THE BIG DIESEL! We finally get the DE6 in DV! | Derail Valley Career Ep. 18
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- Опубліковано 7 лют 2025
- Big train! Big. Big train.
Merch: hyce.creator-s...
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For what its worth, the range of travel for the train brake valve is set so that you can exercise the valve over the full range from a fixed camera position that can also see out the front, without having to rotate the camera to get the handle in view when it's in the released position. The idea is that you should be able to find a camera angle where you can enter mouse control mode (with Alt), lock the camera, and do a whole haul without having to move. Compromises are necessary for convenience of gameplay on a flat screen with keyboard & mouse.
Brake hoses occasionally not spawning in properly is indeed a long-standing bug that we've not been able to track down yet.
re: transition
Spinning traction motors act as generators, which should be familiar from how they are used for dynamic braking. What's not immediately obvious is they act as generators *all the time*, even when being used as motors to produce torque. They generate voltage that acts counter to the voltage applied to them, the so-called "back EMF." When the generated back EMF from the traction motors equals the applied voltage from the main generator, no more current flows and no more torque is delivered from the traction motors. To counteract this, as speed builds the generator needs to apply additional voltage to the motors to maintain steady current. Adjusting the generator output voltage is the job of the Load Control section of the engine governor and related components in the electrical cabinet.
This works only to a point, because the generator itself has a maximum rated voltage it can provide without Bad Things happening, specifically excessive arcing at the commutator brushes. Suppose you have 2 traction motors connected in series, and at a given speed the back EMF from those motors is 200 V. The voltages add, so the generator output is fighting against 400 V. When the same motors are reconnected in parallel, the voltages do not add anymore, but the currents do. The generator now only has to overcome 200 V of back EMF, but must provide twice the current.
Since the generator and the wiring leading to it also have current limits, you can't always operate in this parallel mode if you want to be able to push maximum current through the motors and deliver maximum torque. With the two motors in parallel, to push 1500 amps through each motor, you need to have 3000 amps flowing through the generator. When the system changes the electrical connections the current and voltage going through an individual traction motor is unchanged, but how the currents and voltages from each motor add to each other as the flows converge back to the generator does change.
As another commenter mentioned, there is also the ability to weaken the magnetic fields of the traction motors by connecting bypass (or "shunt") resistors. This reduces the back EMF each traction motors generates, which has the similar effect of reducing the voltage the generator has to put out to maintain the same current flow. It also reduces the torque from each motor, but at these higher speeds you're limited by the power output of the diesel engine anyway so the loss in torque is an acceptable tradeoff.
Early 6-axle EMDs started in so-called "series" mode (actually 2 groups in parallel, with each group composed of 3 traction motors in series) and would transition to "series-parallel" mode (3 groups in parallel each of 2 motors in series). Later models added full-parallel stages. The SD24 could undergo transition as many as 15 times including the various stages of traction motor field shunting before reaching maximum speed.
In summary: at low speeds the electrical configuration is set up to minimize the *current* the generator has to handle, and at higher speeds the electrical configuration is changed to minimize the *voltage* the generator has to handle.
Hyce: "Listen to this" *loud guitar plays*
Me: Ahh yes- the Guitar contact
Hyce: "It underwent transition again?"
DE6: "This isn't even my final form!"
It's MA'AM!
The pure joy of Hyce when the engine went into transition was contagious. The devs have put so much unneeded detail for us train nerds that most people simply wouldn't care about. Massive props to the team.
Imagine that, a Kenosha-free episode! I love how happy Hyce gets when he discovers some cool niche thing that the devs of this game actually simulated correctly. Makes me wish I could play it but alas, my computer lacks the horsepower.
7:41 Hyce. Get the handcar. Your f key will thank you and you can use it to easily line switches. It only costs $5000 to unlock and you can crash, derail, retail, clear, and spawn it all you want.
Where can you get the handcar?
Doesn't handcar spawn have a cost on realistic?
@@justaguycalledjosh No, it is the only work car to have no cost. I would know, I have derailed it like 500 times by surpassing 100 km/h speed limits 😅
Editing note: at about the 15min mark, Hyce is asking us to listen to something but I wasn't able to hear it because the music was too loud.
I could hear it (once I knew what I was listening for), but I agree, the music should've been cut out or reduced there.
I feel like the music is too loud in all his videos. His Derail Valley videos anyways.
You don’t like banjo 😀
In this episode:
A man swears at a handbrake.
Realistic gameplay features.
AND Hyce forgets the slug exists.
