#UKRS2 in NML Dev Thread
3809 messages Β· Page 4 of 4 (latest)
Thinking of including a MR 483 Class/LMS 2P Class, but visually it would probably be pretty much identical to the City Class, which already uses the sprite of the Edwardian...
I would say that unless there is a significant tractive effort or speed etc difference, then really you can use one for the other. Same as how in Timberwolfs set, I use the Stirling Single to represent the later GWR singles (the rebuilt Iron Dukes/Rover Class), and the Midland Spinner to represent the GER Holden Singles and GWR Dean Singles from the same time period
So, no need for both, as players can use the same engine for both
Same as how with the original UKRS, i'd use Gresley A1s/A3s as stand ins for LMS Princess Royals
(and one of the reasons I submitted my Royal Scot to that set π although the LSWR/SR King Arthur was pretty close)
Yeah thereβs a ton of crossover during the grouping era especially - most regions had engines equivalent to each other
Or at least more or less equivalent
Similar to how there were 10 million 4-4-0s in pre grouping that all did basically the same thing
Oh so many, the LNER had what, 50 classes of 4-4-0 alone
(up to D49, and that's not including those that were never classified by the LNER)
Mmm, I'm more about visual distinction stuff, even if statistically stuff is very similar
Even though at finescale it is... difficult to depict certain differences
But there's at least a noticeable enough difference visually between an LNER D49 (Shire) and, say, an LMS P2 (which would basically be identical to the current 4-4-0 Edwardian)
I believe there would be significant statistical differences between them too
probably, I'm admittedly not knowledgable enough for figuring that out
But between say, an LMS 3F Jinty and an LNER J69, not a great deal at all
-# speaking of I still have some tank engines I want to consider getting my hands on
My networks in OpenTTD tend to be small and compact with short trains so I run a lot of tank engines over tender engines, and small tender engines over big ones
So, other than if you wanted to model something with funky differences (like the slopey side tanks of the J50), most pre-grouping 0-6-0Ts can be a single model for example
Hence my interest in the smaller tank engines over the big express engines
TBH i know jack shit about anything pre grouping
The smaller engines are what run a network anyway π yes the Pacifics get the glory, but the 0-6-0s do the work
so many of the tank engines are just the Suburban bodged into slight differences. I do love the Prairie visually though. I hate my bodge for the Coal Tank
In this case, the 2P has 17,730 lbf of tractive effort, and the D49 Shire has 21,556 lbf (considered a 4P by BR)
so yes, quite significant statistical differences in addition to physical
what is the coal tank exactly?
LNWR 0-6-2
then what's the pitworker?
The GWR 5600 Class is a class of 0-6-2T steam locomotive built between 1924 and 1928. They were designed by Charles Collett for the Great Western Railway (GWR), and were introduced into traffic in 1924. After the 1923 grouping, Swindon inherited a large and varied collection of locomotives from historic Welsh railway companies, which did not fit...
This is the Pitworker
I was going to say, the Pitworker is the Welsh lines one
gotcha
https://docs.google.com/spreadsheets/d/1zmXW8abCnygxxkaZ8z1WbdCVJIEtjntyDnAckTOFzqc/edit?usp=sharing
I have a note by every locomotive saying what it's based on, where applicable
anyways, hand over the sprites for the coal tank and i'll see what i can do
This, before the GWR got their hands on them
I dare say one or tuther can also represent the GNR N2
the coal tank and the goods II should look rather similar since like. The former is the tank version of the latter
yeah because I'm crap at drawing 
can you put the 14xx sprites up?
I need to do a re-review of the locomotives in the set soon
Actually, the 0-6-2T Welsh is the Taff Vale one, so, the Pitworker is the rebuild? or the N2?
I'll look at the spreadsheet π
thank you
Currently what I'm trying to work on a bit is passenger wagon capacities
I'm using UKRS2 defaults and I find it difficult to justify upgrading Clerestories to proper passenger carriages. Also throwing in a shorter version of the Passenger Carriage
Timberwolf has modern(ish, LNWR period) carriages have a higher max speed than Clerestory carriages. I find this means I upgrade my fastests expresses, but the clerestory ones linger on with locals etc, as they did in reality
(not sure when the last clerestory carriages were withdrawn, I would assume either early BR period or some time before, given gas lighting, wooden construction etc being unsafe by the 1940s, but the war meaning they lingered on)
Yeah, slightly higher speed and capacity all round, we didn't switch to standard/modern carriages until around the War, iirc
here's what i've got for the coal tank so far:
Per a quick google, apparently some Dean (1890s) period Clerestory Carriages lasted on the GWR until around 1950, so, yeah not far off
"All first class coaches were condemned by the end of 1948. The last 3rd class coach was condemned in 1955, but most only lasted until 1950 at best"
I've already done one round of adjustments on the clerestories, but especially with the Clerestory Suburban there was a difference of like, 5 passengers and 10mph with the improved coaches
Yeah that looks a lot better already
They were the biggest fans of them from what I can gather, so other railways were likely rid long before that
Given the incremental gains in engine tech around that time that does make sense tho
A slow and measured rise where the best stock only lands on new and/or important routes
Perhaps again a difference in cargo rates or some such? It's a shame that carriage age isn't a thing, so that old carriages (or even wagons) would mean lower payments, quicker decay etc
Yeah but the problem is also that Clerestory Coaches are shorter. I've found myself in a situation where building new MUs or making a more "modern" train actually gave me less capacity than just sticking with my old Clerestory Coaches
It would give a good incentive to standardise around the BR MK1 carriage
Can rolling stock be given a maintenance cost?
that's actually not unusual
Keeping them around is fine, of course, but it shouldn't be so bad where building newer coaches for a newer train is actually worse, imo
The difference is that MUs are more comfortable and/or faster
And generally much more efficient
Older DMUs often have more seating than newer, they're just cramped
Passenger Comfort isn't really easy to model, unfortunately
Good acceleration and better cost-economy
MUs trade capacity for train throughput
Aye, or safety
Payment rate penalties maybe?
So some MUs decay faster over longer distances?
