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EMD F45, Graphics done? coder wanted

Started by Packer, February 24, 2012, 07:46:46 PM

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Packer

Here's one of the engines I did for OTTD/TTD. I realigned it for the simutrans template. Unfortunately, in my haitus from simutrans I forgot the special colors and how to code for Simutrans.

Here's the stats:
EMD F45
Intro: 1968
Retire: ???? (2-5 are still active IIRC)
Power: 2685 kW
Weight: 120 TONS (standard tons, IDK if it's metric tons or not for ST)
Max. Speed 120 KM/H
Length: 8

Could also be used for an FP45, with a max speed of 152-160 km/h but lower gearing (less pulling power)

I'd like for someone to code this and see if it works properly and doesn't use the special colors in an unusual way. If it works properly I have a bunch more US RR vehicles I can realign for simutrans. (enough for a pak64.USA)
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prissi

I have a program to convert a pcx + nfo to some more or less properly aligned and recolored graphic in simutrans. You can find it in the sf/simutrans/pakTTD/tools directory.

You just need a file with the descriptions:

nfo=ogfx1_base.nfo
name=Passagierwagen
ei=2733,2737
waytype=track
freight=Passagiere
payload=40
speed=120
cost=385800
weight=25
RunningCost = 30
intro_year= 1920
Sound=-1
----

ei=x,y is the offset of the sprite in the pcx in pixels. The program will convert all player colors correctly and align the vehicle.

You can find a compiled version under http://www.physik.tu-berlin.de/~prissi/simutrans/tools.zip


greenling

packer
your photo from the EMD F45 looks good out.
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Packer

Prissi, never knew such a tool existed. Perhaps if I can get the NFO from the NARS creators, this could be done much, much faster. Anyways, I'll give it a shot in a few days.

Geenling, Thanks. The F45 took a while to get to look right. Helped a lot to have a high-end model of one in front of me while doing it. I have an SD45-2, SD38-2, RS11, RS1, GP38, 39, 40 and their -2 counterparts that I did. Have yet to ask for permission for the other graphics.
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prissi

grfcodec -p 1 -d will create pcx and nfo from and grf ... (the parameter after p probably needs tweaking)

Packer

I tried grfcodec and got nothing. IDK what the "-p 1 -d" is about.

I asked the creator for the NFO.

In the mean time here's an RS11.
Intro: Febuary 1956
Retire: ???
Power: 1342
Weight: 125 tons
Speed: 105 km
Length: 7
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prissi

grfcodec -help gives you the options. It will create a pcx and nfo when asked to "-d"ecode.

Packer

Either I don't know how to use it, or my copy of grfcodec is busted. I'm gonna wait a few days and see if  the person I PM'd sends me the NFO
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Packer

Quote from: prissi on February 24, 2012, 09:19:15 PM
I have a program to convert a pcx + nfo to some more or less properly aligned and recolored graphic in simutrans. You can find it in the sf/simutrans/pakTTD/tools directory.

You just need a file with the descriptions:

nfo=ogfx1_base.nfo
name=Passagierwagen
ei=2733,2737
waytype=track
freight=Passagiere
payload=40
speed=120
cost=385800
weight=25
RunningCost = 30
intro_year= 1920
Sound=-1
----

ei=x,y is the offset of the sprite in the pcx in pixels. The program will convert all player colors correctly and align the vehicle.

You can find a compiled version under http://www.physik.tu-berlin.de/~prissi/simutrans/tools.zip

Okay I got grfcodec to work properly. Out of curiosity; if I aligned the sprites to simutrans, but used the TTD pallette, the offset would be 0,0 right?

There are graphics for 4 different liverys, but I intend to only use one. (the one closest to the existing SD40 in pak)
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prissi

The program I supplied only works with pcx images, assuming they are in OpenTTD palette. If you alinged everything already, you just need that image and the date file and you are finished.

Packer

Cool. I'll give it a go when I get home from college.
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Packer

Okay, I tried it and it gave me a message about not being able to read the NFO. I don't know how to make a TTD-style NFO (I'm just a painter), so I just saved the file for the grf 2 dat as an NFO. Am I doing it wrong.

Do I need to make a simutrans dat file (I'm searching for a template), a TTD style NFO, or am I doing something else wrong
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prissi

You need the NFO file generated by grfcodec. The numbers are then the lines in the file for the sprites. But this works only with very basic NFO. The other file is a file liek you provided. Just post the GRF and I will see.


Packer

The GRF I'd like to redo for Simutrans is too large to attach... And there is no GRF for the F45 or RS11 I did...

