"Iron Horse" - A modular train set based slightly in reality

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Emperor Jake
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Re: "Iron Horse" - A modular train set based slightly in reality

Post 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 :P
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Dave »

Emperor Jake wrote:It's NewCC compatible too!

Also I couldn't wait for tonight's nightly so I compiled it myself :D

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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 »

Hebburn electro-horses.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post 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. :D

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.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post 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.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post 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
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Re: "Iron Horse" - A modular train set based slightly in reality

Post 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...
He's like, some kind of OpenTTD developer.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post 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. :twisted:
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Re: "Iron Horse" - A modular train set based slightly in reality

Post 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
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 »

Whoa they are coming thick and fast. Will have a go as soon as I can!
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Re: "Iron Horse" - A modular train set based slightly in reality

Post 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.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by Kevo00 »

I was struggling a bit with freight costs on A4, thought I could make money with coal but struggled a bit.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post 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.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post 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.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post by stb »

Anybody play with day length patches?
I play with 10x factor, so running costs are impossible to beat.
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Re: "Iron Horse" - A modular train set based slightly in reality

Post 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
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Re: "Iron Horse" - A modular train set based slightly in reality

Post 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.
My scenarios for JGRpp: Motor City (1910), Fortune Bay (1993)
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Re: "Iron Horse" - A modular train set based slightly in reality

Post 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.
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Dragon roaring into Wales off the Severn Bridge.
Dragon roaring into Wales off the Severn Bridge.
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Emerging from a tunnel under the M4.
Emerging from a tunnel under the M4.
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A Scooby Slammer heads for Weymouth.
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