I know cargo payment decay is a contentious topic, but I've always liked the concept
There's a lot of stuff already out there about how it doesn't really- yeah
"Government demands that all pre-1920s stock be retired on safety grounds" etc, I guess you could just make the older carriage types unavailable sooner than they really should be
So, for example, you can't build any new clerestory coaches after say 1920, but, the ones you have of course can continue
Yeah, this could work. Just make them unavailable so the old stock sticks around but otherwise you have to upgrade
You'd end up shuffling Clerestories out to smaller lines
what about those who play with vehicles never expire turned on? (such as myself)
As we know railways kept the older stock until nationalisation, but they didn't build any new ones
nodnods
well then they're unlikely to be bothered by pesky things like realism π
Regardless I feel like the numbers overall could do some upgrades in terms of capacity
Then you get to keep the most efficient options of each era
Speed is also a factor to consider. Clerestories could be quite limited on speed to represent their "normal" usage, rather than the record breakers that were not the norm
in other news, now presenting the re-worked coal tank:
Could possibly make them unable to run on newer track types!
Which is somewhat realistic from a safety perspective
i think simply capping the clerestory speed limit is the best option
That way you'd have to stick to older lines
That would require a trackset to go along with it
Oh true π
Lookin snazzy!
Ideally rolling stock would be like locomotives in that they have lifespans and maintenance costs, which increase significantly past their lifespan, but alas not sure its doable
that's just reliability, already a thing in base-game
for Locomotives, not wagons
oh
I can probably make running cost go up by time
It'd take a lot of doing on the coding side, that's for cert
But I also subscribe to Andy's theory of "The only true currency in OpenTTD is tiles". It's easy for money to become a non-object, but adjusting prices in general is something I need to do at some point
It's just annoying to tweak
Honestly yeah, no matter how you set up a game, eventually money becomes a meaningless resource
Perhaps then, with money not a thing, locomotives and carriage types could be more linked. So for example, no Deltics pulling Clerestories
Badges will make something like that more feasible
I'm not a huge fan of it, mind, but it's possible
I'll see how things go once I've adjusted speeds and capacities overall, though
i'd advise against it personally
Same, hard limits are a bit annoying, but if all else fails
look at the yogscast jingle jams
Duncan very frequently put clerestories behind pacifics when they used UKRS2
WAIT HANG ON
VACUUM VS AIR BRAKES!
!!OoO!!
Pacifics hauling them not a problem, but yeah there's going to be more egregious examples (as I said, Deltics) that could be limited if need be
Default UKRS2 stats has the Clerestory being 20mph slower and 5 capacity less than the default standard carriage, but with the same loading time
steam locos mostly (a few exceptions like the pacific and streak, for railtours) have vacuum brakes while most diesels (excluding early ones which have both) have air brakes
Aye, but its the crossover period in the middle that will be either inaccurate, annoying, or both
Just like in real life!
^
at least I didn't bring up heating systems XD
or different multiple working systems π
"Sorry these diesels can't couple and work together because...reasons"
Once badges roll around, I could put stuff like that in as a parameter the realists and masochists can turn on if they want it
btw can we put descriptions in the shop for the trains?
i wanna put a description on the pacific that reads "works best with the standard carriage DUNCAN"
Pffft
XD
I mean yeah, purchase menu descriptions are a thing
excellent
Handy for saying what locos are intended for what duties
as even a nerd like me forgets
that's already a thing in the old UKRS2
Ah, yes, sorry been playing other sets too long π
Slight issue with it is that you've made it an 0-6-0, but that's easy to adjust and a very minor detail that's hard to see
Oh, no now I see it yeah
the 2 is buried under the foot steps for the cab
It's the same size as the other wheels so I didn't notice it
Does make it look kinda 0-8-0 ish so I'll probably adjust this pixel slightlty
i think that was unintended
i literally tore the back off the 14xx and pasted it on top
so from the cab wall back is literally straight from the 14xx
Yeah, but the 14xx uses different driving wheels
which were left behind
that works i suppose
Actually it should kind of look 0-8-0 ish, from the odd wheel spacing and the rather large (in comparison to driving wheels) rear trailing wheels
At OTTD scale it will look more like an oddly proportioned 0-8-0
true, but i didn't fancy trying to make it look that way
whereas i knew for a fact using the 14xx cab and bunker would hammer home that it's a 0-6-2
Fair point π
Welcome to "bad mechanics" area
I think this tank engine selection is pretty comprehensive and representative already
Needs a decapod
Probably yeah. Just might want to do some sprite adjustments, but idk.
Currently a lot of the larger tank engines use the Suburban as the base. Personally I prefer the visuals of the Prairie, but physically they're all kind of similar, so it's hard to justify using one as the base over the other.
Also yes I do kinda want a Decapod. Maybe a non-saddle 0-4-0 (MR 1528?). Might want to adjust the sprite currently given to the USA Tank, too, move the tanks forward a little.
Reminds me, I should reserve an ID for a Beattie Well Tank
I have it on my "Do Want" list
Family!
From top to bottom:
- My 2CC version of the Freight loco
- The old full-black Freight
- A smaller 4-4-0 based upon my 2CC Freight
- The Edwardian, which served as the basis for the smaller 4-4-0 and the 2CC Freight
- The City Class, which is just an Edwardian with a different tender
Also my attempt at forcing a Claughton (Top) and a Royal Scot (Bottom) together into a Patriot (Mid)
so i was digging around in my repaints folder, and found these
my old R1 4-8-2 project
and the streamlined version
That Royal Scot was already my cut and paste work of bits of the Jubilee over the King Arthur π
I think the Claughton was also a custom for this set, rather than an UKRS2 default
UKRS2 scale does impair the number of pixels a bit
I think it's only 1px height difference to Horse
yeah 11px vs 12px
it just gives a bit more freedom with running plate / boiler / cabside
that said, this fake Stanier 2-8-2 neeeded several complete repaints to look right
we're good at making it work though
also i like the fact UKRS is a pixel shorter
IRL UK trains are shorter
I've always liked the UKRS2 art style
its good for making the trains seem less fat
proportionally more like sbb stuff, which i like
what do we have for hoppers BTW?
i wanna make one of these if we don't already have it
The set is low on wagons
This is what we got
6 Wheel open is fictional I'm pretty sure, the Covered Hopper was in the baseset
do you have documentation on what the covered hopper is?
