NEW LOCO! - USRA H6 Mallet |
Вставка
- Опубліковано 2 лис 2024
- Next stop articulation station.
We've now got the 2-6-6-2 in Railroader, the H6 variant delivered to the C&O and used heavily hauling coal, 2 of which were preserved including the well know 1309 at its new home in Western Maryland.
We'll take a look at the mod, go over how to the use it - the usual...
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H6 mod:
www.nexusmods....
Railroader:
store.steampow...
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for a first time modeler, this is pretty impressive.
the workaround to place the entire loco isn't difficult if a little involved. hopefully the Railroader Devs have articulated loco's in plan that can be placed in one piece soon.
a number of the Mallet's were built to use Anthracite Coal which does have a different texture to the coal used by most other engines. no fault for funky looking coal!
while the current model is likely best on the more level parts of the map, these units really were at home on the big grades slogging it out pulling tonnage freight over not straight track and 2 percent plus hills.
The promotional video showed and said they are pretty good all rounders.
I have hope for Railroader to keep getting better. This looks good.
Ran some tests with it on Red Marble and managed to start a little over 500 tons behind the tender drawbar on the 4.5% stretch. It'll keep crawling, but if you manage it well, it won't stall.
Yea that’s about what I had in my run as well. 880 tons total, used about 12 tons of coal and water to get from Nantahala to topton.
If you have not updated the mod do it as it fixes the wheel slip so no more stalling on red marble
@@Porter_9 Yeah, I did some new tests with it on Red Marble and managed to pull more weight behind the tender. So far, I had it start 9 loaded tank cars on the 4.5% stretch. 531 tons worth of cars, 948 tons total consist weight.
Prototypically they were designed to run coal drags through the mountains of WV. In revenue service they often would not see speeds faster than 25 MPH. Prototypically the H6 should run between Bryson and Andrews with drag freights. NOT between Sylva and Bryson with fast freights.
That's what I'm saying
the red valves on the smoke box looks like evil red eyes
😡
I'm reading your tender and thought I had to many beers already lol
Also I know the list of what players are asking modders for is growing but Union 0-10-2. I'd pay 20 bucks for that lol
An update has dropped!!! The front engine works and the engine those not slip anymore.
You can play with the json file to make it actually work but you need to fill the pilot with water and coal, mu/cut-in with sandbox mode and you'll get the 100k+ tractive effort.
I’ve been playing with this in my company game save and I love it. Of course I numbered it to 1309
The Mod was updated to allow AI usage and both set of drive wheel also work, there is also more crazy wheel slip. There was also a few other updates to the mod check for V1.1 to more detail
1.1 is out and has a bunch of fixes and tweaks included. AI and wheelspin seems to be fixed.
awesome loco very powerful
Gonna look at the big 101 expert thing TSW 4 releases? Heard it was a banger lol, tried it out myself and golly it’s a big hit imo…
Thanks for sharing this! What whistle is that?
Hopefully something gets done with the game so the articulated engines work properly
comes out on my first day of vacation 😂
Just needs a bit darker texture on the running gear. Nearly white looks a little too out of place.
What whistle pack is that from
this needs redesigned, I still have better performance with the F-71 in just about every test I did
Mainly because of its weight, a whopping 417 tons with a full tender, holding back some of its pull, tho the H-6s really are quite heavy. The F-71 only weighs 289 tons with a full tender. That, combined with its 71,100 lbf tractive effort, makes it an excellent puller. It can literally conquer Red Marble with just over 600 tons behind the tender drawbar with a full tender.
@@bigben9337 Update for it dropped. It's no longer slippery, improving how much it can pull.
@@09JDCTrainMan Even with manually increased tractive effort of 81200 lbf i found that the f-71 basically has the same performance, while having 10000 lbf less tractive effort. How can this be? Does the lower weight of the f-71 make such a difference? Going up the grade between barkers and cowee both the h-6 and f-71 pull 6000 tons with a sw-1 helper at the rear at the same speed of 10 mph. Seems kinda weird.
@Sweetw4ter It does sound weird. But I think locomotive weight does play a role in how much they can pull at the drawbar. I compared how much the Berk and C-55 could pull up Red Marble, and the C-55 managed to pull one more loaded tank car than the Berk despite its lower tractive effort. Tho the Berk does pull more total consist weight, which includes the weight of the locomotive and tender. With full tenders, the C-55 is only 225 tons, and the Berk is nearly twice that, at a tremendous 435 tons.
Quick question how do you install this mod I’ve tried it dozens of times with unity mod manager and the zip files and it still dose not work it says files are not supported.
Thank you
It's not UMM supported yet. It'll be updated to support it soon.
Chesapeake and Chohio
Is this available on Xbox One?
Cannot get it to install
same, cant get it to open through railloader or unity
@@trainnerd25 so there's a read me file in there. It tells you how to install it
yep, it’s literally a drag and drop install.
@FanRailer yeah I just couldn't figure out which file went in where until i read the readme
since when does Railroader have wheelslip?
It doesn't, it's just the mod
It always had it, the adhesion ist just so strong that you dont notice it on vanilla locos. This mod in the 1.0 version has a very weak factor of adhesion, thus wheelslip occours. In the 1.1 version factor of adhesion was increased so wheelslip is less of an issue.
Real bummer it cant be controlled by ai properly, makes it kinda useless for singleplayer for me :(
I've found if you get it up to about 10mph before activating the AI it will be able to manage with a lot less wheelslip. That means you have to manually start every time it stops, but you can at least have it go place to place via AI
1.1 is out and the patch notes say it fixed the AI issues. Updating it now myself to check it out.
@@wesw9586 thanks for the info :)
@@Sweetw4ter yeah, it seems to be working pretty well now. Even does ok with BeeMans dynamic weather on.
Have you ever thought about trying Trainz? So much 3rd party content
you can also just money cheat it
Please explain