Skip to content

Releases: Knsgf/Derail_Valley_electric_concept

v2.5.0 - Custom asset support and map completion

Choose a tag to compare

@Knsgf Knsgf released this 27 Aug 11:40

This update adds support for custom catenary models and textures. A template of a custom assets mod can be downloaded from this repository:
https://github.com/Knsgf/Catenary-parts-replacer
This version also concludes freight OCS coverage with OWC, OWN and OR.

Installation

  1. Install Unity Mod Manager (UMM),
  2. Install Custom Car Loader (CCL) and its prerequisites,
  3. Uninstall the following mods in UMM, if they're present: WE6-981 and WE6SIM,
  4. Drag and drop both Catenary-DC.zip and 2WE3CCL.zip into UMM.
    The first file contains simulation code and catenary, the second is locomotive model itself. Both are required.
  5. It's strongly recommended to read the operating manual. The control scheme and operation of the locomotive are different from vanilla diesel and battery electric.

Usage and spawning

The locomotive is currently set to appear at HB, FF, SM, IME and CME. The parking sidings at SM and FF and the roundhouse at HB are unelectrified, so using another locomotive or the jogging mode is required there.

Electricity price in career is set to $10/kWh by default. It can be changed in mod options.

When spawning the locomotive in sandbox via the radio, make sure that units A and B are facing in the same direction and the arrow "front" of unit B is touching the arrows "back" of unit A. The order in which units are spawned doesn't matter: it's possible to bring in unit B first, then A and vice versa.

The debug version Catenary-DC-debug.zip includes an infinite power cheat, toggleable in mod settings. When enabled it allows the locomotive to run anywhere on the map. However it doesn't disable electricity costs.

Other limitations

This mod is incompatible with VR and multiplayer, as the author doesn't have means to do proper tests in either. It also won't work properly with Double-Tracked Valley, as double tracked mainlines have to be redone manually.

The height of the locomotive causes it to clip through water standpipes and chutes at SM and IME. The collision with them is not enforced and players are free to ignore these.

The catenary has no hitboxes to both help with performance and permit players to throw switches obscured by poles via radio.

Gadgets which directly control a locomotive, such as amp limiter or overheat protector, are not compatible. Neither is "Start-up" function of the comms radio.

An installed inclinometer gadget shows 1-2° lean forward on a level track.

Some details, like physical horns, sand pipes, bogie centering devices and underframe air ducts, are missing.

Whistle lever can only be operated with a mouse.

Included files

  • Catenary-DC.zip - contains catenary and simulation code. Do not install together with Catenary-DC-debug.zip,
  • Catenary-DC-debug.zip - debug version with logging and omnipresent power cheat. Do not install together with Catenary-DC.zip,
  • 2WE3CCL.zip - locomotive model,
  • 2WE3_manual.pdf - operating manual.

v2.4.1 - Electricity meter and some edge case simulation fixes

Choose a tag to compare

@Knsgf Knsgf released this 19 Aug 09:55

Electricity meter and some edge case simulation fixes + tweaked maintenance costs.

Installation

  1. Install Unity Mod Manager (UMM),
  2. Install Custom Car Loader (CCL) and its prerequisites,
  3. Uninstall the following mods in UMM, if they're present: WE6-981 and WE6SIM,
  4. Drag and drop both Catenary-DC.zip and 2WE3CCL.zip into UMM.
    The first file contains simulation code and catenary, the second is locomotive model itself. Both are required.
  5. It's strongly recommended to read the operating manual. The control scheme and operation of the locomotive are different from vanilla diesel and battery electric.

Usage and spawning

The locomotive is currently set to appear at HB, FF, SM, IME and CME. The parking sidings at SM and FF and the roundhouse at HB are unelectrified, so using another locomotive or the jogging mode is required there.

Electricity price in career is set to $10/kWh by default. It can be changed in mod options.

When spawning the locomotive in sandbox via the radio, make sure that units A and B are facing in the same direction and the arrow "front" of unit B is touching the arrows "back" of unit A. The order in which units are spawned doesn't matter: it's possible to bring in unit B first, then A and vice versa.