also pass the sprites for this please
There is no documentation for the specific wagons
Some were made for narrow gauge railways it seems, which this is based on
Lol a bunch of those are βmy first train spritesβ that I sent to pikka π
You might look at Horse NG for sprites to steal
these would get you BR standard covhops
just change the chassis
oxygen / chlorine tankers
loads more options
the Horse NG wagons I usually make by dropping the standard gauge version 1px and tweaking
I've already joinked a few sprites from NG-Horse
Just haven't gotten around to stealing more of 'em yet
The Slag Ladle, Ingot Carrier and Torpedo Wagons are from horse
Today's work:
- Finally made the Terrier actually use its sprite
- Added an 0-4-0 Side Tank as an alternate to the 0-4-0 Saddle Tank
- Tweaked the USA Tank's sprite to be a slightly modified Jinty
- Added a smaller 1928 4-4-0. Meant to represent the LMS P2, it's actually a bit on the shorter side
- Added the Patriot
- The old 4th Goods Engine now uses the sprite of the Freight
- The Freight is now slightly bigger
- Added a shortened version of the Passenger Carriage
Oh and I included the new Coal Tank sprite
And made some adjustments to passenger wagon capacities
Looking good
Yeah I find the extra pixel of height makes a big difference in some situations. There are liveries that are almost impossible without it
Might be worth cutting the lid off too for an ore wagon of some kind
presflows weren't used for ores
powdered cargos only
such as cement
anyways colours are done
I mean in the sense that it looks like it could be modified into one of these
i guess?
Oddly I recall Tri-ang making Presflows by sticking a cover on an ore hopper π
Well, Grain hoppers from Ore hoppers
Might steal the side-door hoppers from NG Horse to make these
we have those already
I know, I was just musing that "presflows weren't used for ore" when triang went "hold my beer"
tbh i only know presflos as cement wagosn due to all of the ones i've seen having C E M E N T written on the sides
or painted yellow with giant BLUE CIRCLE logos bolted on the sides
there was a sub-class of presflo used to ash from power stations though
I remember them as, what was the stuff, sodium something. White powder anyway
Ore Hoppers, courtesy of Iron Horse
I don't know exactly when the LMS 40T Hoppers came into service, so any help on that would be appreciated
That could be it aye. One of the many weird "other" cargos you used to see trundled about.
If memory serves Fairy, they were just pre-war, late 30s. But I will inquire
I stand corrected.
"LMS 40 ton Bogie Hoppers that were once used on the Toton-Stonebridge Park working. They were built by BRCW in 1929 to LMS diagram D1708 as lot no. 457 and were numbered 189301-189330 later carrying the M prefix in BR days"
and used until the late 60s with Class 24s and the sort
(quite surprised as they seem far more modern than 1929)
Many thanks. I need to get my hands on more good resources. Or more resources in general. I've not really got much of a clue as to where to find stuff. Been trying to find if there's any place that lists like, info on the sizes of old goods and passenger trains for example. How many carriages/wagons to what kind of loco
do you mean like how long the trains were/the trains formation?
Yeah
one of the model railway magazines i'm subscribed to does train formation articles every now and then
and i have every issue from right now all the way back to jan 2014
btw did i submitt the standard 2-8-2 already?
Can't check at the moment, not on PC
ok
in other news,
Presflo wagons: completed!
solid CC 1 & 2
CC1 with CC2 roof and reverse
white with CC1 & 2 roof
That's something i've long been curious about too. ("Is my Pacific supposed to pull 14 carriage expresses?" etc)
it depends on the train in question
E.G. the 'norseman' (a4 pulled) had 9 coaches
but an A4 can pull up to 12 coaches, as depicted in another formation from the same excerpt (mallard on a railtour from york to scarborough in 1986)
here are the formations from the Eastern Region special supplement (found on the magazine website, my IRL copy is currently missing in action)
checking my midland region supplement shows a britannia on a 13 coach train so 14 is definitely within the abilities
Almost any steam train could pull 13 coaches, itβs usually more about whether they could hit an acceptable speed or the intended service speed
Tbf even I could probably pull 14 coaches, just not very quickly or for very long
Hence my "is it supposed to" question π
i think 9 - 12 is a more accepted number
With Timberwolfs, by the 80s I was running something stupid like 18 Mk.2D expresses
but that did feel excessive
I think there are records of A4s starting out of Kings Cross with 18 coaches during WW2
i don't count war service
it might have set records, but it damn near killed the engines
I usually run smaller services mostly in my games, but it's nice to get a rough idea of like, how many coaches makes up an express versus like, a local branch line train, so this is a nifty resource
I'm curious if you have something like this for, say, the GWR or like, a link to where I can dig up this kinda stuff myself
There was a 1970s build of side door gravel hoppers used at Lavant http://petertandy.co.uk/electrics/73004_lavant(2)_28489.jpg
@sacred mulch
Tanks
It's a bug, I know what the cause is, haven't fixed it yet
Sure, though I intend to make another test release this evening when I get home (a few hours from now) that will likely be incompatible
But any feedback you can give would be greatly appreciated
ill wait till the new one comes out then test it
I do, but not online, only as a physical book and for the BR Western Region, not the GWR
i also have another article specifically about tank engine formations
Me and GETS have fixed it btw, do you want the code?
Sure but I think the issue is simply that I don't have the thing for goods specifically, and I was going to fix it by giving goods a Tarp anyway since goods being drawn as a a bulk load like coal would be weird
Interested in seeing this
Ahh then yeah, you would need an additional sprite if you'd like that
I was referring more to the "wagon on fire" problem
Yeah that's when it tries to recolour the load sprite but can't find the cargo in the recolour table
Here you go
1 and 2 are the western region supplement
3 and 4 are the tank engine article (the magazine's quite thick so it wasn't able to be flattened very well)
nice
So what stats should these have? What intro year, weight, max speed and capacity
Similarly for this. They're called 40 Ton hoppers, I'm assuming their capacity is 40 tons? Need some help figuring out stats
Currently they're realismish but I want to like... Find some kind of balance later on
I'd like to have an idea for what they'd carry realistically and then build on that
Realism is better imo
Idk about what youβve done but classic ukrs2 carriages have painfully low capacity
Unless you do realistic stats and end up with something uselessly slow in-game
Sometimes stuff needs a power or capacity boost to be playable
I've already boosted passenger wagon capacity
This and the automatically changing vehicle designs are the worst things about ukrs2
Like
Wtf do you mean i canβt make spam cans anymore
Theyβre perfect
This kind of stuff is what birthed this project, wanting to keep the stuff that automatically went away
My photo from Saturday
If you need any more photos from the locomotion museum i can maybe help
Granted it's size exploded in scope from just that, but I think it's fun
if you pick realism, you're immune to min-max players
Now it is the SBB set for every Central European nation and more
Also a great bonus
the weight diagram book is probably best source
find nearest RL type and extrapolate
Where an I find it?