I ended up manually recoloring the F45 I did and the SD45 from the GRF. Same stats except the SD45 gets introduced in December 1965 and the F45 gets introduced in June 1968. I may make the F45 an FP45 instead (lower gear, 160 km/h top speed, and December 1967 introduction)

One thing I'm curious about is should the windows be a non-darkening grey?
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prissi

That is up to you. I very much like your engine!

Packer

Thanks. Maybe I'll "borrow" the GG1 that's in that set after I get these right.

I managed to code them, but the alignment template (also attached) I have must be a bit off or I messed up on the length.

Also note that I have to erase the letters in the png file....

Anyone have any suggestions or another template?
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Packer

I've had no no luck finding another template, so I haven't done much with the F45/FP45 and SD45s... I got them a little closer and got rid of the letters, see attached zip.

I saw a posting about needing a high-speed electric for early in the game; and a GG1 was mentioned. So I decided to recolor a TTD one (manually, again). Attached the results.


Stats:
Into: 1-1934
Retire: 10-1983 (last one in service was retired in 1983, due to the AEM-7)
Power: 3,450 Kw (6000Kw in short bursts)
Speed: 160 Km/h (passenger), 130-145 (frieght)
Weight: 216 tons
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prissi

Wasn't it really two locos, thus an articulated three part would be better? But anyway, very nice sprite. Indeed, I will check if I can integrate it without breaking the balance of the pak.

Packer

It was built on the frames of 2 4-6-0s, back to back (2-C-C-2). All 4 trucks were articulated. However it was one locomotive. There was one that was cut in half and used as a switcher or something.

All I can say is make it expensive to buy and run (prototype was apparently cheap to run). I have a boxcab, some could hit 70-80 mph. In case the GG1 is overpowered.
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Packer

I found a png file of a rail vehicle that's already in the official pak, so I used it as a basis to re-align the SD45 and F45.

If you download it and use it, can you please comment on it. I'd like to hear suggestions about making it fit right (alignment wise) with the other vehicles in the pack.

@ prissi: If you really want me to, I could try to make it longer. It might not look as good though. I did one a long time ago that was a full tile long.
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Packer

Thanks to Fabio's color converter he made for GIMP, I was able to knock out several American Locomotives in a few hours. I spent the most time gathering technical data and aligning them.

The attached rars contains the following (split up due to file size:
ALCO: RS 1, RS2, RS3, RS11
EMD: GP7, GP9; SD/GP 38, 38-2, 39, 39-2*, 40, 40-2; SD45-2, GP40X.
Also included is a re-aligned SD45 and F/FP45.

I don't really have an idea on balancing them, but I gave it a shot. Some help there would be much appreciated

*No orders were ever placed for the SD39-2 so I didn't do it.
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VS

Lots and lots of locos :) Where are all the US-based fans to cheer for you?

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Packer

#22
Quote from: VS on March 27, 2012, 06:42:32 PM
Lots and lots of locos :) Where are all the US-based fans to cheer for you?

And lots more to come, as soon as I can find, align, and code them all (I had to make my own template because the pak64 isn't right; IIRC there was an older one that was more accurate)

As for where all the US-based fans are, I don't know. There were a bunch of people asking for a pak128 US pak. I'm getting some downloads though, so that's a good sign.

I'm planning to be able to transport all goods with american rail cars. I'm just curious if anyone know what to put in the "cargo" category for pak64's cargos? The wiki gives me an error...
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Lmallet

Quote from: Packer on March 27, 2012, 10:02:48 PM
As for where all the US-based fans are, I don't know. There were a bunch of people asking for a pak128 US pak. I'm getting some downloads though, so that's a good sign.

I am not a fan of pak64, but those locos look really nice.  If you built pak64.US and kept that level of graphics for everything else, I would probably switch :)

I don't know if you need so many locomotives, GP7/9s and GP38/39/40s (to name a few) look essentially the same at that size, all that really changes is the power.  The depot window is going to be quite full.

Packer

Quote from: Lmallet on March 27, 2012, 11:47:02 PM
I am not a fan of pak64, but those locos look really nice.  If you built pak64.US and kept that level of graphics for everything else, I would probably switch :)

I don't know if you need so many locomotives, GP7/9s and GP38/39/40s (to name a few) look essentially the same at that size, all that really changes is the power.  The depot window is going to be quite full.

Thanks. However I can't take credit for most of them. Most of them are other people's graphics (I have permission) or my modifications of other people's graphics. The FP45/F45 is the only one that I can take truly take credit for.