The debug version Catenary-DC-debug.zip includes an infinite power cheat, toggleable in mod settings. When enabled it allows the locomotive to run anywhere on the map. However it doesn't disable electricity costs.

Other limitations

This mod is incompatible with VR and multiplayer, as the author doesn't have means to do proper tests in either. It also won't work properly with Double-Tracked Valley, as double tracked mainlines have to be redone manually.

The height of the locomotive causes it to clip through water standpipes and chutes at SM and IME. The collision with them is not enforced and players are free to ignore these.

The catenary has no hitboxes to both help with performance and permit players to throw switches obscured by poles via radio.

Gadgets which directly control a locomotive, such as amp limiter or overheat protector, are not compatible. Neither is "Start-up" function of the comms radio.

An installed inclinometer gadget shows 1-2° lean forward on a level track.

Some details, like physical horns, sand pipes, bogie centering devices and underframe air ducts, are missing.

Whistle lever can only be operated with a mouse.

Included files

  • Catenary-DC.zip - contains catenary and simulation code. Do not install together with Catenary-DC-debug.zip,
  • Catenary-DC-debug.zip - debug version with logging and omnipresent power cheat. Do not install together with Catenary-DC.zip,
  • 2WE3CCL.zip - locomotive model,
  • 2WE3_manual.pdf - operating manual.

v2.4.0 - 3rd stage of HB electrification + SM-FF/CME/IME line

Choose a tag to compare

@Knsgf Knsgf released this 16 Aug 12:17

This update completes E-yard in HB and fills a missing link between SM and the northern part of the system.

Installation

  1. Install Unity Mod Manager (UMM),
  2. Install Custom Car Loader (CCL) and its prerequisites,
  3. Uninstall the following mods in UMM, if they're present: WE6-981 and WE6SIM,
  4. Drag and drop both Catenary-DC.zip and 2WE3CCL.zip into UMM.
    The first file contains simulation code and catenary, the second is locomotive model itself. Both are required.
  5. It's strongly recommended to read the operating manual. The control scheme and operation of the locomotive are different from vanilla diesel and battery electric.

Usage and spawning

The locomotive is currently set to appear at HB, FF, SM, IME and CME. The parking sidings at SM and FF and the roundhouse at HB are unelectrified, so using another locomotive or the jogging mode is required there.

Electricity price in career is set to $10/kWh by default. It can be changed in mod options.

When spawning the locomotive in sandbox via the radio, make sure that units A and B are facing in the same direction and the arrow "front" of unit B is touching the arrows "back" of unit A. The order in which units are spawned doesn't matter: it's possible to bring in unit B first, then A and vice versa.

The debug version Catenary-DC-debug.zip includes an infinite power cheat, toggleable in mod settings. When enabled it allows the locomotive to run anywhere on the map. However it doesn't disable electricity costs.

Other limitations

This mod is incompatible with VR and multiplayer, as the author doesn't have means to do proper tests in either. It also won't work properly with Double-Tracked Valley, as double tracked mainlines have to be redone manually.

The height of the locomotive causes it to clip through water standpipes and chutes at SM and IME. The collision with them is not enforced and players are free to ignore these.

The catenary has no hitboxes to both help with performance and permit players to throw switches obscured by poles via radio.

Gadgets which directly control a locomotive, such as amp limiter or overheat protector, are not compatible. Neither is "Start-up" function of the comms radio.

An installed inclinometer gadget shows 1-2° lean forward on a level track.

Some details, like physical horns, sand pipes, bogie centering devices and underframe air ducts, are missing.

Whistle lever can only be operated with a mouse.

For debugging purposes pantograph wear is tracked separately as a "mechanical powertrain". It'll be merged into electrical later.

Included files

  • Catenary-DC.zip - contains catenary and simulation code. Do not install together with Catenary-DC-debug.zip,
  • Catenary-DC-debug.zip - debug version with logging and omnipresent power cheat. Do not install together with Catenary-DC.zip,
  • 2WE3CCL.zip - locomotive model,
  • 2WE3_manual.pdf - operating manual.

v2.3.0 - 2nd stage of HB electrification

Choose a tag to compare

@Knsgf Knsgf released this 08 Aug 09:38

This is the second stage of HB electrification, which add OCS to G3-O, G5-I and southern half of E yard (tracks E7-O to E11-O). Another feature is the ability to replace individual catenary JSON files by placing them into mod folder. This allows to make changes to the system without having to use Unity editor.