Thereβs stats available for a handful of vehicles but theyβre sparse
Bold to assume I work that out. UKRS2 has some stats and I just pick whatever seems most similar to me and so I end up probably being wildly off
Oh I remember that page
Iβll probably do the same
Another test release. UKFS if you want to run on standard gauge, UKNS if you want to run on Narrow Gauge. Need to figure out how to parameterize this so I'm not endlessly working with 2 versions
is it narrow gauge, or finescale?
Finescale, which I find looking nicer on Narrow Gauge tracks, especially when next to sets like Iron Horse
intro year: 1954
max speed: N/A
capacity: 17,300L
"hoppers were 40 ton capacity with a tare weight of 18-19 tons and vacuum braked to enable them to run quickly between the colliery and power station"
So, weight empty would be 20 tons, 40 ton capacity, so, 60 ton fully loaded.
(to round it and make the maths easy)
and I'd say, given the vacuum brakes and such, a fairly high (for the time period) speed limit
Perhaps around 50mph?
I doubt there would be anything really suitable to pull them at such speeds in the early 30s, but they were used into the late 1960s, and by then the early diesels certainly would have the speed and grunt to pull them at 50

that was my bad
posted a gif when i didn't mean to when i was replying to your post about spamcans
Ooo
Also what should it be called since there's also another wagon named the Presflo Hopper, idk which of them is more deserving of the name
As in that should be the name for yours, or for the other thing?
the other thing
Sure
what empty weight
annoyingly they don't have a wikipedia article
Found it!
Weight : 51 t GLW / 13.1 t Tare
Why not just allow the trains to run on both, and let the user decide?
Three reasons:
- Because wagons only care about the locomotive. If I do that people will inevitably use it to pull IH Standard Gauge on JP Narrow gauge
- Clutters the purchase list too much by having the UK stuff on either set of tracks
- No idea if it would cause track compatibility weirdness
Could it be a param?
That's what I'm hoping to do, param between NG and SG, just need to figure out how
It would be the best option imo
Just would need to see how
https://steamcommunity.com/sharedfiles/filedetails/?id=3528257682&searchtext=
Also tempted to throw in these
Class 49 "Super Badger"
and a IC125 "B" Unit is...a curious idea. Can't think where you'd need three powercars but hey π
Thats the kind of cursed thing I'd include in one of my sets
reminder about the Abomination
uhh, didn't i submit that already?
[IMAGE REMOVED]
and the rebuilt version
updated version
Yes, 40tons capacity, 18 tons 5cwt tare
How convenient you ask cause I have a formula for the BR power ranges
my middle name is "I have a formula/code for that"
Hm?
Check DMs
Iβve looked at the table but Iβm not sure exactly how itβs meant to help
Do you see the line with "Power class, year, averaged power, resultant power"?
You plug in the power class and year, and it will look at the table, and get the averaged power, and apply a modifier (-200 to +150 iirc) based on construction year, rounded to 5/10
Iβm still not really understanding it
I'll explain to you via DMs later
Im outside right now on an exciting journey to take random JR West trains
Good luck
Iβll write back when Iβm awake, sleeping soon
Oh excellent, thanks
That leaves just the Banker as the sole loco in the set that doesn't get liveries
Made some formations :D
me too! https://grf.farm/iron-horse/3.37.0/html/train_whack.html?sprite_size_factor=2&boring_mode=true
Cornish?
French
North American!
perfection
Fantastic
it's how the class 89 got added
there's a dual-cab 91 somewhere also
the HST B unit is a bold move though
would suit DVTs π
like a diesel APT
would go well
It would, yeah
I've already got class 24/37/44 A-B units in my set, I like cursed stuff like this
I ran out of IDs π
I need better class names and like... Nicknames for them, though
Can't be much worse than the nicknames i come up with, to be fair
The class 24 is a Rat, so the A-B unit is a Mouse
The class 37 is a Tractor, so the A-B unit is Combine (this is the weakest one)
The class 44 is a Peak, so the A-B unit is Avalanche
I see no problems
These need nicer names too. And they need to be included. They're based on a German loco and the JNR EH10 respectively
one day Ibex π
Ibex!
Finescale Horse when :p
Why are there so many buffet cars in the pullman train? You only need one.
Because one of the things you posted listed a lot of Pullman Kitchen wagons for some reason
So I used Buffets for that
This one specifically I think
That's how pullmans worked IRL, kitchen and parlour cars were paired up, technically the "buffet car" was actually a bar car
nods
Basically a pullman train is one gigantic dining car with multiple kitchens, because carrying a plate of hot food in a train doing 70 mph ain't easy
Yeah that's valid, but then I'd argue my placement of buffer cars is accurate to represent the kitchens, too. But yeah it's mostly just to get a feel for how long it'd be in OpenTTD
And yeah turns out a 7-length station is about as big as you'll need with realistic passenger consists
I can make a specific pullman kitchen car if you want (when I get home from work)
Sure
I don't think we can do too much with representing specific wagon types at this scale though
Especially since I also don't think there's much mechanical value, just flavor
Oh it would be pure flavour, mechanical wise a kitchen and parlour would do the same job, with the buffet/bar car doing the actual work (like in iron horse)
All that would happen is every second pullman coach placed In a train would become a kitchen car
As much as I like the idea of also having the different type of like. First class/second class corridor/open differences for carriages it's not possible on this scale not impactful enough mechanically
yeah i'm not making those either
Does anyone have any sources for realistic capacities for passenger wagons? Especially for the earlier ones
define earlier
simplest solution is to look at models of the closest thing there is, and count the seats
Great Western Railway Coaches - The Ultimate Guide to GWR Coaches
Try here
Found this laying around. GNR H4/LNER K3 so now have a second mogul
The Mineral now has 2CC
quite boss
@tawny oar has made some very good sprites yes
Suburban Carriages to go with shorter formations, while the old shorter passenger carriages have been moved to be children of the regular passenger carriage instead
It's mainly an aesthetic thing. The shorter coaches have lower capacity, but the suburban carriages don't draw gangways
:D
Looking really good
Tractor and Trailer?
question, does that pacific 2 (green one above the streak) just happen to be the one with smoke deflectors?