Is the depot being full quite a bad thing? ;D They'll be organized by name in the depot, kind of like Raven's US (santa fe) pak he did for pak128.

I attached the template I made (modified the latter one on graphics.simutrans.com). I figured that if pakUS becomes a full set (like pakGerman or pakJapan) all the rail vehicles should use the same template. I just wish I knew someone who could create a custom industry set for pakUS (IIRC pakGerman has it's own).
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Milko

Hello

Good job. Really beautiful.

These locomotives will be entered into the "pak64 standard" or are considered addon?

Giuseppe

Packer

Thanks. They can be used for the standard pak if you want (prissi wanted the GG1 in the pak). However I'm kind of shooting for a seperate pak.

For now they are add-on because I have no idea how to balance them for game play (I think I made some of them a bit too expensive, and a few too cheap ATM)

I discovered a few glitches with the previously released vehicles. Some have their gear set to 0; aparantly a space is 0. So I'll fix it when I get a chance.

How about some passenger equipment? I don't know if I need 2-3 variants of every car. But the graphics I've been given have several variants for each type of car (there are literally over 80 different boxcars [I didn't count, but there are a lot], spread over 4 types)

*not coded yet because I can't figure out cargo definitions. I'll just keep aligning stuff until then.

I have a few questions for the other painters and coders:
1. When making my "backwards" vehicles; do I need to re-align another row of sprites for the reversed view? Or just make it backwards in the .dat file? I can kind of see how it'd work with vehicles with a lenght of 8 by just using the .dat file, but what about for other vehicle lenghts?

2. Why are my - views overlapping? Every other view is fine. I haven't tried the new template yet, but I'm getting variations between the SDs (length 8) and the GPs (length 7) in how much they overlap cars already in the pak. (5 for the GPs, 7-8 for the SDs)

3. What are the goods definitions for pak 64? the wiki is  no help.
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VS

Are the side views artificially lengthened? Simutrans can work with true sqrt(2) length on diagonals...

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Packer

I don't think so. They line up with in length with the template on the graphics site. The template I used could be off. I've already re-aligned the vehicles to it. Guess the only way to know is to code it and see.

32 pixels = length 8 and 28 pixels= length 7 in the - views, right?
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Packer

#29
Okay I got around to getting some of the vehicles I did early and a few new ones on the new template and coded them. However simutrans stopped working as soon as I tried to test them on my computer. (works fine at the college though)

The DOS window froze at the following lines:
Use work dir C:\Program Files\Simutrans\
Reading low level config data  ...

IDK what's up with that, but I'm gonna test them at the college to see how they work.

EMD 645s.zip contains most of the locos I did earlier (GP/SD38, 39, 40, 45, their -2 counterparts, F45/FP45)
EMD 567.zip contains a GP7, GP9, GP9M, GP30, SD7, SD9, FTs, F3s, F7s, and F9s.

Just in those zips, a game could be played with American diesel locomotives from 1940 on. Next to come are all the ALCOs and GEs (and a GP60 and SD70MAC). The steamers will be last (going back into the 1830s  :o).

Edit: The gear setting for my locomotives is apparently a SNAFU. Looks like I'm not supposed to use a period in the gear  :-[

Will fix when I get home.
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VS

Gear is in percent: 100 = 1.00x, 110 = +10%, 125 = 1/4 stronger etc.

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Packer

#31
Thanks. What about reductions using gear; Would a gear of .85 be 085 or just 85 in the dat?

Fixed the gear issues in the 567s and 645s, added the ALCO diesels (except for switchers and the PAs; which will be in a seperate group). Next up are the GEs and the remaining 2 EMD road diesels; then the Es and PAs.

ALCOs contains: RS1, RS2, RS3, RS11, FA/FB-1, FA/FB-2, C628, C630, C636.
EMD 567 contains: GP7, GP9, GP9M, GP30, SD7, SD9, FTs, F3s, F7s, and F9s.
EMD 645 part 1 contains: GP38, 39, 40 (and their -2 counterparts), 40X, F/FP45
EMD 645 part 2 contains: SD38, 39, 40, 45 (and their -2 counterparts)

Edit: Attachements are too large... Made the zips RARs instead pngs are in the rars.
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Packer

#32
An update:

A Playable PakUS is, or was, almost in sight. I've got most of the graphics lined up, but then I decided to make my own tempalte that is conistant in the N, E, S, and W views.  I've tested it so far and it looks great, except for the - views. I found my answer for why they clipped, and it has to do with the way vehicles line up in the - views in the newer simutrans. When it was changed to remove gaps, the elongated - views no longer work. Unfortunately; there's no template for the new system... I'm currently testing out a few ideas I have with the DD40AX.

