Mashinky
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North American Rolling Stock
   
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597.131 MB
2024 年 6 月 6 日 下午 3:07
10 月 21 日 下午 12:29
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North American Rolling Stock

描述
This mod adds a large selection of custom, full-featured North American cars and locomotives to the game spanning eras 1-4.

Features and Performance

All included cars and locomotives adhere as closely as possible to or exceed vanilla standards of functionality and performance, and include the following features:
  • Full interiors
  • Multiple interior/exterior riding/control positions
  • Particle effects
  • Loading/unloading models where appropriate
  • Vanilla-derived cargo models and textures
  • Passenger window shades tied to load factor
  • Uniform art style and detail
  • Custom GUI art for each car and locomotive
  • Realistic custom trucks per the prototype
  • Selective compression of equipment where required to fit the game environment and aesthetic
  • Full gloss and snow/rust maps for all rolling stock
  • Extensive normal mapping to reduce poly count
  • Low-poly LOD models for all equipment
  • Minimal performance impact (2k main textures, sub-5k poly car and 10k-poly locomotive models)

Dependencies

This mod requires North American Horns & Whistles in order to hear the appropriate horn/whistle when trains depart a station or enter a tunnel.

The following mods are entirely optional, but are intended to complement this pack:
*This mod contains unfinished content that does not include all the features listed above, such as missing animations or LOD models

Background

When I originally set out to develop this content for Mashinky, my vision was to create a complete replacement mod that would allow me to play the game with an entirely new set of rolling stock that would provide a cohesive look and feel and a more immersive gameplay experience. The vanilla game obviously includes assets from various geographic regions (though predominantly Eastern/Central European), which generally fits with the broader, whimsical style. With that said, I always thought the game would benefit from a more consistent art direction with regards to rail assets, which by default range widely in their detail and features. Since my background is in American railroading, I established a vision for an entirely new set of rolling stock that would capture the progression of car and locomotive development in North America while complementing and enhancing the existing gameplay.

Rolling Stock Selection

Because my goal at the outset was to reimagine the entire equipment roaster in the game, I began by devising a comprehensive list of requirements:

[nlist]
  • Every commodity must have at least one appropriate car type available
  • Where multiple car options are available for the same commodity, each must present some unique set of trade-offs based on factors such as capacity, length, weight, and resource type/cost
  • Cars/locomotives should be historically appropriate to the era in which they are made available
  • Locomotives should be optimized to target a range of specific use cases, offering players the opportunity to select the most appropriate for a particular task rather than simply opting for the most expensive they can afford[/nlist]

    The final list of equipment that ultimately made it into the game (and is included in this mod) is listed in the guide below:

    https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3262953165

    You may notice that there are no locomotives included for eras 1 & 2; because several basic North American-inspired locomotive models already exist in-game for these eras, I prioritized development of new locomotives for eras 3 & 4, with the intention of later coming back to fill the gap. Unfortunately, I ultimately encountered significant animation challenges that stymied any further steam locomotive development (two un-animated examples are available separately in my Work-in-Progress Rolling Stock mod). For my purposes, I personally opted to tweak the default configuration of these vanilla locomotives to serve as placeholders for the equipment I ultimately hoped to include, but no such changes to vanilla locomotive configs are included in this mod.

    A Note on Balance

    While my original intention was always to create a complete rolling stock replacement mod, it was also my hope to balance the cost, capacity, and other characteristics of the new equipment against the vanilla cars and locomotives so that other players who wished to could choose to use them interchangeably within a single game. I quickly discovered that it was impossible to fully balance against every vanilla option while still maintaining logical relationships between the cars and locomotives contained within the mod. There are simply too many cases where the vanilla equipment characteristics fail to fit neatly within the mod’s framework. For this reason, you will almost certainly run across cases where a vanilla car/locomotive is clearly superior to the modded alternatives, or vice versa. With that said, I have tried wherever possible to keep values comparable to those in the base game (which is why the SD45, for example, displays around half of the prototypical 3,600 hp; the important thing is that it is roughly double that of the GP38, which is in turn around triple that of the SW1).