Yeah
Yes and that's included too
I just happened to choose the one with deflectors here
π
wow, im so proud, an engine named after me, I could cry.
pullman kitchen car
ideally the programming would automatically swap every second pullman coach for a kitchen car
so it would go parlour, kitchen, parlour, kitchen, ETC
in the shop there would only be the one pullman coach
Just check the ID of the previous coach, if itβs a parlour then change the current sprite to the kitchen sprite
Oh sorry, didnβt realise you were making a suggestion rather than asking how to do it
i've got 2 variations of this for your inspection
the 4 sprites on the left are variant A
the 4 on the right are variant B
open door versions are also available
btw we already have a sort of 6 wheel covered van
that said, converting it was actually quite simple:
(larger res for easier viewing)
and a van version of that large livestock wagon
(larger res)
once these are approved i'll get the other colours made up
and get the "private owner" variants done as well
what does the yellow lightning symbol mean?
3rd Rail
ah
Blue is Overhead, Yellow is 3rd Rail, both is... well, both
btw which version of this do you like?
badgers
UK flags? π
I have flag/GB set but I'm not providing them
I wonder if a diesel smoke symbol but in blue would work for the GT3 and other gas turbines
I yoink'd the Turbine icon from 2CC, just wasn't included in the previous image that showed the GT3
Ooh nice
What other badges might be neat to have
I can use them for mechanics of course but for like, info and sorting...
Or aesthetic stuff
One thing that came to mind is "company" and "livery" badges
So you can sort on what company historically operated what, maybe
both of those were considered by Peter
I'll see if I can find the repo
operator
livery
do you guys have any idea when you'd do a stable release?
or i guess more importantly, if i was to get a file from you guys, would it be considered a stable release or would there be a big risk of IDs changing, etc?
sorry if this has been asked a bunch, which it no doubt has, i couldnt find a result
Doesn't get asked often, actually. The main bottleneck for "decreasing risk of IDs changing" is liveries, which eat up an extra slot of ID unless I make the buffer between vehicles big enough.
does ID order matter?
i mean, at least in my set, i can dictate where vehicles appear within the purchase order and move them around at will without causing issues
It's not about the purchase list, no
It's just that my program I wrote to make .pnml for me does not support giving variants IDs out-of-sequence
If i wanted to do that I'd need to massively overhaul both my program and the way I keep data to turn into code, and especially the latter would be awful to do
fair enough, if you ever feel like it you're welcome to steal the code from my set, it means you never have to think about IDs, its liberating
honestly you can steal whatever from me, i like what you're doing
I mean, you do need to think of IDs, if you don't have them pre-defined, they'll be regenerated when you compile and so cause compatibility issues, I believe?
idk, i just draw vehicle, write the vehicle speeds etc, press F5 and watch everything go BRRR
I used to not care about IDs, but then I began caring about trying to avoid updates breaking stuff
the only "bad" thing is if i remove a vehicle those IDs still exist, just empty, if i wanted to "clean" this it would cause compatiblity issues, but i don't delete much, more likely ill just make addons if i ever use that many IDs
It's my understanding that if I don't assign an ID for the Jinty, the process of compiling the .grf gives an ID to the Jinty, and if enough changes between compiles, it'll get a different ID, and that'd be awful for once I have a full release as it'd break saves
updates dont break stuff unless i remove vehicles
idk how it all works, but it does
Probably someone out there who knows more than both of us 
ill show you my code
i dont know code, dP and brick wrote most of it, i just make pretty pictures
this is the code for 1 loco that has 3 liveries
adding more is simple and it just reads the common thingy at the top
then i import the vehicles from their personal file to the big generating file
i tell them where to appear in the purchase list
yeah
I suppose that might handle IDs differently
when i press F5 the only changes it makes to the ID file are if i add a vehicle
if i delete vehicles and then add more stuff, the IDs of the deleted vehicles will remain empty and it will consume more numbers
i do want to refresh my ID list just 1 time, before i do a release, meaning that updates should never break my set, unless i do a big change on how i handle things like multiple units or whatever
the other issue is that for vehicles longer than 9/8 each section takes up 3, not 2 IDs, idk if that is normal, but that wouldnt be much of an issue for you guys
its on the table anyway if you are ever interested, i can only help with this level of stuff though, dP and brick and the people with the code brains
Horse allocates IDs in blocks of 10 per base model
but some base models need more due to articulated + variants
managing them automatically is totally possible, but actually a lot of faffy code
I appreciate the offer, but it's unlikely I'll switch unless someone with more code know how can explain some significant benefits, mainly because switching over would require a massive rework of my workflow
Also this is very useful and I'll probably adjust to conform to this more, but maybe with some slight changes. What happens if you two badges within the same group that both have a text string, do the strings get put on the same line or do they take up a new line each
dP could, brick could maybe, brick has added some code to the set but dP did most of it and its in his repo i guess
Like, if I combine "role/prototype" and "role/express_passenger", would I get
Role: Prototype, Express Passenger
Or
Role: Prototype
Role: Express Passenger
The only badges not in that I'd consider adding are
Role: Light Passenger, Light Mixed
And something for distinguishing OHLE from 3rd/4th Rail
badges on the same group are comma separated in one line
you can't control order or other formatting
nods
If people have 12x12 sprites to differentiate OHLE and 3rd Rail that'd be nice to have
I may do
@snow carbon this may be helpful
Interestingly, the default UKRS2 uses an even different red to my two reds, time to reverse engineer it
I'm inclined to say I like the new UKRS2 Red (Maroon) more than the Crimson, but I'll probably keep in both
The UKRS Red/Maroon is Carmine (as in Carmine and Cream, "Blood and Custards") and the Crimson is LMS Crimson Lake, IMHO
Mmmm, that's roughly how I have it as now, yes
I love both though π
Also, not related strictly but, saw this. Figured you'd appreciate it (what with the franken-HST the other day)
An experimental "Mk.I Replacement Coach". I.e Mk.Is rebodied with Leyland National parts. Unsurprisingly, not popular!
so that's the mythical middle pacer coach
I think I'm roughly at the point in development where I should start looking into incorporating the remaining UKRS2 Liveries I don't yet have, generally for non-steam locomotives. Going to be pain to track down, though, especially if stuff has liveries for special situations
Mk1 pacer edition
BR in the 70s and 80s decided that cheapest was best, which was a curious concept. It is telling that the Pacer was the best of those programmes
reminder about the double parcels GWR railcar
Iβve just added the 398 to BRTrains, not sure if it would be much use to Fairy (slightly different scale and real world liveries not 2CC) but might be a handy jumping off point for the weird cab shape
When I have time to finish pissing around with the Mk1 coach rework
grf-py allows to use string IDs that, once used are automatically assigned integer ids and saved in a special file so they never change.