Installation

  1. Install Unity Mod Manager (UMM),
  2. Install Custom Car Loader (CCL) and its prerequisites,
  3. Uninstall the following mods in UMM, if they're present: WE6-981 and WE6SIM,
  4. Drag and drop both Catenary-DC.zip and 2WE3CCL.zip into UMM.
    The first file contains simulation code and catenary, the second is locomotive model itself. Both are required.
  5. It's strongly recommended to read the operating manual. The control scheme and operation of the locomotive are different from vanilla diesel and battery electric.

Usage and spawning

The locomotive is currently set to appear at HB, FF, SM, IME and CME. The parking sidings at SM and FF and the roundhouse at HB are unelectrified, so using another locomotive or the jogging mode is required there.

Electricity price in career is set to $10/kWh by default. It can be changed in mod options.

When spawning the locomotive in sandbox via the radio, make sure that units A and B are facing in the same direction and the arrow "front" of unit B is touching the arrows "back" of unit A. The order in which units are spawned doesn't matter: it's possible to bring in unit B first, then A and vice versa.

The debug version Catenary-DC-debug.zip includes an infinite power cheat, toggleable in mod settings. When enabled it allows the locomotive to run anywhere on the map. However it doesn't disable electricity costs.

Other limitations

This mod is incompatible with VR and multiplayer, as the author doesn't have means to do proper tests in either. It also won't work properly with Double-Tracked Valley, as double tracked mainlines have to be redone manually.

Only 2 lines are electrified at the moment: SM-HB with a short FM-SM branch and CP-FF-IME/CME with a short downhill branch towards SM. The flat section between OWN and SM is not electrified. The north portion of HB yard E (tracks E1-O to E5-O) and the passenger station are also not electrified yet.

The height of the locomotive causes it to clip through water standpipes and chutes at SM and IME. The collision with them is not enforced and players are free to ignore these.

The catenary has no hitboxes to both help with performance and permit players to throw switches obscured by poles via radio.

There are interior pop-ins when crossing units.

Gadgets which directly control a locomotive, such as amp limiter or overheat protector, are not compatible. Neither is "Start-up" function of the comms radio.

An installed inclinometer gadget shows 1-2° lean forward on a level track.

Some details, like physical horns, sand pipes, bogie centering devices and underframe air ducts, are missing.

Whistle levers can only be operated with a mouse.

For debugging purposes pantograph wear is tracked separately as a "mechanical powertrain". It'll be merged into electrical later.

Included files

  • Catenary-DC.zip - contains catenary and simulation code. Do not install together with Catenary-DC-debug.zip,
  • Catenary-DC-debug.zip - debug version with logging and omnipresent power cheat. Do not install together with Catenary-DC.zip,
  • 2WE3CCL.zip - locomotive model,
  • 2WE3_manual.pdf - operating manual.

v2.2.3 - fix for main breaker tripping instantly after button press

Choose a tag to compare

@Knsgf Knsgf released this 02 Aug 23:14

Fixed circuit breaker tripping immediately after being turned on when motor temperature is in red. Please note that a player must still let motors cool down below red line prior to opening a throttle, otherwise they'll trip a breaker again. The latter is a vanilla behaviour which the author doesn't plan to alter.

Installation

  1. Install Unity Mod Manager (UMM),
  2. Install Custom Car Loader (CCL) and its prerequisites,
  3. Uninstall the following mods in UMM, if they're present: WE6-981 and WE6SIM,
  4. Drag and drop both Catenary-DC.zip and 2WE3CCL.zip into UMM.
    The first file contains simulation code and catenary, the second is locomotive model itself. Both are required.
  5. It's strongly recommended to read the operating manual. The control scheme and operation of the locomotive are different from vanilla diesel and battery electric.

Usage and spawning

The locomotive is currently set to appear at FF, SM, IME and CME. The parking sidings at SM and FF are unelectrified, so using another locomotive or the jogging mode is required there.

Electricity price in career is set to $10/kWh by default. It can be changed in mod options.

