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Features

  • Gravity and rolling resistance
  • Energy-based fuel usage
  • Mass, power, and tractive-effort simulation
  • Dynamic safe speed on curves
  • Multiple engines distributed across a train

The physics model rewards realistic track layouts. Tight curves, abrupt slopes, and short S-bends can require substantially lower speeds than broad railway curves.

Supported engines

Create's Steam Engine is supported directly. Optional block recognition is provided for engines and motors from:

  • Create: Crafts & Additions
  • Create: Diesel Generators, including modular and huge engines
  • Create: Electro Energetics
  • Create: Power Grid
  • Create: The Factory Must Grow

An engine block must be in the create_train_physics:train_motor block tag. Modpack authors can merge additional blocks into that tag with a datapack. For example:

{
  "values": [
    {
      "id": "examplemod:locomotive_engine",
      "required": false
    }
  ]
}

Steam 'n' Rails handcars are handled as hand-powered vehicles and should not be added to the motor tag.

Configuration

The common configuration is written to config/create_train_physics-common.toml.

  • enginePower is the nominal power of each tagged engine, in kW.
  • fueledEnginePower is the power of each ordinary engine while fuel is available, in kW. It defaults to the same value as enginePower.
  • requireFuel controls whether ordinary fueled engines may produce traction without fuel. C:EE electrical availability is checked separately.
  • automaticHandbrake applies a dead-man/parking brake to unattended trains and holds automatic trains at a requested stop, including red signals.

Power from every carriage is added together. More engines improve acceleration and can raise the drag-limited maximum speed until the train reaches Create's configured speed cap. Engine count does not raise the safe speed of a curve.

Create: Electro Energetics

All 16 colors of C:EE electric motor are recognized through C:EE's own electroenergetics:train_electric_motor tag. A motor contributes traction only while C:EE reports usable train power: a live electrical connection, stored accumulator charge, or a creative train power source. Merely placing an electric motor on the train is not sufficient when its electrical supply is unavailable.

C:EE is the only optional electricity mod whose live train supply is currently validated. Power Grid, TFMG, and Crafts & Additions blocks are recognized as configurable engine blocks, but those mods do not expose an assembled-train power API; their stationary network state is therefore not inferred.

When C:EE is installed, an automatically enabled built-in resource pack silences its loud default GTO async, async_decay, async_rise, and p15 traction layers. The general wind_static and wind_rise movement ambience is left unchanged. A higher-priority user resource pack can still replace these files.

Q&A

How do I make a train run?

Place at least one supported engine block on the train. Ordinary tagged engines follow requireFuel; C:EE train motors always require power reported by C:EE.

How do I make a train faster?

Add more engines. Their power is cumulative, but Create's server speed limits and the safe speed of the current curve still apply.

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