@signal pulsar are you running FIRS 5 or 4, and any other trainsets?
I just tested it quickly here by loading it into my current scenario, so yeah it's FIRS 5 Steeltown, JP+ and a bunch of other stuff. Now I remember that FIRS 5 messed with some stuff that I had to fix on my end so it's probably that.
Gimme a sec and I'll try again with a clean save
Yeah, try FIRS4 as well
I'm not sure if these are the same, they have completely different GRFIDs but the same version number
The one that says NG does not in fact run on NG
Huh
I'm not surprised my setup for that is a bit of a mess, I need to actually get that sorted x.x
I hate not being at home otherwise I'd be more able to help test stuff
Probably worth on your end deleting the two files of mine and just putting the new one in
Otherwise completely vanilla game, same problem
Because unfortunately I might have been right all along and you can't recolour CC and cargo at the same time
I hope I'm wrong though
No because I'm confident I have the cargo part working
Unfortunately this specific one doesn't show off the colors well
Because I'm using default blue as my company color
The train in the bottom left is carrying stone and has company colors
Huh, neat
So now I'm wondering if it's a setting thing somewhere
palette recolouring by spritelayer is **definitely ** supported
CC recolour sprites occasionally get cached or stale - which is a bug when it's reproducible - it's not common though
there is a case where multiple vars overwrite the same register (0x100), so you could be getting caught by that
Shouldn't the reloadnewgrfs command reset that cache?
yes
usually
I have no evidence, but subjectively I agree π
I might be totally misremembering, but possibly random switch overwrites 0x100
An OpenTTD restart should definitely fix it then I assume if it's a cache thing?
I bypassed the livery refit and random switches, but nope, still blue
not working in Horse either
2 of the blue car transporters should have some red cars
they're teal
not today's mystery - job work time π
Now I'm really wondering if there's some setting that I have set to make this work...
I'll be able to check more when I'm home, unfortunately have to put a pin in figuring this out
not a setting
either we're all doing it wrong
or there's a recolour sprite resolution issue in current OpenTTD with spritelayers
or we're all scribbling over register 0x100
progress!
I had to comment out this line in the graphics block
// colour_mapping: switch_generic_recolour;
and so Fairy's code works because it references the generic recolour in a separate switch
So that's what the problem was in JP+ Engines code but I don't know what's happening with Fairy's set because it's the opposite problem
Seems like this is an issue related to industry sets. I get this issue if I run vanilla but not with my industry set, probably not with some FIRS variants either, will have to figure out the cause. First gonna push my latest stuff to github I think
https://github.com/FranticFairy/FairyUKSet
Put my latest stuff here
UKRS2 but it's NML and there's More(tm). Contribute to FranticFairy/FairyUKSet development by creating an account on GitHub.
I can appreciate that you're all busy, and the amount of effort that's been put into the GRF so far, though it does feel rather steam-heavy... I was curious to see how it compared to it's predecessor, and the screenshot below does prove this. With this in mind, would someone be able to either a) teach me how to draw sprites like this (and how to use GitHub), and/or b) add a few more modern vehicles?
It's primarily Steam Heavy both because I just like them better and because RUKTS has a lot of more modern stuff. I can't teach how to draw, I can teach GitHub or add stuff myself once I have the brainpower for continuing work- also I'm surprised that electric locos went down 2
Updated because I forgot 3rd rail was a thing.
oh it's 100% steam heavy, mostly my fault and i'm completely unashamed of it
i love steam engines (never play with "vehicles never expire" turned off)
not sure how electrics went down 2 though
I don't think it's a bad thing, I like having that many steam options. It's just that it makes role-playing a realistic history with steam-diesel transitions, Beeching axes and diesel-electric transitions becomes rather boring after the withdrawal of steam...
I think it's the tube stock that's missing. I don't know if the GitHub has it (I don't know how to use it, so I've been using the latest file that was uploaded here), but the version I'm using doesn't have them...
the underground stocks there
Then the version I'm using must be out of date.
it's the stuff with numbers at the beginning (E.G. 1903 stock)
I get that, but we've got more than just the 150, 158, 170 and 357 running local services today. It just feels a bit too bland. Like, there are loads of units from the 1960s onwards that would still be visually distinct from what's in there currently...
Having just run through the Wikipedia articles, admittedly you've got the locomotives very well covered, I could only find 2 that were visually distinct from what's already in the GRF, but I reckon there are 26 multiple units that could be added, which would be visually distinct from what's already there, and that would make the modern era quite a bit more entertaining, I feel.
You might not have the metro trains due to track type messyness I need to work on fixing
There aren't too many too distinct modern locos, and there's a few that are that I have on my "would want" list. I'm not greatly familiar with units, and I have long planned to grab some from RUKTS, too, which would up the list. But at the same time, I wouldn't want to complete consume RUKTS
Considering theyβre the same scale, why not run it alongside RUKTS for modern units?
Mainly because I've never seriously used it before. I'll have a play with it tomorrow, to see what its like, but if memory serves, I have used it once before and decided I didn't like the sprite style... I'll see tomorrow.
Also, I feel that since this NewGRF is still being somewhat actively developed, it'd be nice to get the modern units in it, instead of relying on a separate GRF.
rukts is a perfectly cromulent grf
it embiggens your range of uk trains ad they look nice next to UKRS2 stuff
it doesnt sound like fairy is that intersted in modern stuff
i'm definitely not interested in modern stuff beyond modifying the hitachi a train into the class 800 series
That's kinda why I asked if anyone would teach me how to draw sprites... I completely understand that you all may not be interested/have time to do more modern stuff, but I would be, if I knew how.
this is meant in a kind spirit
hasn't everything UK now been drawn at least once already?
π
isn't BR Trains also UKRS 2 scale?
and RUKTS?
BRTrains isn't, I believe, RUKTS is.
And yes, I believe most modern stuff has been drawn before, its mostly the obscure stuff that hasn't been.