When spawning the locomotive in sandbox via the radio, make sure that units A and B are facing in the same direction and the arrow "front" of unit B is touching the arrows "back" of unit A. The order in which units are spawned doesn't matter: it's possible to bring in unit B first, then A and vice versa.

The debug version Catenary-DC-debug.zip includes an infinite power cheat, toggleable in mod settings. When enabled it allows the locomotive to run anywhere on the map. However it doesn't disable electricity costs.

Other limitations

This mod is incompatible with VR and multiplayer, as the author doesn't have means to do proper tests in either. It also won't work properly with Double-Tracked Valley, as double tracked mainlines have to be redone manually.

Only 2 lines are electrified at the moment: SM-HB with a short FM-SM branch and CP-FF-IME/CME with a short downhill branch towards SM. The flat section between OWN and SM is not electrified. Most of HB, excluding C2-I and thorough lines in E and G yards is also not electrified yet.

The height of the locomotive causes it to clip through water standpipes and chutes at SM and IME. The collision with them is not enforced and players are free to ignore these.

The catenary has no hitboxes to both help with performance and permit players to throw switches obscured by poles via radio.

There are interior pop-ins when crossing units.

Gadgets which directly control a locomotive, such as amp limiter or overheat protector, are not compatible. Neither is "Start-up" function of the comms radio.

An installed inclinometer gadget shows 1-2° lean forward on a level track.

Some details, like physical horns, sand pipes, bogie centering devices and underframe air ducts, are missing.

Whistle levers can only be operated with a mouse.

For debugging purposes pantograph wear is tracked separately as a "mechanical powertrain". It'll be merged into electrical later.

Included files

  • Catenary-DC.zip - contains catenary and simulation code. Do not install together with Catenary-DC-debug.zip,
  • Catenary-DC-debug.zip - debug version with logging and omnipresent power cheat. Do not install together with Catenary-DC.zip,
  • 2WE3CCL.zip - locomotive model,
  • 2WE3_manual.pdf - operating manual.

v2.2.2 - Fix for double power draw and CCL support code

Choose a tag to compare

@Knsgf Knsgf released this 02 Aug 11:26

Fixed a rare double current draw when both pantographs were raised and added code to support Custom Car Loader electric rolling stock. Please note that the CCL pantograph component needed for custom vehicles is still under internal development and testing and haven't been yet submitted for review.

Installation

  1. Install Unity Mod Manager (UMM),
  2. Install Custom Car Loader (CCL) and its prerequisites,
  3. Uninstall the following mods in UMM, if they're present: WE6-981 and WE6SIM,
  4. Drag and drop both Catenary-DC.zip and 2WE3CCL.zip into UMM.
    The first file contains simulation code and catenary, the second is locomotive model itself. Both are required.
  5. It's strongly recommended to read the operating manual. The control scheme and operation of the locomotive are different from vanilla diesel and battery electric.

Usage and spawning

The locomotive is currently set to appear at FF, SM, IME and CME. The parking sidings at SM and FF are unelectrified, so using another locomotive or the jogging mode is required there.

Electricity price in career is set to $10/kWh by default. It can be changed in mod options.

When spawning the locomotive in sandbox via the radio, make sure that units A and B are facing in the same direction and the arrow "front" of unit B is touching the arrows "back" of unit A. The order in which units are spawned doesn't matter: it's possible to bring in unit B first, then A and vice versa.

The debug version Catenary-DC-debug.zip includes an infinite power cheat, toggleable in mod settings. When enabled it allows the locomotive to run anywhere on the map. However it doesn't disable electricity costs.

Other limitations

This mod is incompatible with VR and multiplayer, as the author doesn't have means to do proper tests in either. It also won't work properly with Double-Tracked Valley, as double tracked mainlines have to be redone manually.

Only 2 lines are electrified at the moment: SM-HB with a short FM-SM branch and CP-FF-IME/CME with a short downhill branch towards SM. The flat section between OWN and SM is not electrified. Most of HB, excluding C2-I and thorough lines in E and G yards is also not electrified yet.

The height of the locomotive causes it to clip through water standpipes and chutes at SM and IME. The collision with them is not enforced and players are free to ignore these.