As a result pakUS is on hold until I figure that one out.

There are a few more issues I'm having with completing this set:

1.  I'm having is deciding which version of the rail cars to use. There are bunches of different schemes for the same car. The doublestack wagon has 4 different container colors, in each postion (a total of 15 different loaded configurations). Guess the freight car selection in the depot is gonna be kind of full.

2. I plan to use the food chain in the pak. But I would like a different goods definition file. Not a whole lot of changes: milk to a cooled good, grain to a powder/pellet, Waste to a bulk good, wood to a special cargo (unless a different load can be specified for planks and wood; like the bulk goods in pak128)

3. I would like to use Issac's US roads, but IIRC they didn't work at night. I haven't tested my graphics at night; so Pak US might not be playable at night.

4. PakUS could probably benefit from a different speed bonus. Most frieght trains in the US never go over 120 km/h, and the fastest passenger train (acela) tops out at 243 km/h. The speeds haven't really changed much since the 1940s...

5. I'm trying to figure out a balance. I would like the railcars to have kind of a low capacity and cost, so there can be longer trains. But simutran's vehicle limit kind of puts a damper on that one.
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prissi

If you make your cars constently too long (like OPenTTD) you could set this in the pak set simuconf.tab. The parameter is called "diagonal_length=1024" That would give you the same ratios as in OpenTTD.

Packer

Quote from: prissi on April 02, 2012, 03:16:06 PM
If you make your cars constently too long (like OPenTTD) you could set this in the pak set simuconf.tab. The parameter is called "diagonal_length=1024" That would give you the same ratios as in OpenTTD.

Oh sweet. Thanks a bunch for that one!
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ӔO

#35
it is possible to make 64 car trains in experimental.

Capacity is pretty arbitrary, so the per car capacity does not need to be low. Instead you can just increase production rates.

It's just that there is a 120t weight limit on freight cars, so goods weights would need to be adjusted if cars get lower capacity.
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Colour safe chart:

prissi

If there is demand, I could increase the length of cars in the depot. But with american engines (which are underpowered for such trains) watching them crawling a 10 miles per hour in simutrans would be no fun, imho. Apart from the mega stations you need to unload those ...

Packer

#37
AEO, That's cool to know. I think for stats I'll just borrow them from TTD. PakHD has it's own cost setting deal, vehicles cost in the millions. PakUS will probably be close to Pak128's costs.

Prissi, The set will have it's own cars, and most of them are actually shorter than 8. I would like to get all the engines done to my new template before I code the rail cars. Most of these vehicles are done to a different scale, so the default ones might look odd.  But for now, leave them in.

You wouldn't happen to have a dat.file for the goods in Pak64 and the food chain? I really just want to re-arrange some of the goods to different categories, and probably get rid of the cargo weight. (1 ton should equal 1 ton)

Would using the tractive effort (in kN)as the gear be a bad idea? I.e. the SD70MAC has 175,500 lbs tractive effort at start, which is 609 Kn; so the gear would be 609...
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Combuijs

QuoteYou wouldn't happen to have a dat.file for the goods in Pak64 and the food chain?

Both can be found on the sourceforge page of simutrans in the svn repository. The whole of pak64 actually and other paks as well.
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Packer

Quote from: Combuijs on April 02, 2012, 04:49:55 PM
Both can be found on the sourceforge page of simutrans in the svn repository. The whole of pak64 actually and other paks as well.

Thanks for telling me that. I found it after searching a bit.
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Packer

#40
Managed to code one of 3 groups of steam engines.  I tried using the stats of the locos from OTTD, but found some could barely pull themselves because they are so heavy (i added gear, don't worry). In addition they are expensive some are crazy expensive (the texas and the challenger cost of 1 million). Might work better if the "tractive effort" setting is made standard

ZIP includes The following:
2-8-4 Mountain
4-8-2 Berrkshire
4-8-4 Northern
2-8-8-2 Mallet (game breaker?)
2-10-2 Santa Fe
2-10-4 Texas
2-10-2 Challenger (was woefully underpowered, still a bit underpowered with the gear setting)
0-6-0 Switcher

IMO, the challenger needs more power. Especially considering that it come after the Texas and Mallet (which have 3729 Kw, but weight 443 and 430 tons repsectively) and some classes were considered the to be among the most power steam engines ever. I might bump the challenger up to 3800Kw. The mallet might need to be more expensive because it is kind of broken atm.