I've got no objections to including more modern stuff, I just can't include what I don't have spritework for, and I'm hesitant to just go plunder RUKTS. Maybe a few sets here and there, but I don't want to run into a situation where there's too significant an overlap between the two sets
No, BRTrains is (more or less) the same scale as Iron Horse
Yeah I was slightly confused this set existed at all, it seems like the same effort would have made more sense contribution to RUKTS or BRTrains, especially with the focus on steamers which is where those two sets could both benefit most from contributions
The scale difference is part of the reason why this would never have worked as a contribution to BRTrains, I have 0 drawing talent, only programming ability, its only because Pikka gave permission for me to use the sprites that this exists in the first place. As for why it isnt part of RUKTS, that mainly boils down to 'scope creep' and the fact that in hindsight, its easier for me to not have to worry about other contributors while I work on code refactoring/automation.
class 205 status:
engine unit is 90% complete
fortunately the trailing end is a fair bit easier
Iβve just spent like 3 years working on BRTrains code, another coder wouldβve been far more helpful than more artists π
obscure early 20th Century tank engine enters the chat
i'm definitely not doing it
found a picture of a 14 coach train
I mean if anything could a Duchess could, but I am unsure she's happy
the picture's from instagram, hence the tiny size
βAt least 16β here, albeit double headed (to get over Shap)
And 14+ here behind a single locomotive, again over Shap summit so pretty impressive!
A couple more with 13 and 14 and one loco, so that seems pretty routine
Yeah there are loads with 11-14. 15-17 seems to only be the occasional summer holiday service and double headed
I wonβt post more unless I find something that breaks the above rules
Thread to keep all things regarding my rewrite of UKRS2 in one place.
So far the set is nearing it's first release. I mostly just need to fix cargo loading sprites and some small tweaks regarding MUs. After the first release I can start working on liveries
Also have several new vehicle additions, like the SR 4DD drawn by @strange zodiac:
https://media.discordapp.net/attachments/860855471359787018/984689741469458452/SR4DD.png
And the 4-6-2 Peppercorn, among others, by @tawny oar
https://media.discordapp.net/attachments/967487405324136529/983412732026044516/unknown.png
wooo
Will's been working on some Pullman Coaches
https://media.discordapp.net/attachments/967487405324136529/985531522633318471/unknown.png
I'll be doing a big batch of implementing things once I return home, at which point I'll have some in-game screenshots to share
And for those who don't want all the new vehicles, there will be parameter options for 'None', 'Simplified', 'UKRS2', 'UKRS+' and 'Full' rosters for both locomotives and wagons, similar to what UKRS2 does
Brighton Belle & SR 4DD
Will UKRS2 in NML include more stuff?
Then again I feel like if I want a stupid amount of UK stuff, go with Timberwolf UK Trains
Yes, both when it comes to carriages as well as trains.
Already I've included the 5AT & Wardale 604 "Advanced Steam" trains, the P1 Mikado and P2 highlander, the Brighton Belle and SR 4DD, and split several 'sprite variations' off into their own separate locomotives.
A few more locomotives are still planned, but currently lacking sprites. Ragin expressed interest in drawing the Blue Pullman, and I've written down potential stats for an Ivatt Class 2, BTH Type 1/Class 15, BR 10100/Fell, and a EE 10200/Class D16/2, though none of these have sprites at this time.
As mentioned, of course, there will be a parameter to turn off the new additions, for those who don't want them, and just want the basegame vehicles
It will most likely not be nearly as big as Timberwolf's collection, of course, but at least bigger than UKRS2
I just thought of something stupid but could even have a "Vanilla-like" roster that just includes stuff closest to the vanilla stuff aside from the TGV
if I recall correctly the Vanilla trains in Temperate has the Eurostar and TGV
That's planned, actually, since UKRS2 has that
A 'simplified' roster that just. Gives you a few locos to play with
Then again, I might be stupid, but isn't the eurostar based on TGV tech?
Ahh yeah, the Class 373 is part of the TGV family according to Wikipedia
anyways, yeah, I look forward to seeing more stuff as I'm stupid and like a lot of stuff to play with even if I might not always use everything.
But sometimes I find niche uses for various things, like maybe I notice a 6 car train isn't doing as hot on some lines and need something a little more powerful, faster or higher capacity but without going to something totally different
Currently there's a stupendous amount of passenger carriages, though I also want to increase the selection of cargo wagons
Since I'm splitting the visual variations for the Mk1/2/3 coaches into their own things to ease on refit stuff, and also adding a few custom variants
ALSO the UK doesnt really do 40 foot container cars do they, despite having cars that hold two 20 foot container
OK no i can shut up
Sleeper Coaches (Very small capacity, almost no decay, high running cost)
Pullman Coaches (Small capacity, low decay, higher than average running cost)
Dining Coaches (Similar to Iron Horse's implementation)
ALSO if possible I'd make brake vans an optional thing
Some players dont like that kinda realism forced on them
I dont mind it though
Yup, doing that
gives me a reason to use more stuff and think about how I build my early cargo trains
You'll have the option between:
Forced
Timberwolf Style
No Effect
I'm guessing Forced is that the trains wont run at all without a brake van? ANd timberwolf the trains will run at greatly reduced speed without one?
Forced is default UKRS2 behaviour, trains will not run without a brake van
Timberwolf Style gives cargo trains a slightly higher max speed if they do have a brake van, but can operate without one
Ahh
ALSO I was just thinking, Some stuff in the UK has a higher design speed than used in service
Especially with freight
Then again for a long time a lot of freight around the world was hauled in stuff that COULD run at higher speeds
but when loaded it was kinda too dangerous to have a tanker or hopper car full laden with cargo running at high speed
I like that in modern day railroads around the world are trying to get at least goods trains to move fast like with container cars
I'm currently working on figuring out what parameters I want to include. These are the ones I have in mind so far:
Locomotive Roster: [None, Simplified, UKRS2, UKRS2+, Full (Default)] - Determines what locomotives, if any, this GRF will make available.
Wagon Roster: [None, Simplified, UKRS2, UKRS2+, Full (Default)] - Determines what wagons, if any, this GRF will make available.
Naming Scheme: [Basic (Default), Realistic] - Determines whether the GRF uses UKRS2-style names (EE Type 3) or 'Class' names and such (Class 37).
Default Livery: [2CC (Default), Realistic] - Whether train vehicles should, upon purchase, default to using 2CC or Realistic Liveries.
Brake Van Rules: [Mandatory, Speed Buff (Default), No Effect] - Whether Brake Vans are Mandatory for cargo trains to run, give cargo trains with them a small speed buff, or do nothing.
Brake Van Retirement Year: [Year (Default = 1975)] - Up until which years the Brake Van Rules apply. Once this year is reached the GRF switches to No Effect.
