Railworks 4 IHH Bonus Content 2 BR Carriage Stock Latest Version

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Harriet Wehrenberg

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Jul 11, 2024, 7:08:30 PM7/11/24
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The China Railways HXD3D is a six-axle AC electric locomotive, produced by the Dalian Locomotive and Rolling Stock Company, and designed for mainline use. It is one of the highest powered (7,200kW) Chinese locomotives, with a design speed of 200 km/h. In normal service, however, its speed is 160 km/h. As the HXD3D is a dedicated high power, high speed locomotive, it is expected to ease the pressure in the railway system where less powerful locomotives are currently used.

Railworks 4 IHH Bonus Content 2 BR Carriage Stock latest version


Download File https://miimms.com/2yLAfe



The ChengYu Railway Part 2 Route and a large selection of Chinese rolling stock from RWSO is supplied as bonus content with the HXD3D. This content is supplied free of charge and its supply and use is kindly permitted by agreement with their developers.

Please note that the content of this pack is adapted from a previous freeware release and is therefore not made to the same stringent standards as the HXD3D. We hope that the rolling stock will nonetheless enhance your driving experience.

The RWSO rolling stock was created in RailWorks (prior to the Train Simulator 2012 update) and is compatible with Train Simulator 2016 apart from a known issue of bogie transparency on the passenger car bogies which only appears when viewed from the front of the horizon, which the developers were unable to fix without rebuilding the vehicles from scratch.

The ChengYu 2 route was created in Train Simulator 2012 (prior to the Train Simulator 2013 update) and is compatible with any copy of Train Simulator 2016 purchased before 20th September 2012, or any copy of Train Simulator purchased after 20 September 2012 with the European and US Loco & Asset Packs installed. (Please note: the European Asset Pack is essential, while the US Asset Pack is highly recommended.)

The HXD3D and SS3 locomotives are Quick Drive compatible and a number of Quick Drive consists have been provided so you can create your own scenarios to run these locomotives on any Quick Drive enabled route of your choice. Please note that the ChengYu Railway Part 2 Route is NOT Quick Drive compatible.

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Trains are my thing as well but I would never do them in KSP. Not out of rocket or plane parts. Until I can get SD40-2s to Laythe or boxcab electrics to haul my 200-car ore trains on Dres there is no point.

Her wheels are from the buffalo rover as mentioned in the OP.. the rear wagon has full suspension and dampening with the control cab having none.. wagons also have none except the last 6 wheels on the rear tanker

I never realised before but we can control the speed of a rover/landtrain by using W and S with ALT for trim speeds of forward and back.. with this its possible to set a train hands off to any speed. and same with a rover.. very useful for someone who doesnt have a steering wheel and pedals like I do... and even then it works has an effective cruise control to give ones feet a rest on a long drive

so all up.. should help people better than trying to modify stock things, seems the community has a better handle on wheels as a whole in the modding scene vs anything stock... a nice but also sad realisation

KAS Magnets work like this.. the problem is brakes Unless we want to use a remote control mod or program KOS to link multiple KOS cores.. then with the wagons coupled (undocked) by magnets or airbrakes.. they're basically seperate vehicles and wont respond to brakes or motor inputs.. ironic I know given the idea .. seems we need air brakes for coupling and airbrakes for brakes in a train

That's a real nice looking train overland. I haven't had much of a chance to sit and thoroughly attempt a train mission yet, aside from designing the locomotive the other night. Maybe I'll give it a go tonight with a fresh install and some mods/parts packs I've never used.

I've found that having more than 5 mk3 cars (including engine, tender, etc) causes too much stress on the couplings. I've also found that suspension plays a big part in rollovers. One trick to get around this is to create a separate chassis underneath the carriages using mk2 parts, which can also be used to lower the center of gravity.

I was thinking about this, wouldn't rails be possible? They'd have to be in short sections due to length limits (and the gaps would help with expansion contraction from heat changes). If you can set two rails down parallel to each other with a gauge just slightly larger than the the distance between tires would not the rails (if high enough) keep the vehicle going along the tracks. Short sections for elevation changes. Might be tricky to lay the track I guess (especially curves which might need a slightly larger gauge) and it would just be point to point. Of course the part count might be a problem too, but now that we have a 64 bit version... I guess the tires might heat up from friction so maybe some special tires that have frictionless sides if that's possible. Just speculating I haven't delved into the mysteries of the Unity engine yet (real soon now ).

I think this is about the limit of what can be done with rails in KSP atm. Modded rail sets might work out, but there's still an absolute limit to the size you can build in the editor and over a certain size things just start falling apart.

Interesting the track is a little more complicated than I was thinking of (closer to a prototype rr) but interesting, thanks. If I could turn KSP into a real train simulator I would (complete with turnouts, crossings etc.)...just give me 10 years.

the quest of which to get painted stretched from the likes of enquiries to Ariana Richards of jurassic park fame.. Micheal Trimm of war of the worlds album cover & thunderbirds fame . Eventually settling on a local painter Joseph Spinella

But for me KSP land trains is where its at..being one of the first.games to offer proper terrain on a planet sized play area..snow..grass..dirt..mountains..dangers most harsh and beautiful landscapes a plenty

Speed limited to 13ms for longer range units (outside of ksc) and a respectable but realistic 6.5ms for use within ksc using its complex pathways as "rails" they present a very very stable yet train like unit not all that different from realworld "dotto trains"

That was phenomenal. Tonight I'm gonna have another go at land trains. I've got a few atmospheric/land based measurement contracts I have to fulfill in my career save just north of KSC. What better time to engineer a land train.

I also have a similar one on the moon. As of 1.1.1.1 I can't use the rover wheels at all and where it used to be able to go 40-50m/s now it's down to 20ish as a "risky" level of speed even. I once got to 95m/s on the ice caps in a speed test. Dry weight is around 50 tons?

At least, I could have carried on with my "Mars Direct" -inspired program of putting nice bases on Duna. An activity that started just because I thought about how I would put together an ISRU-capable "MAV"-style vehicle, and ended as a program consisting of three very complex launch stacks with way over 500 parts each.

But nooooo... I just have to aimlessly wander into this thread, once more finding myself inspired by Overlands activities. This time, actually, inspired enough to ask myself how I would put together a flexible coupling for train cars, given my weird habit of not using any mod parts, or modded parts. (I should have learned by now, that this is exactly the sort of situation in which I should absolutely resist clicking on that KSP icon.)

Two days later, whilst looking at KSP on my screen, I am suddenly struck by a strange realization: the contraption I'm looking at is related to the Outer Planets, or even just Duna, about as much as the history of Antarctic expeditions is related to the fact that I own a guitar, but never learned to play it. Which is to say, not at all.




What I do know, is that I used to think that Tylo is a problem. Or that Eve is a scary place. I have been humbled now: driving westwards from the KSC, I found the very first, ridiculously low range of hills - the very first instance of sloping terrain west of the perfectly flat plains around the KSC - to be an almost insurmountable obstacle! At least for me, as I have no clue about trains and have not actually been interested in them before. And this is before I even put ANY (fuel) load into the cars...


Have you actually tried KOS? It seems that you prefer to have the entire train as one vehicle (as seen by KSP), which means you have all functionality available on all cars anyways. But would you be interested in having multiple "magnetically coupled", and thus technically separate, "vessels" respond simultaneously to throttle and brake inputs?

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