll are gonna be so dissapointed if I actually get a job :3
I knew you'd approve 😉
somewhat 😛
If you get a job we'll crowdfund you to quit it and make trains instead 😛
it slowed me down a bit
that said, I have my weekends where I crank out a heap in one go
which will, hopefully, be this weekend and I'll get a chunk of the simcity4 buildings coded.
I used to get up at 5 to get in a couple hours of hobby time before work
sure :3
although I suppose good news, jobs in my field are typically 35 hour work weeks anyway
so I'd have more days off than normal
I couldn't do that, I like sleeping in 😦
I assign IDs to everything
As far as I can tell it's the lack/presence of a power: property that makes it a wagon or not
Man imagine if TTD Developer/newGRF developer was a paid job?
yeah, that seems to be the case
at least I know that now before I do a buttload of passenger carriages
Although if you assign a wagon to a variant group of a unit with power then it jumps to the non-wagon side of JGRPP's UI (not sure if it makes any differences in Vanilla)
seems to be a base game thing too
Andy does it with some of the trains in iron horse
no I mean just consume 2 blocks of IDs 🙂
Horse allocates in blocks of 10
but some wagons use nearly 30 IDs
so that just uses 3 blocks
I have collision detection and I just move IDs out of the colliding range
it means a savegame bump but eh
but I'd be surprised about you folks getting through all your IDs...so alternately allocating 60 or 100 per vehicle might work
my average production rate for Horse is 2 vehicles per day for the last few years
Horse is at 7702 actual IDs used
and I have high levels of automation
Variant groups can use name ids instead of numeric ids right?
I doubt you're going to expire 65k IDs, and if you do, you can always shrink some unused blocks
That's basically what I'm doing now, 1 to 20000 is for locomotives, and anything beyond that is wagons. I strongly doubt I'll use up most of those, but it's nice to have some ranges where I can now know "Okay, anything within this range will be X for the foreseeable future"
ultimately savegame bumps happen
Yes (I didn't know they could use numeric IDs tbf - I exclusively use the name)
@strange quiver did you happen to have code for "check if this wagon is right in the middle-ish of a consist to apply a different sprite"? I vaguely recall seeing you have a convo about that
yee, I talked to gwyd about it
lemme grab it
it's 'sw_Budd_HiLevel_dinerposition'
0..1 is in the middle
2..3 is the car in front
it's very straightforward
perfect, thanks
nw
also, my one request for UKRS is to have a parameter that controls capacities!
ideally I'd like one that doubles passenger trains
Yes, that's planned
good good, then I don't have to pester you about it >:3
aaaa
todays a productive day
gonna:
- rebalance GOPS
- draw an N class and get the base code for the Australian loco pack ready
- Draw some carriages to go with it (probably the VR N types)
- Shore up what I have with GNAPS/GNALP and post them to Bananas
I had some emails to shoot off for footage/usage rights for videos, but I've done them already
\o/
okay, good news, apparently when balancing GOPS, I based it off NARS for the DMUs, but for some reason I just didn't do it for the EMUs?
Yup that tracks
it was the EMU costing that looked wacky to me, DMU costings didn't look too bad.
makes things easier on my end, since now I only need to mess with their livery overrides
genuinely no idea why I didn't just copy NARS tho
aaa
much better now
@turbid bronze if you wanna take a look, I'd appreciate your feedback 🙂
balance should be good now, and I even found a fat finger mistake
the double deck AUPT was set to gain 3600hp with each MU carriage instead of 360
Alright, so now it's N class time
Also I might re-do some of the GOPS sprites in the near future, the early DMUs like the Kathleen and CPH are just bad
I might also add some of the weird early ones from SA and stuff

I don't know if there's realistically any way around this but it's one thing I hate about loading multiple sets in OTTD.
Also they have different running costs (GNAPS is stuffed)
is it left-alignment?
No, 'multiple unit trailers'
what's the dislike? 🙂
I do like these pixels though
stuff like this for instance:
tbf that's because I'm a goober and haven't created separate MU car sprites for all my sets
I should probably do that at some point tbh
Love it
it's true tho 🙂
last day of the Toronto line, a guy started punching the train and he got arrested
just reuse the motor car sprites?
make unpowered version, add as variant
I could, but I just prefer the MU car style that NARS and all that have
well, that was only really a NARS addon thing
true
NARS itself never did that I don't think
normal NARS kinda did it
it's just the normal passenger cars could be used as the MU cars in that set
it's not something I could do for my sets tho because I'm being a lot more specific with passenger cars when compared to normal NARS
Yeah they had normal passenger car and bilevel and the nippon sharyo for instance reject anything that wasn't a bilevel
Atleast throwing that error in might be worth while. Maybe list them as 'Multiple Unit Trailer (GOPS)' or something.
and throw an error if you attach anything other than that.
that's probably what I'll do
that and give it a separate sprite so its clear what set it's an MU car for
main reason I haven't is I just haven't had an idea for what sprite to do
hate those silly little symbols
Maybe make the sprite default to the first appearance possible for each set
so they look different as well
For my set I basically just have a "MU Carriage" that fits onto any multiple unit
Rather than specific MU Cars for different MUs
Yeah my gripe was loading both GOPS and GNAPS having two MU cars that look the same and have the same name
well, having two at all
or any
mu's in ottd are weird
I prefer this option over how UKRS did it because it was unclear which ones wanted regular wagons and which express wagons, and since I have multiple options for passenger wagons between time I can't just have the "default" passenger carriage do it
oh god you're from adelaide 😦
I was/am tempted to add 'fixed length variants' to MUs so you could also buy them in predetermined lengths but I'd run into ID issues quick
