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PostPosted: Fri Feb 01, 2019 12:05 pm 
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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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PostPosted: Fri Feb 01, 2019 11:29 pm 
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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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Filth!!! :lol:

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PostPosted: Fri Feb 01, 2019 11:31 pm 
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Hebburn electro-horses.


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PostPosted: Sat Feb 02, 2019 7:51 am 
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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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PostPosted: Sun Feb 03, 2019 11:53 am 
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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.

Attachment:
iron-horse-2-misalignment.png
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Tschö, Auge

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PostPosted: Tue Feb 05, 2019 8:36 am 
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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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PostPosted: Wed Feb 06, 2019 12:24 pm 
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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...

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PostPosted: Wed Feb 06, 2019 4:28 pm 
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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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PostPosted: Thu Feb 07, 2019 9:35 pm 
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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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PostPosted: Thu Feb 07, 2019 10:55 pm 
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Whoa they are coming thick and fast. Will have a go as soon as I can!

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PostPosted: Fri Feb 08, 2019 10:10 pm 
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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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FIRS Industry Replacement Set (Released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (Finished)
Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)

Road Hog (road vehicles, released)


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PostPosted: Sat Feb 09, 2019 6:50 pm 
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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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PostPosted: Sat Feb 09, 2019 8:38 pm 
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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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PostPosted: Sat Feb 09, 2019 10:27 pm 
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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.

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PostPosted: Wed Feb 13, 2019 10:48 pm 
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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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PostPosted: Thu Feb 14, 2019 12:06 am 
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Anybody play with day length patches?
I play with 10x factor, so running costs are impossible to beat.


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PostPosted: Thu Feb 14, 2019 3:24 pm 
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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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Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)

Road Hog (road vehicles, released)


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PostPosted: Fri Feb 15, 2019 7:20 am 
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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.


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PostPosted: Sun Feb 17, 2019 2:10 pm 
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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.


Attachments:
File comment: Dragon roaring into Wales off the Severn Bridge.
Screen Shot 2019-02-16 at 19.16.41.png
Screen Shot 2019-02-16 at 19.16.41.png [ 184.99 KiB | Viewed 606 times ]
File comment: Emerging from a tunnel under the M4.
Screen Shot 2019-02-16 at 19.19.25.png
Screen Shot 2019-02-16 at 19.19.25.png [ 154.95 KiB | Viewed 606 times ]
File comment: A Scooby Slammer heads for Weymouth.
Screen Shot 2019-02-12 at 21.26.30.png [452 KiB]
Not downloaded yet

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PostPosted: Sun Feb 17, 2019 5:45 pm 
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In the Bristol shot you've managed to get the comms tower on Dundry Hill, super realisms ;)

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Squid Ate FISH (ships) (Released) | CHIPS Has Improved Players' Stations (Finished)
Iron Horse (trains, released) | Termite (tracks for Iron Horse, released) | Busy Bee (game script, released)

Road Hog (road vehicles, released)


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