    Current and Future State

    As of version 1.0, this pack contains passenger and freight cars suitable for eras 1-4, along with locomotives for eras 3-4. My original ambition was to include a complete set of cars and locomotives for all game eras, but the reality of limited time to commit to development makes now the appropriate time to release the content I have in its current state. All content included in this mod is fully functional and extensively gameplay tested during may hours of playthroughs. I’ve opted to make a small selection of additional content that is not yet full-featured—but very much playable—available in a separate mod, Work-in-Progress Rolling Stock for those who can overlook missing animations or LODs. If I ever get a chance to finish development on these WIP items, I will plan to update this mod with the additional content.
14 条留言
Thrillville109 7 月 20 日 下午 12:03 
Any plans on an update?
Thrillville109 2024 年 12 月 17 日 上午 11:05 
Hopefully this gets updates again
redwhiteandblack  [作者] 2024 年 10 月 23 日 上午 7:07 
Hey Fenix; Yes, both the RDC-1 and RDC-4 are designed to function merely as self-propelled (or multiple-unit) railcars and not designed to pull additional unpowered equipment. While there's technically nothing stopping you from coupling up additional cars--and it was occasionally attempted in reality--it was definitely not intended and would probably void Budd's manufacturer warranty
-Fenix- 2024 年 10 月 22 日 上午 9:03 
https://ibb.org.ru/1/fHYvy6

Hi! I don't know if this is a bug or a feature, but the RDC-1 locomotive has a traction capacity of only 68 tons, this is very little and it can't even pull 1 stainless coach.
Thrillville109 2024 年 8 月 28 日 上午 7:46 
(1/2) Thanks for giving additional clarity to this. I do understand the desire to maintain realism, though I do not think that it should come at the cost of balance. I am not opposed to Iron Ore Hoppers carrying less than their Coal Ore companions, but I do not believe that the units of things like Iron and Coal are indicitave of their actual weight. However, I do understand if that is the interpretation you have on the game's units. It is good that you have plans for more balanced rail cars late-game, but it shouldn't come at the expense of using base game equipment early-game.
Thrillville109 2024 年 8 月 28 日 上午 7:46 
(2/2) I want to be able to use American-style equipment throughout the entire game, starting with the US-Style locomotives the game starts you with (speaking honestly about the first era I feel like you could add an Atlantic and Consolidation class to this era, as they were the most prevalent wheel arrangements that preceded the iconic Pacific and Mikados) and being able to end the game with C40-9s and ALC-42s carrying absurd quantities of goods. What you've done so far is wonderful, and I can't wait for the steam locomotives in the In Progress set to be added properly. I just think that if the base game offers a similar type of rail car, it should be balanced around you making that decision based on more nuance than the base game's car carrying double to triple the US Set.
redwhiteandblack  [作者] 2024 年 8 月 11 日 上午 8:23 
(1/4)
Hey Thrillville, thanks for taking the time to scrutinize this. There are two reasons for what you've found: The first is that the 50 and 70-ton ore hoppers are so poor when evaluated against the vanilla cars because they were always intended to be a "last resort" choice within the mod; my ultimate goal was to also include dedicated ore jennies, which would be optimized for ore handling and offer similar capacities at much shorter lengths (since the conventional hoppers weigh out long before they cube out due to ore being much more dense than coal). I just recently finished development of a 70 and 100-ton ore jenny that once released should hopefully help to better balance the overall selection against the vanilla cars.
redwhiteandblack  [作者] 2024 年 8 月 11 日 上午 8:22 
(2/4)
Another, deeper consideration is that unfortunately the vanilla game depicts ore as equal in density to coal (2t per unit capacity), despite ore in reality being significantly more dense. This poses a problem, because the game also appears to base "capacity" on cargo volume rather than weight. The result is that a realistically modeled ore car--let's say a 70-ton ore jenny--would simultaneously need to have a far lower in-game capacity than an equivalent 70-ton coal hopper (because it's physically much smaller), but also weigh far less because the vanilla game considers the two commodities equal in unit weight. Since they're both nominally 70-ton cars, however, they should actually weight more or less the same. All three can't be true, so something has to give.
redwhiteandblack  [作者] 2024 年 8 月 11 日 上午 8:22 
(3/4)
The base game backs me into a corner on this one; either the weights or capacities of the mod cars make no sense relative to one another (why would a 70-ton ore car weight half of what a 70-ton coal hopper does?) or I sacrifice balance versus vanilla by assigning more realistic unit weights to coal and ore in order to keep logical relationships among the cars in the mod.
redwhiteandblack  [作者] 2024 年 8 月 11 日 上午 8:22 
(4/4)
Hopefully that at least helps explain why the numbers currently are what they are, despite the balance implications. The upcoming ore jennies should also make the overall imbalance less dramatic; the late-game 100-ton car should have a similar length efficiency to the vanilla Faccs, but with the benefit of faster unloading.