The individual who owns Skookum is Chris Baldo, who is the Trainmaster at the Roots of Motive Power Museum in Willits, CA. She was brought to the Oregon Coast Scenic Railroad in Garibaldi, OR in 2014 for restoration, following Chris's purchase of Skookum from the previous owner. Restoration was completed in 2018, with the first public run in March 2019. Skookum ran on the OCSR for about a month, but Chris Baldo wanted to bring her to Willits. She was moved to Niles Canyon in April 2019, and as you said ran there for a couple years. Her home at Niles Canyon is a temporary one, awaiting the final move to Willits if and when that happens. It's honestly a bit of a shame that Skookum left the Oregon Coast, since she fit in so well there and OCSR crews had put in all the work to successfully restore her back to operation.
I have got to see Columbia River Belt Line #7 “Skookum” visiting the Niles Canyon Railway in Sunol, California back in October 2020 and October 2021, since I live not too far away from the town from my home city San Jose, California.
Man in my opinion i wouldve thought the actual devs wouldve added something like this - not saying i dont love the mods but - i just feel like we need alot more content
They're always working (holidays excluded Lol). Remember, there's a LOT of back-end stuff that needs to get done first before we can be blessed with more trains!
This is one engine I could not believe wasn’t in the game when it came out. If any articulated locomotive makes sense for this game it’s this one. Kinda wanna do a little river railroad play through using only this locomotive and the little pacific. Both of those engines ran on the little river railroad originally. Ironically both have spent more time operational under other ownership. The pacific because it’s been in service pulling excursions since like the 70s here in Michigan and this one because it didn’t work well on the little river railroad.
It’s an issue with articulated locomotives in Railroader, since the game isn’t designed to support two sets of driving wheels on a single frame. There are some little tricks modders have to pull to make it work, and that can make the traction on them a little iffy. It was an issue with the H9 too for a while.
@barrel6468 yeah I read that it was an issue before for the h6 too. I've got both that engine and this one and neither of them have wheelslip in my game. I'm just wondering if there was a setting I had to enable because I've seen others wheelslip with single driver set locomotives like the ten wheeler
The H-6's front set slipped because of low adhesion, below 4.0 Factor of Adhesion slippage is possible in game. The Skookum as far as I know only puts down power on the front set, currently sitting on 2.7 Factor of Adhesion on it. But it IS one engine only. Which, is a bit concerning seeing as there are multiple articulateds in the works (Also, the H-6 is a better engine code-wise while the Skookum's code is... very poorly organised)
I can’t figure out how to install this. I followed the instructions on the mod and used the mod manager and it didn’t work. I then tried to put it into the asset folder and that didn’t work either.
Me too! Guess it's a big secret on the exact order of steps to get this engine in the game. That is why UMM sucks, waaay to complicated to use unless you are very computer savvy. RailLoader is much easier to work with...
So I tested the engine out myself.. and found it was a disappointment. Even with a tractive effort increase and tender swap (which couldn't be done because the engine would just de-render for some reason) it would only go up to 40 thousand pounds of effort, which.. for the Kassa-Oderberg, is woefully inadequate. For comparison, that's as strong as the D51 2-8-2 from the Japanese mod. The weakest locomotives on the roster outside of the light service examples are minimum 55 thousand effort.
Nice locomotive big double drivers nestle in a baby size package, I'm still not a fan of big steam. Out of all the steam engines that can be added give me a Camelback or a 4-6-4 Tank engine or even a bigger Shay engine that's my Jam. Still waiting for the Devs to add Building Structures into the game as they original said that's why the game was held back before 3 months of releasing but still released as is and we still have nothing. It sure shows that players in the last 2 months have moved on already when you look at the player count ratings on steam for how many players play on average in a month under 1000 isn't a good sign and on Twitch Nobody is streaming it anymore, simply Tell's you that your game needs more content because what's out there surely isn't enough, reasons why I still say they need to add Ashville onto the line and maybe some earlier Diesels would spark a fire with players. Let's face it you can only run that 56-mile-long Murphy Branch line only so many times until your so bored of playing it and that's exactly what happened. Maybe starting a Whole new location right now will sustain the game for a bit as players will get back into it, otherwise I see this game dropping off the side of the earth to never return, just speaking honest. What do you think ?
The individual who owns Skookum is Chris Baldo, who is the Trainmaster at the Roots of Motive Power Museum in Willits, CA. She was brought to the Oregon Coast Scenic Railroad in Garibaldi, OR in 2014 for restoration, following Chris's purchase of Skookum from the previous owner. Restoration was completed in 2018, with the first public run in March 2019. Skookum ran on the OCSR for about a month, but Chris Baldo wanted to bring her to Willits. She was moved to Niles Canyon in April 2019, and as you said ran there for a couple years. Her home at Niles Canyon is a temporary one, awaiting the final move to Willits if and when that happens.
It's honestly a bit of a shame that Skookum left the Oregon Coast, since she fit in so well there and OCSR crews had put in all the work to successfully restore her back to operation.
