More dampers? I don't know where that bounce comes from, but would think that there is solution to it, if not straightforward, then something really odd and creative
Just a stupid little update here. With slightly tuned wheels and 1.8 million horsepower it can go 632 kilometers per hour. I didn't use thrusters or jato rockets. It is faster than the Japanese maglev train (max speed 603 km/h). You don't need expensive high speed maglev trains, you can just have a slightly tuned SD40-2. EDIT: The new speed record is 640 km/h
Congrats from the fastest train in BeamNG! Needs smooth tracks too, but yeah, this BeamNG can do pretty crazy stuff You still had diesel with CVT? Electric drive would be perhaps something that could be made, there is electric car mods by AdamB I think, large spinner has code to operate engine with percentage of rpm I think it was, also hybrid bus has battery and recharging, even it does use thrusters, I think some bits of LUA might give ideas how to get diesel to charge battery. Combining ideas behind all of those you might be able to create diesel electric locomotive, even if it would be just one electric motor. It does need custom vehicle controller, one is in large spinner, to get thing to work with two engines, that can be bit tricky, but certainly it is possible. I think there was a thread about such sometime in history.
Oh, my god you have now fastest train. All we need now build super highspeed locomotive for your configuration.
I'm currently waiting reply from creator of hybrid bus mod, but I have fully working diesel electric with regen braking using that mod's LUA as a base, two engine powerline etc: It still needs more work to get transmission work so would not need range box to shift direction, but I kinda decided to wait response on hybrid bus creator first as it might take few days of my time to get everything working and I would rather spend time on something else if it is not possible to use his code. If I would have smooth long tracks, I could make it go really fast though, I was running out of straight sections at 360kph at Sultan Peak thing pulling really strong and that was with 'only' 100 000 torque or so If I get permission to use his code as a base, then I can tell you both how to do it and give example which you can then build such setups, but depends what kind of answer I get. Creating LUA from scratch is not really possible for me, it does require quite bit of LUA understanding.
I have some questing about the bell. Is it possible to make one of the bell nodes play a sound file when a key is pressed until it is pressed again? It should be possible as for example the T-series horn sounds are played by the horn nodes. If you rip them off you can hear that the horn nodes are playing the horn sounds. I know how to make vehicle specific bindings but otherwise I have no idea. LUA coding is probably needed. The bell is pretty much pointless if you can't ring it. Could someone help me? Here is the bell code Code: { "train_bell_frame": { "information":{ "authors":"BeamNG.drift", "name":"Bell", } "slotType" : "train_bell_frame", "flexbodies": [ ["mesh", "[group]:", "nonFlexMaterials"], ["train_bell_frame", ["train_bell_frame"]], ], "nodes": [ ["id", "posX", "posY", "posZ"], {"selfCollision":true} {"collision":true} {"nodeWeight":5}, {"frictionCoef":0.5}, {"nodeMaterial":"|NM_METAL"}, {"group":"train_bell_frame"}, ["fBell0", 1.52200, -3.43800, 1.14000], ["fBell1", 1.21300, -3.43800, 1.14000], ["fBell2", 1.36800, -3.28300, 1.47900], ["fBell3", 1.52200, -3.12800, 1.14000], ["fBell4", 1.21300, -3.12800, 1.14000], {"group":""}, ], "beams": [ ["id1:", "id2:"], {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1, "beamShortBound":1}, {"beamSpring":4000000,"beamDamp":500}, {"beamDeform":200000,"beamStrength":"FLT_MAX"}, ["fBell4","fBell1"], ["fBell1","fBell0"], ["fBell0","fBell3"], ["fBell3","fBell4"], ["fBell1","fBell2"], ["fBell3","fBell2"], ["fBell2","fBell0"], ["fBell2","fBell4"], ["fBell0","fBell4"], ["fBell1","fBell3"], {"breakGroup":"fBell"}, {"beamDeform":80000,"beamStrength":"90000"}, ["fBell2", "frl25"], ["fBell2", "frl27"], ["fBell2", "frl19"], ["frl17", "fBell2"], ["fBell2", "frl16"], ["frl18", "fBell2"], ["fBell2", "frl24"], ["fBell2", "frl26"], ["fBell4", "frl26"], ["fBell4", "frl24"], ["fBell3", "frl24"], ["fBell3", "frl26"], {"breakGroup":""}, ], "triangles":[ ["id1:", "id2:", "id3:"], {"groundModel":"metal"}, {"dragCoef":2}, //I'll add the collision triangles later don't worry ], }, }
Ditch lights and snow plows Better normal maps (still WIP) Dynamic brake resistor grids Underframe pipes Wire grid radiator intakes (still WIP) The stairs have completely new textures and UV maps (still WIP) The lights now have deform groups I'm still looking for someone who could help me with the bell sounds.
I saw a ditch light which worked like a railcrossing signal from left to right. Like in my trains. You have same system o just turn on they all just glowing? Or what? Because i adopted police light bar). --- Post updated --- Maybe you can use police siren with replaced siren sound with the bell sound.
For the ditch lights, those depend on the engine type, which railroad, and even local regulations. some trains are solid, while others flash.