The catenary has no hitboxes to both help with performance and permit players to throw switches obscured by poles via radio.

There are interior pop-ins when crossing units.

Gadgets which directly control a locomotive, such as amp limiter or overheat protector, are not compatible. Neither is "Start-up" function of the comms radio.

An installed inclinometer gadget shows 1-2° lean forward on a level track.

Some details, like physical horns, sand pipes, bogie centering devices and underframe air ducts, are missing.

Whistle levers can only be operated with a mouse.

For debugging purposes pantograph wear is tracked separately as a "mechanical powertrain". It'll be merged into electrical later.

Included files

  • Catenary-DC.zip - contains catenary and simulation code. Do not install together with Catenary-DC-debug.zip,
  • Catenary-DC-debug.zip - debug version with logging and omnipresent power cheat. Do not install together with Catenary-DC.zip,
  • 2WE3CCL.zip - locomotive model,
  • 2WE3_manual.pdf - operating manual.

v2.2.1 - jog mode fix and switch interlocks

Choose a tag to compare

@Knsgf Knsgf released this 31 Jul 18:45

Fixed jogging mode not activating from cab A and interlocked pantograph switches with brake cutout and themselves.

Installation

  1. Install Unity Mod Manager (UMM),
  2. Install Custom Car Loader (CCL) and its prerequisites,
  3. Uninstall the following mods in UMM, if they're present: WE6-981 and WE6SIM,
  4. Drag and drop both Catenary-DC.zip and 2WE3CCL.zip into UMM.
    The first file contains simulation code and catenary, the second is locomotive model itself. Both are required.
  5. It's strongly recommended to read the operating manual. The control scheme and operation of the locomotive are different from vanilla diesel and battery electric.

Usage and spawning

The locomotive is currently set to appear at FF, SM, IME and CME. The parking sidings at SM and FF are unelectrified, so using another locomotive or the jogging mode is required there.

Electricity price in career is set to $10/kWh by default. It can be changed in mod options.

When spawning the locomotive in sandbox via the radio, make sure that units A and B are facing in the same direction and the arrow "front" of unit B is touching the arrows "back" of unit A. The order in which units are spawned doesn't matter: it's possible to bring in unit B first, then A and vice versa.

The debug version Catenary-DC-debug.zip includes an infinite power cheat, toggleable in mod settings. When enabled it allows the locomotive to run anywhere on the map. However it doesn't disable electricity costs.

Other limitations

This mod is incompatible with VR and multiplayer, as the author doesn't have means to do proper tests in either. It also won't work properly with Double-Tracked Valley, as double tracked mainlines have to be redone manually.

Only 2 lines are electrified at the moment: SM-HB with a short FM-SM branch and CP-FF-IME/CME with a short downhill branch towards SM. The flat section between OWN and SM is not electrified. Most of HB, excluding C2-I and thorough lines in E and G yards is also not electrified yet.

The height of the locomotive causes it to clip through water standpipes and chutes at SM and IME. The collision with them is not enforced and players are free to ignore these.

The catenary has no hitboxes to both help with performance and permit players to throw switches obscured by poles via radio.

There are interior pop-ins when crossing units.

Gadgets which directly control a locomotive, such as amp limiter or overheat protector, are not compatible. Neither is "Start-up" function of the comms radio.

An installed inclinometer gadget shows 1-2° lean forward on a level track.

Some details, like physical horns, sand pipes, bogie centering devices and underframe air ducts, are missing.

Whistle levers can only be operated with a mouse.

For debugging purposes pantograph wear is tracked separately as a "mechanical powertrain". It'll be merged into electrical later.

Included files

  • Catenary-DC.zip - contains catenary and simulation code. Do not install together with Catenary-DC-debug.zip,
  • Catenary-DC-debug.zip - debug version with logging and omnipresent power cheat. Do not install together with Catenary-DC.zip,
  • 2WE3CCL.zip - locomotive model,
  • 2WE3_manual.pdf - operating manual.

v2.2.0 - SM-HB extension stage 1

Choose a tag to compare

@Knsgf Knsgf released this 30 Jul 16:19

SM-HB extension and minimally viable electrification of HB station.