Can someone play with these and give me some input on balance? I have a chart made up with the stats from OTTD if someone wants to tinker with it to make it balanced.

Also is it possible to force a vehicle have to have another vehicle in front of it? Say I want to make this consist:
<GP7][F7B][F7C][F7D>

The F7B or F7C (B in the other direction, F-unit sets were commonly reffered to as FXA, FXB, FXC, FXD) can't lead because it has no cab. But I don't want to constrain the F7B to only be used with just F7s. Is there a way to do this, withouth make a massive list of constraints
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Lmallet

Quote from: Packer on April 03, 2012, 03:49:35 PM
Also is it possible to force a vehicle have to have another vehicle in front of it? Say I want to make this consist:
<GP7][F7B][F7C][F7D>

The F7B or F7C (B in the other direction, F-unit sets were commonly reffered to as FXA, FXB, FXC, FXD) can't lead because it has no cab. But I don't want to constrain the F7B to only be used with just F7s. Is there a way to do this, withouth make a massive list of constraints

I don't think constraints understand the concept of "everything-but-none".  That being said, it could be a useful extension request for diesel locomotives, where any locomotive can usually attach to any other locomotive...

Combuijs

If you have no:

Constraint[Prev][0]=none

then that vehicle can'be in the lead. So no constraints at all should do the trick as far as I know.


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Packer

#43
Lmallet, I kind of hoped you would have downloaded the last group of vehicles; there is a Mallet (technicaly 2, if you count the challenger as one) in the zip (pun at the name, though you might like mallet locomotives). I agree with with you about the constraints of "everything but none". I guess leave it to the player if they wanna play with a haysi (sp?) B-unit

Combuijs, IIRC I did that on accident when trying to make tenders work (apparently if doesn't like names with spaces ::'( ) and they became unusable.

I'm working on the early steamers and their evolutions. When done I'll have about 70-80% of the engines done. ;D Maybe I'll treat myself by playing with them a bit :P
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Lmallet

Quote from: Packer on April 03, 2012, 10:34:44 PM
Lmallet, I kind of hoped you would have downloaded the last group of vehicles; there is a Mallet (technicaly 2, if you count the challenger as one) in the zip (pun at the name, though you might like mallet locomotives).
Well, I don't know how much of a pun it is, I am a very distant relative of Anatole Mallet, the first person to commercialize compound systems in steam locomotives (and the person Mallets are named after).  That being said, I am a diesel man myself (drools at ALCO C-series). :)  As for downloading, well, I am a little lazy and waiting for a more complete pak US.

VS

I think that if you attach a set of locos (that already compiles) and define the rules for their combinations, someone would write the constraints for you.

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greenling

Packer
Your Trains be looks good out!
I have be downloading all vehicles. :thumbsup: :thumbsup: :thumbsup:
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Packer

#47
Lmallet, That's pretty cool you're related to THE Anatole Mallet. It's not strange for ou to like diesels though. One of my great-great uncles worked for the CNW railroad in the late 1800s to early 1900s. I happen to Like BN.

VS, I'm just afraid it'd be a huge list of constraints. I did figure out the constraints that would limit F7s to only be used with other F7s. (A-A, A-B, A-B-A, A-B-B-A). I used that code on one of the the boxcabs that is released (A-A, A-B-A, A-B-B-A)

Greenling, Thanks.

I got the majority of the electric locomotives done. This set has a GE Steeplecab, 2 Baldwin Boxcabs, an ALCO/GE boxcab (loosely based on the Milwaukee RR EF-4), 2 GG-1s, a GE W1, and an E60C. All that's left is the AEM7 which is strictly a freight loco. I'm gonna work on the remaining steam locos next (2 Hudsons, 2 Shays, and a Pacific), then re-do the diesels to be in line with the steams (OTTD's costs)

On a side note I found out that I accidently added an extra 0 in the costs of the previously released Challenger and Texas.
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Packer

Sorry about the DP, but the electrics were messed up in that last group. Guess I should test them before I release them  :-[

Anyways I fixed them, and the steamers. Many were to heavy to move under thier own weight (I think using actual weight may have been a bad idea), and some were crazy expensive. Unfortunately the ZIP with the steam engines is to large, so I'll split it and attach at another point.

I also managed to get some frieght cars done. So far just bulk goods, lumber, and wood. I made it so the bulk load changes with the cargo. I've been using different goods definintions files. I'll post them later. (For these cars, I made lumber and wood special cargos and waste is now a bulk good)


I'll do steel cars next.
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greenling

Packer
Nice vehicles.
i have you sending a Pm.
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Packer

#50
Greenling, I attached the files you requested.

