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Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 01 Feb 2019 12:05
by Emperor Jake
andythenorth wrote:Train #6 won't be going anywhere quickly, under-powered
I realised that too late... but on the other hand I love that this set doesn't complain no matter what you couple together
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 01 Feb 2019 23:29
by Dave
Emperor Jake wrote:It's NewCC compatible too!
Also I couldn't wait for tonight's nightly so I compiled it myself
Filth!!!
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 01 Feb 2019 23:31
by Kevo00
Hebburn electro-horses.
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 02 Feb 2019 07:51
by andythenorth
Diesel Power wrote:My trains are up to 20 tiles long. I'm only in 1930, so might just be the early ones
I dug a bit deeper on these running costs being wrong, there is a bug.
Sometimes 'Medium' wagons cost 2x more than 'Small'. They should only cost 1.5x more.
I think it's caused by how OpenTTD handles base costs when the amounts are very small. Fixing.
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 03 Feb 2019 11:53
by Auge
Hello
I started testing and encountered a misalignment with my very first train. It's a narrow gauge 264 Bean Beast with open wagons on a termites track. The Iron Horse version is 2.0.0 alpha 4.
- iron-horse-2-misalignment.png (20.45 KiB) Viewed 5360 times
Tschö, Auge
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 05 Feb 2019 08:36
by andythenorth
Iron Horse 2 Alpha 5 is now on bananas, or
http://bundles.openttdcoop.org/iron-horse/releases/
*Changes from 2.0.0 Alpha 4*
- no savegame compatibility with 2.0.0 Alpha 4
- rebalanced all buy costs and run costs
- engines now generally cost more to buy
- smaller engines generally cost more to run
- larger engines generally cost less to run
- fixed a bug where medium wagons cost 2x as much as small wagons, instead of 1.5x
- fixed cargo payment bonus for luxury passenger cars
- now implemented as a penalty for long delivery times on standard passenger cars and passenger railcars
- for long delivery times, the luxury cars will pay significantly more
- the effect will only show up on routes longer than about 64 tiles (depending on speed of train)
- added support for DMU/EMU livery (company colour) settings, available in OpenTTD nightlies from Feb 2019
- removed gen 6 Express Car, over-provided with express and mail cars at that point
- tweaked some engine weights for balance
- updated translations from web translators
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 06 Feb 2019 12:24
by peter1138
andythenorth wrote:- added support for DMU/EMU livery (company colour) settings, available in OpenTTD nightlies from Feb 2019
Not quite, DMU/EMU schemes were in liveries from when the liveries feature was added in 2006...
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 06 Feb 2019 16:28
by acs121
andythenorth wrote:- no savegame compatibility with 2.0.0 Alpha 4
Dave's gonna be mad at you for always having to restart his games.
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 07 Feb 2019 21:35
by andythenorth
Iron Horse 2.0.0-Alpha-6 now on bananas.
This one doesn't break 2.0.0-Alpha-5 savegames.
Please report any misaligned vehicles, they should all be now correct, cheers.
*Changes from 2.0.0 Alpha 5*
- fixed vehicle sprite offsets
- updated translations from web translators
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 07 Feb 2019 22:55
by Kevo00
Whoa they are coming thick and fast. Will have a go as soon as I can!
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 08 Feb 2019 22:10
by andythenorth
Running costs from Alpha 4 are looking a bit high.
I'm playing a game, pax trains make easy money, freight doesn't.
I did test before releasing but eh. Might tweak.
Comments?
EDIT: I've reduced costs a bit across the board, and more for freight engines and wagons. Also reduced pax capacity a bit on coaches. See how that goes. New alpha coming soon.
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 09 Feb 2019 18:50
by Kevo00
I was struggling a bit with freight costs on A4, thought I could make money with coal but struggled a bit.
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 09 Feb 2019 20:38
by rowdog
I struggled a bit with a freight game using A4. In fact, I failed on the first start because my line was too long. I remember thinking at the time that you had changed your philosophy on running costs. All of which is a convoluted way of saying: yes, I agree that A4 is a bit harsh.
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 09 Feb 2019 22:27
by andythenorth
Yeah I've dropped costs in my test game, I'm going to drop costs even more, it's no fun not making money
Thanks.
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 13 Feb 2019 22:48
by Kevo00
A6 seems a tiny bit easier.
Needs the right balance because I think it probably is too easy to make silly money in OTTD, but at the same time you don't want it to be too difficult to get started.
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 14 Feb 2019 00:06
by stb
Anybody play with day length patches?
I play with 10x factor, so running costs are impossible to beat.
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 14 Feb 2019 15:24
by andythenorth
Iron Horse 2.0.0 Alpha 7 is now on bananas, or
http://bundles.openttdcoop.org/iron-horse/releases/
*Changes from 2.0.0 Alpha 6*
- no savegame compatibility with previous 2.0.0 Alpha releases
- rebalanced (again) all run costs compare to 2.0.0 Alpha 6
- most vehicles now cost less to run,
- a small number of vehicles now cost more to run, generally these are passenger vehicles with very high earning potential
- play-tested in detail with medium cost settings (and FIRS cargo payment rates)
- reduced passenger vehicle capacities for balance
- set cargo aging period for metro trains
- these are very profitable on short routes (up to about 16 tiles), if fully loaded
- but profitability will fall on longer routes
- improved the appearance of passenger vehicle sprites when doors are open for loading/unloading
- updated translations from web translators
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 15 Feb 2019 07:20
by Dr. B. Ching
stb wrote:Anybody play with day length patches?
I play with 10x factor, so running costs are impossible to beat.
Yeah, the automatic scaling can be problematic for quite a few vehicle newGRFs. The easiest solution is to adjust running costs to your liking with the BaseCosts Mod.
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 17 Feb 2019 14:10
by Kevo00
A bit of testing with A7 on a rebooted version of the classic West Country scenario - things seem to be running pretty well as far as I can see. I have Termite on.
Re: "Iron Horse" - A modular train set based slightly in reality
Posted: 17 Feb 2019 17:45
by andythenorth
In the Bristol shot you've managed to get the comms tower on Dundry Hill, super realisms