Installation

  1. Install Unity Mod Manager (UMM),
  2. Install Custom Car Loader (CCL) and its prerequisites,
  3. Uninstall the following mods in UMM, if they're present: WE6-981 and WE6SIM,
  4. Drag and drop both Catenary-DC.zip and 2WE3CCL.zip into UMM.
    The first file contains simulation code and catenary, the second is locomotive model itself. Both are required.
  5. It's strongly recommended to read the operating manual. The control scheme and operation of the locomotive are different from vanilla diesel and battery electric.

Usage and spawning

The locomotive is currently set to appear at FF, SM, IME and CME. The parking sidings at SM and FF are unelectrified, so using another locomotive or the jogging mode is required there.

Electricity price in career is set to $10/kWh by default. It can be changed in mod options.

When spawning the locomotive in sandbox via the radio, make sure that units A and B are facing in the same direction and the arrow "front" of unit B is touching the arrows "back" of unit A. The order in which units are spawned doesn't matter: it's possible to bring in unit B first, then A and vice versa.

The debug version Catenary-DC-debug.zip includes an infinite power cheat, toggleable in mod settings. When enabled it allows the locomotive to run anywhere on the map. However it doesn't disable electricity costs.

Other limitations

This mod is incompatible with VR and multiplayer, as the author doesn't have means to do proper tests in either. It also won't work properly with Double-Tracked Valley, as double tracked mainlines have to be redone manually.

Only 2 lines are electrified at the moment: SM-HB with a short FM-SM branch and CP-FF-IME/CME with a short downhill branch towards SM. The flat section between OWN and SM is not electrified. Most of HB, excluding C2-I and thorough lines in E and G yards is also not electrified yet.

The height of the locomotive causes it to clip through water standpipes and chutes at SM and IME. The collision with them is not enforced and players are free to ignore these.

The catenary has no hitboxes to both help with performance and permit players to throw switches obscured by poles via radio.

There are interior pop-ins when crossing units.

Gadgets which directly control a locomotive, such as amp limiter or overheat protector, are not compatible. Neither is "Start-up" function of the comms radio.

An installed inclinometer gadget shows 1-2° lean forward on a level track.

Some details, like physical horns, sand pipes, bogie centering devices and underframe air ducts, are missing.

Whistle levers can only be operated with a mouse.

For debugging purposes pantograph wear is tracked separately as a "mechanical powertrain". It'll be merged into electrical later.

Included files

  • Catenary-DC.zip - contains catenary and simulation code. Do not install together with Catenary-DC-debug.zip,
  • Catenary-DC-debug.zip - debug version with logging and omnipresent power cheat. Do not install together with Catenary-DC.zip,
  • 2WE3CCL.zip - locomotive model,
  • 2WE3_manual.pdf - operating manual.

v2.1.4 - less bouncy pantographs

Choose a tag to compare

@Knsgf Knsgf released this 29 Jul 14:10

Installation

  1. Install Unity Mod Manager (UMM),
  2. Install Custom Car Loader (CCL) and its prerequisites,
  3. Uninstall the following mods in UMM, if they're present: WE6-981 and WE6SIM,
  4. Drag and drop both Catenary-DC.zip and 2WE3CCL.zip into UMM.
    The first file contains simulation code and catenary, the second is locomotive model itself. Both are required.
  5. It's strongly recommended to read the operating manual. The control scheme and operation of the locomotive are different from vanilla diesel and battery electric.

Usage and spawning

The locomotive is currently set to appear at FF, SM, IME and CME. The parking sidings at SM and FF are unelectrified, so using another locomotive or the jogging mode is required there.

Electricity price in career is set to $10/kWh by default. It can be changed in mod options.

When spawning the locomotive in sandbox via the radio, make sure that units A and B are facing in the same direction and the arrow "front" of unit B is touching the arrows "back" of unit A. The order in which units are spawned doesn't matter: it's possible to bring in unit B first, then A and vice versa.

The debug version Catenary-DC-debug.zip includes an infinite power cheat, toggleable in mod settings. When enabled it allows the locomotive to run anywhere on the map. However it doesn't disable electricity costs.

Other limitations

This mod is incompatible with VR and multiplayer, as the author doesn't have means to do proper tests in either. It also won't work properly with Double-Tracked Valley, as double tracked mainlines have to be redone manually.