Mods, Do you think PakUS could get it's own child board; or should it wait until all cargos are covered?

I did more work on the pak. I've since added cooled goods (minus the Double-stack), steel, goods, plastic/pellets, and Oil.  Unfortunately I'm limited on size of attachments so I don't think can't upload them all right now.

I think  that only leaves Passengers (and their engines), Autos, and Mail. Am I missing anything? (remember some categories are changed for PakUS; goods file is attached)

To code an engine to appear under the "passenger trains" tab in the depot, I set it's cargo to passienger and set the capacity to 0; right?

Also how much should I reduce vehicle weight? I used real weight and it seems like a bad idea with the early diesels and the later steam engines (I added gear to some) Or should I leave it as is?
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Packer

An update/bump. (sorry about the DP, again)

I got the passenger engines done, along with the passenger cars.

The engines are E6-E9, PA1-2, F40PH, F59PHI, GE P42, and the AEM-7.
Passenger cars go all the way back to 1830. No constraints, even with the multitude of variations in the streamlined (usually 3, streamlined has like 10)

I'll work on Automobiles next. The DMU/EMU cars, Acela, Turbotrain, and the Aerotrain (should I make it, the real one kinda sucked?) can wait IMO
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greenling

Packer
A big Thank you that´s You be make Vehicles out the USA!
And Thank You that you reach after the Png and Dat´s!
Thank You. :thumbsup: :thumbsup: :thumbsup:
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Packer

Your Welcome. Perhaps if I post the sources someone will balance it out or something.

Here's the Paper, Pellets, Cooled Goods cars. So Paper, Cooled Goods, Powdered goods, Bulk Goods, Steel, Wood, Lumber, Passangers and Mail are all covered.
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Packer

Another update:
Steel and the trainsets and some EMUs/DMUs are done. So the set is fully playable.

In the trainsets.zip are the 2 fastest trains in North America. The UAC Turbotrain (225 km/h in the 60s!!!), and the Bombardier Acela (241 km/h). Also included in that zip are 2 different electric Interurbans (still undecided wether or not they should be trams or trains,but for now they are trains), the EMC Doodlebug, and the Budd RDC. All have passenger and mail versions. I omitted the aerotrain because the real one sucked, but the graphics are there if you want to include it.

The constraints on the Acela, Turbotrains, Doodlebug, and Wood interurbans are fine. The RDC and Steel interurban can't couple to anything, I would like them to only be coupled with themselves (i.e. RDC mail and RDC passengers; Steel interurban passengers, steel interurban mail) Files for them are included in the zip

I also need a bit of help with the constraints with ones the png. Rows are the same vehicle, each set of 8 has a corresponding letter in the top black area. Limited consists are shown in the left black area under each row's name. I have an idea, but I haven't tested it yet.

After the EMUs that I requested help for, I'll work on getting the diesel switchers and the DD40AX done. But for now, some play time with this pak. I think it's warranted now.  ;D
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Lmallet

Might want to check your Acela dats, some of the cars show up in the 1940s (intro dates not set).

Packer

Good catch Lmallet. Fixed in and attached it below

Also did double stack intermodal
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Lmallet

Ok, you managed to get me playing pak64 again.  No autocarriers yet?  :)

Packer

Cool. Tell me what you think about balance and stuff like that.

As for autocarriers, I thought I uploaded them before. Guess I didn't :-[

Zip contains autoboxes (cars were carried in boxcars before autoracks), an open autorack, and an enclosed one.
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Lmallet

A few points (most of them have already been mentionned):

-Rear-pointing locomotives need some alignment work (FTs in A-B-C-D formation are a clear example).
-I like that paper is profitable with your cars.  Paper and railways have a long history in the US (and Canada).
-The locomotive to car ratio needs to be worked on.  I can understand pak64 having more of a European flair with shorter trains, however for any pakUS, 4 FTs should be able to pull more that 10 cars, and some focus should be put on longer trains.  I realize there is a limit for train length, but as an example when balancing one could favor building 12 car trains, instead of penalizing too much via reduced speeds.


Packer

#60
Thanks for the notes Lmallet.

1. Must be from when I was using the same graphics set for front and back views (I learned that I shouldn't). I've updated the vehicles to a template (see my thread on pak64 aligment template) I made and they line up really nicely in all views. The only issue is the | view facing down is a bit (8 pixels) too low (causes them to look like they are derailing when trasitioning to a / or \ view). I'll fix that and update the template when I get home tonight. It won't take but an hour or two at most to re-align everything in the | view, but it'll probably be up in the morning.

