Rivens Realistic Train Acceleration (based on cargo)


This mod makes train acceleration more realistic and depend on the amount of Cargo. (youtube demo included)

Tweaks
10 months ago
1.1
3.24K
Trains

i [solved] compat for angel/bob

2 years ago
(updated 2 years ago)

hello, very nice mod, been looking after it a while and testing from time to time and i think it need 2 things :
- there is no difference which locomotive i use from bob mods (mk1,mk2,mk3 all same) and if i use armored loco (a lot better than other, more HP, more grid) it is also the same , only braking start faster , i guess cos its lot heavier...
- your fuel mechanic is great idea however it need balancing a lot more cos tons of other fuels bob/angel add and also mad clown which i also use ... currently trains runs faster on wood brick than on rocket boosters in my game , or faster on coke pellet than on coke which is same thing but compressed ... also there is some super fuels from mad clown with 4GJ , im pretty sure trains gonna go crazy on that with yours formula
EDIT: seems that (no matter fuel) max speed any train (modded or not) can get is little over 200 (so no personal transport with any train) - thats biggest problem i have with this overall nice mod atm :)

1 year, 8 months ago

Hey Trampek! Thanks for your elaborate feedback :) I added support for Bobs MK2/MK3 trains, and Bobs MK1/MK2 armoured trains. Would be great if you could give it a try! I only tested the regular fuels (wood, coal, solid fuel, rocket fuel, nuclear fuel) at the moment, so please keep that in mind :)

1 year, 8 months ago
(updated 1 year, 8 months ago)

hey, nice to hear its been fixed and tnx for your work :)
i moved to Py mods now and not playing bob/angel atm (mayby ever) so will be hard to test that for you. Py uses even more diffrent locos and fuels so i doubt your mod will work with that ( would be cool if it did tho)
i think some mod option that could disable your fuel new values would save you a lot work for overhauls like those while your mod would be still working , not sure what would happen with Py locomotives then tho (surely fuel would not work cos Py got some really diffrent ideas there)
i can try and see what happen when i add your mod there but we just started new save and it will take us at least 1-2 weeks to get to trains

1 year, 7 months ago

I'll try to support Py later, but for now I limited the fuel-value of items to roughly "twice the punch of nuclear", so there's that... :)

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