Only 2 lines are electrified at the moment: a short FM-SM route and CP-FF-IME/CME with a short downhill branch towards SM. The flat section between OWN and SM is not electrified.

The height of the locomotive causes it to clip through water standpipes and chutes at SM and IME. The collision with them is not enforced and players are free to ignore these.

The catenary has no hitboxes to both help with performance and permit players to throw switches obscured by poles via radio.

There are interior pop-ins when crossing units.

Gadgets which directly control a locomotive, such as amp limiter or overheat protector, are not compatible. Neither is "Start-up" function of the comms radio.

An installed inclinometer gadget shows 1-2° lean forward on a level track.

Some details, like physical horns, sand pipes, bogie centering devices and underframe air ducts, are missing.

Whistle levers can only be operated with a mouse.

For debugging purposes pantograph wear is tracked separately as a "mechanical powertrain". It'll be merged into electrical later.

Included files

  • Catenary-DC.zip - contains catenary and simulation code. Do not install together with Catenary-DC-debug.zip,
  • Catenary-DC-debug.zip - debug version with logging and omnipresent power cheat. Do not install together with Catenary-DC.zip,
  • 2WE3CCL.zip - locomotive model,
  • 2WE3_manual.pdf - operating manual.

v2.1.3 - workaround for Skin Manager

Choose a tag to compare

@Knsgf Knsgf released this 26 Jul 16:19

Workaround for Skin Manager not handling reskinned interior lights properly.

Installation

  1. Install Unity Mod Manager (UMM),
  2. Install Custom Car Loader (CCL) and its prerequisites,
  3. Uninstall the following mods in UMM, if they're present: WE6-981 and WE6SIM,
  4. Drag and drop both Catenary-DC.zip and 2WE3CCL.zip into UMM.
    The first file contains simulation code and catenary, the second is locomotive model itself. Both are required.
  5. It's strongly recommended to read the operating manual. The control scheme and operation of the locomotive are different from vanilla diesel and battery electric.

Usage and spawning

The locomotive is currently set to appear at FF, SM, IME and CME. The parking sidings at SM and FF are unelectrified, so using another locomotive or the jogging mode is required there.

Electricity price in career is set to $10/kWh by default. It can be changed in mod options.

When spawning the locomotive in sandbox via the radio, make sure that units A and B are facing in the same direction and the arrow "front" of unit B is touching the arrows "back" of unit A. The order in which units are spawned doesn't matter: it's possible to bring in unit B first, then A and vice versa.

The debug version Catenary-DC-debug.zip includes an infinite power cheat, toggleable in mod settings. When enabled it allows the locomotive to run anywhere on the map. However it doesn't disable electricity costs.

Other limitations

This mod is incompatible with VR and multiplayer, as the author doesn't have means to do proper tests in either. It also won't work properly with Double-Tracked Valley, as double tracked mainlines have to be redone manually.

Only 2 lines are electrified at the moment: a short FM-SM route and CP-FF-IME/CME with a short downhill branch towards SM. The flat section between OWN and SM is not electrified.

The height of the locomotive causes it to clip through water standpipes and chutes at SM and IME. The collision with them is not enforced and players are free to ignore these.

The catenary has no hitboxes to both help with performance and permit players to throw switches obscured by poles via radio.

There are interior pop-ins when crossing units.

Gadgets which directly control a locomotive, such as amp limiter or overheat protector, are not compatible. Neither is "Start-up" function of the comms radio.

An installed inclinometer gadget shows 1-2° lean forward on a level track.

Some details, like physical horns, sand pipes, bogie centering devices and underframe air ducts, are missing.

Whistle levers can only be operated with a mouse.

For debugging purposes pantograph wear is tracked separately as a "mechanical powertrain". It'll be merged into electrical later.

Included files

  • Catenary-DC.zip - contains catenary and simulation code. Do not install together with Catenary-DC-debug.zip,
  • Catenary-DC-debug.zip - debug version with logging and omnipresent power cheat. Do not install together with Catenary-DC.zip,
  • 2WE3CCL.zip - locomotive model,
  • 2WE3_manual.pdf - operating manual.