2. I've played a few games with the set and haven't bothered with paper yet. Good to know it's profitable. I've gotten plastics trains to be somewhat profitable though.

3. I think that's an issue with the combination of the trio of locomotive weight, rail car weight, and simutran's acceleration model. Lots of them use their real weight in short tons. IDK if that was supposed to be metric tons or not. I've been working on the gear in the units and have gotten it to a reasonable setting (FTs have a gear of 2 now) for the most part. a 4-unit FT will pull a full length coal train with a minor slowdown.

Like I said, I'll post the updated files tonight or tomorrow. I'm at college right now and the files are on the home computer.

Attached is a group of new locomotives. C424/425, C430, GP35, and an SD35. I'll have to edit the existing GP30 to retire when the GP35 comes out.
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Packer

Update. Here's a revision for the trains. Basically alignment and stat fixes.

will probably be in multipule posts because I don't have a place to put these all for download.
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Packer

part 2 of the update
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Packer

part 3
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Packer

part 4

Sorry about the multi-post
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VS

If you're wondering about lack of comments... maybe... Would you consider making it some sort of pack that can be manipulated as a single entity? I mean, a zip file or something. In the current state - hundreds of scattered files - the "pakset" is impossible to download.

Also, screenshots...

Just a suggestion ;) You're free to decide you want to wait a bit for more items, I don't know your exact plans :)

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

Packer

Thanks for the suggestions VS, but there are some reasons for doing it that way.

I tried to compress it all into one zip file, but it became far too large to attach. IMO the forum attachment size limit is kind of small. That limit is also why there are no screens from me. Guess I have to go use imageshack or something for screens, but what about uploading the actual files?

Are you suggesting that I make it one large pak instead of a bunch of smaller ones? I remember there was a way to do that (raven's old US set was 1 file), but I don't recall how.
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Fifty

Quote from: Packer on April 11, 2012, 10:10:13 PM
I tried to compress it all into one zip file, but it became far too large to attach. IMO the forum attachment size limit is kind of small. That limit is also why there are no screens from me. Guess I have to go use imageshack or something for screens, but what about uploading the actual files?

I think the admins have significantly lowered the allowed attachment size. Please do not lump everything into one .pak file, I think what VS is saying is just to have a single .zip file available to download the entire pakset as it stands now, so that someone could just download, extract, and plop it in their simutrans folder instead of going through a billion links.

http://files.simutrans-germany.com/ works well for this, you can just use your forum Username and Password and then copy-paste the link into the forum. Just make sure to increase the expire date from the default 60 days! You can upload screenshots there too (though there are some free picture hosting websites that won't expire).
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ӔO

My Sketchup open project sources
various projects rolled up: http://dl.dropbox.com/u/17111233/Roll_up.rar

Colour safe chart:

Packer

Fifty and AEO, thanks for the suggestions.

Hre it all is, condensed into 1 file:
http://simutrans-germany.com/files/upload/PakUS.zip
It contains the terrain stuff checksumdigit did. It's likely to be updated from time to time, so I'll try to keep it up to date.
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greenling

Cool work!
I will look on weekend on your pakfiles.
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Lmallet

Another alignment issue :)

The streamlined sleeper seems to not be aligned correctly, but only in one direction, towards upper-right (Simutrans north?).

I have to say I really enjoy these vehicles, my eyes have reajusted for pak64.  :)

Packer

I played with it over the weekend and it seems to play fine. Although getting passenger trains to be super profitable is kind of tricky (unless you resort to electrics), but I think I'll leave it that way.

Thanks for the notice Lmallet;

I looked at the file where the sleeper is still on the template, and I forgot to move it when I redid the template. I also noticed I forgot to update the electrics to the new template. Both are attached.
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greenling

Opening hours 20:00 - 23:00
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Working on a big Problem!

Packer

Hopefully I got all the bugs worked out.

There may be some additional locomotives coming (a bunch more electrics, some new steam, and some big diesels) but probably after the tracks are modified.
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Lmallet

Did you catch the passenger RDC that only carries mail?  :)

Packer

I though that was fixed in the upload with everything...

I have the stats for the tracks and tunnels editied, but editing the track graphics and the bridges to reflect the new shading isn't going very well. Tunnels went well though.

I included the tracks, but they aren't prefect just yet. There are new signals, but I'll update them when I get the code for pak128's signals (signals change over time.)

I'm thinking a timeline for the signals would be Semaphore, 3-light, then searchlight. Electrics would be the same, but CPLs (VERY complicated IRL) instead of semaphores.