Locomotive Expiry: [Standard (Default), Relaxed, Restrictive] - Determines how long locomotives are available for. Relaxed adds another 10 years to every train, while Restrictive significantly limits how long all but a few locomotives are available for, forcing you to place big orders if something you want becomes available.
Running Sounds: [On (Default), Off] - Determines whether or not to play running sounds.
Fixed-Length MUs: [Available, Unavailable (Default), Replacing custom-length] - Whether or not to make fixed-length MUs (like in Timberwolf's set) available alongside the custom-length options, to hide them, or to hide the custom-length options and make it only possible to buy fixed-length consists.
Any suggested additions?
might actually be kinda nice if one could use just the wagons from this set as I've tended to load up UKRS when playing with tropical stuff that usually runs on narrow gauge
Though 2cc Trains and Tropic renewal set are made for standard gauge and thus you just gotta pretend its narrow by maybe using smaller scale low capacity wagons like from UKRS v2
Yup, that will be an option, since you can set Locomotives to None independently of the wagons
Yeah thats whY i'm brining it up
BTW, I was maybe thiking for the Brake Van Rules:
None - No rules apply, brake vans are disabled
Eyecandy - No rules apply, brake vans are enabled but do nothing.
Loose Rules - Trains require brake vans to operate at full speed, or they will incure a severe speed pentalty
Strict Rules - Trains require brake vans and will not operate without.
Speed Buff - Trains do not require a brake van to operate but adding one will provide a small speed boost (non-stacking).
I'd probably make the default as "Eye Candy" so that they're still there but leave a note on brake vans in the purcahse menu that its just eye candy and not required for train operation.
** ALSO**
Might be a bit extra work for each train but I just thought of something I should do.
I already added suggested usage in NARS addon set, though perhaps that could be an option/parameter like "Suggested Usage" Toggle.
I like to think that for some people not so familier with trains, the suggested usage might help some players get an idea what some types of trains are better used for incase the numbers dont make much sense to players.
doot
Hmm...
Maybe a bit silly to suggest but I was thinking if I ever got around to doing omega nars covering everyting from North america, I might even make a parameter or addon that includes Export locomotives (american designs used in other countries)
Might be interesting if UKRS2 in NML maybe had an addon or parametr to include Export British designs (be it stuff built in the UK and shipped abroad or stuff built on british designs in other countries).
I do believe some of the early diesels used in the commonwealth countries/British owned stuff, tended to use british designs.
I'm certainly not against this, but the issue with adding more vehicles is sprites
I'm no artist, so I rely on submissions from others
AHh
Well in that case I guess it'd just have to be an idea as a addon than
I'd draw stuff myself and while I can, I just dont have the energy/motivation to do anything lately π
Otherwise I'd help out with development π
Motivation can be a mess at times, so I definitely understand that
I feel like export stuff doesn't really work in a set like UKRS or NARS
in the case of UKRS, it's meant to replicate UK trains, so adding trains that were build/designed in the UK, but are ultimately foreign feels a bit weird
e.g. a NSW 46 class is based on an EM1/EM2, was built and designed in the UK, and has a somewhat UK styled design, but it wouldn't really fit
what would be a good basis to turn into a GWR hall?
or other GWR 4-6-0 tender locomotives?
suggestion for the 2-10-0 Star: increase max speed to 90 MPH
they were known IRL for being able to achieve that speed
Perhaps it might be nice if instead look up how to do livery refits to make things run at their Max possible speed at a higher cost, where as buying them without refitting makes them run at normal speed.
OR just make a 2nd version labled (Max Speed) and have it sell for about the same, but with higher running costs
im not in favour of that
considering the trains are often more limited by the speed limit of the wagons than the engines
if you want a fast train, use a faster locomotive
and of course, use faster wagons
plus we dont know the max speed of a good portion of the steam locomotive selection
the 9f was recorded at 90 multiple times over its service life
If anything, realistically perhaps trains should be run at line speed with signals in game
or let them run full throttle
givem all
I'm of the opinion that if you want UKRS-with-more-stuff, you'd go Timberwolf/RUKTS/BRTrains anyway, depending on what else you want
UKRS was never meant to be a "Lots of British trains" set, it was intended to be an approximate replacement for the default set but with real trains rather than made up trains
Pikka deliberately (as far as I'm aware) avoided adding duplicated trains or anything that didn't have a specific gameplay niche, because it's meant to be a gameplay set, not a set that covers everything, there are other sets that do that
ive mostly been filling the gaps in the roster with my additions
the only "out of place" engine is the 4-6-0 hall
and thats purely there because there are NO GWR large tender engines in UKRS
we have 2 pannier tanks, a prairie tank, the 2-6-0 mogul and a railcar, but nothing larger than that
Yeah that's what I mean, UKRS2 was never intended as a "One 4-6-2 from GWR, one from LNER, one from LNWR etc" - it was meant as more of a "You need a 4-6-2, here it is", because having another just duplicates that one
To be fair, steam is the area where RUKTS etc don't really have the wide variety either, but for diesel/electric onwards it holds true that there's already a locomotive that covers that niche
(nitpick mode activated please ignore)
also the GWR never used 4-6-2 locomotives
(nitpick mode deactivated)
But still, I maintain that I personally wouldn't think UKRS should have more than one locomotive within a niche, that's not really the "idea" of the set
Fair point, but still something like a Hall Class does much the same job as an A3
if I'm getting the sizes/power levels right, I'm not really a steam guy
hall and A3, not comparable
That said, if you want to add a wide variety of locomotives, I'd suggest you'd be better off contributing to RUKTS or BRTrains rather than adding them to UKRS, personally
the hall's closest equivalent is the jubilee
Castle? What was the GWR version of the Pacifics?
castles and kings
Gotcha. I've drawn a couple of GWR locomotives but I don't know much about them
they were the GWR's most powerful steam engines
tbh i dont plan on doing ALL of the GWR 4-6-0's
ifact other than the hall i dont plan on any others
because their all nearly identical
BRTrains will have them all eventually, assuming I can handle the monotony of drawing so many kettles
It currently has Hall and Great Bear, alongside the A1 and A3
Hall
castle
king (cant find a green one so have a blue one)
as you can see, damn near identical
and if we're getting into neverbuilts, there's the cathedral class
which i am NOT touching as they are pretty much GWR versions of the LMS coronations
Hall Class in Hogwarts Express livery
Looks good
thank you