Kid:mooom! I want a big boy!
Mom: no son,we have one at home.
big boy at home:
I like my at home big boy, wouldn't dream of replacing her/him 😊🙂🚂
Real
Holy crap! Those were the Mud Bay logging company locomotives that ran through my property in Olympia. I guess I have to get this mod...
I have got to see Columbia River Belt Line #7 “Skookum” visiting the Niles Canyon Railway in Sunol, California back in October 2020 and October 2021, since I live not too far away from the town from my home city San Jose, California.
Man in my opinion i wouldve thought the actual devs wouldve added something like this - not saying i dont love the mods but - i just feel like we need alot more content
They're always working (holidays excluded Lol). Remember, there's a LOT of back-end stuff that needs to get done first before we can be blessed with more trains!
This is one engine I could not believe wasn’t in the game when it came out. If any articulated locomotive makes sense for this game it’s this one. Kinda wanna do a little river railroad play through using only this locomotive and the little pacific. Both of those engines ran on the little river railroad originally. Ironically both have spent more time operational under other ownership. The pacific because it’s been in service pulling excursions since like the 70s here in Michigan and this one because it didn’t work well on the little river railroad.
that is a really cool loco love the detail on it done a awesome job
Bell is an air ringer it use a air cylinder to swing
Jolie! Merci du partage! Stéph.
Thats freaking cool i never expected to see that!
I love logging locomotives like this
i actually got to see skookum passing through red bluff ca when she was being transported by road to the Niles canyon rr
That thing has been an absolute nightmare in preservation.
How so? Is it due to the custom parts required?
@@weylinwest9505 Custom parts are a requirement on any steam locomotive. Skookum is just especially cantankerous.
In Skookum we trust.
Build this locomotive in HO scale and I'll buy!
Wonder how long before Hyce gets ahold of this😂
LETS GGGGOOOOO
How'd you get the engine to have wheelslip? I've never been able to get any engine to slip and I slam the throttles to max
It’s an issue with articulated locomotives in Railroader, since the game isn’t designed to support two sets of driving wheels on a single frame. There are some little tricks modders have to pull to make it work, and that can make the traction on them a little iffy. It was an issue with the H9 too for a while.
@barrel6468 yeah I read that it was an issue before for the h6 too. I've got both that engine and this one and neither of them have wheelslip in my game. I'm just wondering if there was a setting I had to enable because I've seen others wheelslip with single driver set locomotives like the ten wheeler
The H-6's front set slipped because of low adhesion, below 4.0 Factor of Adhesion slippage is possible in game.
The Skookum as far as I know only puts down power on the front set, currently sitting on 2.7 Factor of Adhesion on it. But it IS one engine only.
Which, is a bit concerning seeing as there are multiple articulateds in the works
(Also, the H-6 is a better engine code-wise while the Skookum's code is... very poorly organised)
How did you get the wheels to slip? Is that just in the game?
I can’t figure out how to install this. I followed the instructions on the mod and used the mod manager and it didn’t work. I then tried to put it into the asset folder and that didn’t work either.
Me too! Guess it's a big secret on the exact order of steps to get this engine in the game. That is why UMM sucks, waaay to complicated to use unless you are very computer savvy. RailLoader is much easier to work with...
@ For me the majority of UMM mods are literally just a few clicks and it’s done. It’s harder to put a mod file in the asset folder.
Can you include “New loco mod” in the description keeps making me sad seeing mods instead of actually new locos in game
So I tested the engine out myself.. and found it was a disappointment. Even with a tractive effort increase and tender swap (which couldn't be done because the engine would just de-render for some reason) it would only go up to 40 thousand pounds of effort, which.. for the Kassa-Oderberg, is woefully inadequate. For comparison, that's as strong as the D51 2-8-2 from the Japanese mod. The weakest locomotives on the roster outside of the light service examples are minimum 55 thousand effort.
Nice locomotive big double drivers nestle in a baby size package, I'm still not a fan of big steam. Out of all the steam engines that can be added give me a Camelback or a 4-6-4 Tank engine or even a bigger Shay engine that's my Jam.
Still waiting for the Devs to add Building Structures into the game as they original said that's why the game was held back before 3 months of releasing but still released as is and we still have nothing.
It sure shows that players in the last 2 months have moved on already when you look at the player count ratings on steam for how many players play on average in a month under 1000 isn't a good sign and on Twitch Nobody is streaming it anymore, simply Tell's you that your game needs more content because what's out there surely isn't enough, reasons why I still say they need to add Ashville onto the line and maybe some earlier Diesels would spark a fire with players. Let's face it you can only run that 56-mile-long Murphy Branch line only so many times until your so bored of playing it and that's exactly what happened.
Maybe starting a Whole new location right now will sustain the game for a bit as players will get back into it, otherwise I see this game dropping off the side of the earth to never return, just speaking honest. What do you think ?
I too, would love a large Shay.