Tracks and signals:http://simutrans-germany.com/files/upload/way-sandrail-winter.zip
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Lmallet

#77
By the way Packer, I just want to say (again) that I am enjoying this pak very much, I have not played Simutrans this much in a long time.  Very good work (even if you borrowed the graphics).

Another alignment issue.  :)  The rear-facing GP7 seems to have the wrong image for all views going upward (see attached picture).

Quote from: Packer on April 18, 2012, 02:32:07 PM
I'm thinking a timeline for the signals would be Semaphore, 3-light, then searchlight. Electrics would be the same, but CPLs (VERY complicated IRL) instead of semaphores.

Just keep in mind that 3-light and searchlight signals were created roughly around the same time.  Searchlights for the longest time were the brightest, and were well on their way to replace 3-light signals, however, I have noticed in the last few years that the 3-light is making a comeback (probably due to better bulbs).  I would do semaphore-searchlight-3light myself, but you are the boss! 

CPLs are simply evil.  :)

Packer

I'm in the middle of moving my files from one computer to another (which hasn't arrived yet, but is much faster). So it could be a couple weeks before I release more stuff. I have a steel girder bridge done, along with some new locomotives (they are a suprise)
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greenling

Packer
Have you a Computer with Working USB Port?
Opening hours 20:00 - 23:00
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Working on a big Problem!

Packer

Sorry I haven't updated this in a while, but I've been really busy with my personal life.

I should be able to get back to work on this stuff soon, I just have to locate the portable hard drive with all the files on it...
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Lmallet

Quote from: Packer on June 20, 2012, 11:07:13 PM
Sorry I haven't updated this in a while, but I've been really busy with my personal life.

I should be able to get back to work on this stuff soon, I just have to locate the portable hard drive with all the files on it...
We shall wait patiently :)

railfan727

This stuff is absolutely awesome... I'm glad to see someone doing prototypical US rail equipment!!!
Now, I'd love to see some tractor-trailers... and industries!
How about scrap yards that produce scrap metal, load it into gondolas, and ship to either regular steel mills or new-style "mini-mills" that use electric arc furnaces to convert scrap directly into new steel?
Or different types of agricultural-based industries... corn to ethanol (for fuel) and dry distiller's grain, corn syrup, etc.  Grain elevators that take grain from individual farms (which have their own private trucking fleets in real life) and load into railcars (or river barges) for onward shipment.  Fertilizer factories that convert chemicals to fertilizers, then ship to grain elevators (which in turn distribute it to individual farmers).
Glass factories?
Ready-mix concrete plants that take in sand, cement powder, and aggregate by rail or truck (and deliver the finished product directly to the job site where it is used)... in our Simutrans world, it would act as an end user and not produce any products for us to ship...

Packer

Sorry about the delay, but I finally have all my stuff set up from the move. I just don't recall where I left off, but I have all the files and such. So what was I doing when I left?
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Packer

Thanks Igor. Looks I was working on buildings...

Personally I'd like another person to help with determining which buildings look American. I think I have a good idea, but I think some of my choices are kinda questionable... I've got most of the ones I've chosen flipped. It's just a matter of coding and balancing them...
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Fifty

Happy to see some work on this project again! If I have some time I would be happy to help out as I can with balancing/dats or work on the timeline. Feel free to PM me if I can be of help...
Why do we park on the driveway and drive on the parkway?

Packer

Sweet, thanks Fifty.

I haven't done much since the last post. Been working like crazy during the Thansgiving week. I'm gonna try to load everything onto this new computer.

Guess I'll continue working on buildings and seeing if there are any bugs with the trains.
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Packer

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Pak64US vehicles, goods files, road, and terrain tiles: download here
Pak64US would greatly appreciate helpers to get it off the ground:Please Help

Packer

Update: Not much really going on lately with the Pak.

Fifty's volunteered to work on balancing, and I'm still plugging away at choosing american-looking buildings. I'm just not certain how to balance buildings for the game. And with the holiday season I've been pretty busy at work.
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okurz

does someone care to re-upload the file or provide an update on the car set? Did any of these find their way into pak64 already, maybe?

Fifty

Here's the pak Files for pakUSA: http://simutrans-germany.com/files/upload/PakUSA.zip

I also have all the source files (images and DAT files) on my computer but can't seem to upload them for whatever reason. PM me if you want them and I can email them to you.

I can't believe it's been almost three years since this was last active. I think there has just not been the time to get this project rolling. I'd love to see this competed if I had the time, the graphics are beautiful and plentiful.
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