All on this episode of Bottom Gea-
Hyce's Beard
20:00 I am by no means a dev of any game, but I am a software engineer, and I have seen similar things in other games. It looks like some features of rolling stock might unload or de-render to save resources or simplify physics calculations. I have seen things like this before when large numbers of dynamic objects are used together. It's only a bug because you noticed, and it got in your way. This could also be the reason you sometimes have trouble finding the bleed valves for the brake cylinders.
To Hyce,
ES&D CDO
Fees and fines cost before the end of your shift is 29,852.32
We appreciate it if you do maintenance on your locomotive.
Derail Valley Debt Collector,
John Doe
Is this before or after tax?
@@TrainBanditI doubt the ES&D pays taxes, something tells me they don’t
@@TrainBandit tax is paid under the table
@@Johndoe-jd shhh
Are you going to collect his debt for the air hose too?
"get a DE2 and MU it saddest little helper" the slug: am i a joke to you XD
Well, is the slug even there?
he has bought it
I’m screaming at my screen SLUG
Welp this confirms that he completely forgot about the slug
@@RM43 until about 3 quarters the way through the video
We finally got the full DE6. Last time we got a choo choo, it was missing half of the engine.
I am curious?
@@stefmartens7945slug
@@stefmartens7945The -E6 slug. It's the DE6 drive train, but with none of the driver or diesel parts.
Yeah, of all things with the DE6, I always loved that they modeled transition... more or less spot on, too.
SD40-2's do upward transition at about 23 mph. Backwards transition happens at about 18 mph. On the SD40-2, the Transition Settings is controlled by "E/I" which means Main Generator Voltage/Main Generator Current. The TR11/12 Module receives a scaled down MGV and MGA signal that makes transition happen.
The older GE's used a speed input from the Axle Alternator and so does the new SD40-3 units CSX has to control Transition but EMD's use E/I.
Around 24:00 talking about transition, I know large industrial motors will sometimes have a star-delta pattern on how they start, and I don't remember exactly right off hand what that means but I think it's like you mentioned on how it handles the current or voltage to the motor. We have some 100 hp electric motors on National quintaplex water pumps (think similar to inline 5 motor, but with solid rods pumping water instead of pistons). Especially when one is running and the second has to start, they're immediately fighting 1500 psi or so. They'll run about 160 amps 480V 3 phase, but on initial start before the even really turn the display shows up to about 1200 amps for a second or so. After it gets running for a few seconds, there's an obvious, but not loud, clunk of a switch or relay changing over, and I'm pretty sure that's a star-delta starter.
You're correct indeed but that's if given locomotive has 3-phase AC motors. If locomotive has DC motors then it's transition from series to parallel. I don't know what good example of diesel-electric locomotive that has DC motors switching from series to parallel (possibly ST44 does that) but EU07 is example of electric locomotive that does that. It has 4 DC motors that are connected in pairs in series but those pairs can be either in series (to reduce current at low speed) or in parallel (to achieve higher top speed).
@@NAFTA2012 the amp gauge on the de6 says DC
@@AverageS2000Enjoyer Good point, I forgot about that detail.
Jesus, 100hp water pumps? I'm used to firefighting stuff, which can be up to like 2000gpm at around 150psi usually tops. I imagine a 100hp pump would vastly exceed that. Is this for like, nuclear power plant tier cooling applications? What sort of capacity does such a pump have?
Oilfield. The way the pumps themselves are set up will vary rate and pressure (one up and other down), but they're set up to move about 1800 barrels per day (1 bbl is 42 gal, so about 52.5 gpm) but at 1500 psi.
My main location has some called h-pumps (horizontal, sort of turbine style, and about 23 feet long) with 600 hp motors, and I've seen them move up to 13,000 bpd (379 gpm) at 1550 psi.
This is my traction-isms talking, not entirely sure if it applies to diesel traction motors, but in response to the bit at 24:10, the motors switch FROM series TO parallel. It’s because when you have two motors wired in series (one after the other) they’re sucking away current from each other, and as such, they go slower. In parallel, they get more current and can go faster. Again, not sure if this applies to diesels 100% or not, but it is true for the P&W Strafford interurban car I operate at the NYMT, and I assume other trolleys as well!
@Hyce & @TrolololGaming The second transition at higher speeds reminds me of good old polish electric 6 axle standard gauge locomotive called ET-22. 3kV DC from the grid, 3000kW continous power, 120t of mass, 125 km/h max speed.
And as all of our old engines- you don't have notches and a a lever- you have literally steering wheel from the car as a "throttle" 🤣
On first set of positions (That started basically from all of the resistors, followed by connecting less and less resistors up to a point of delivering power to traction motors directly from the grid) you have all 6 TM's connected in series.
Then you have "mid ground section" when two groups (3 engines tied up in series each) are connected parallel to each other.
And at high speed you will finally reach "all parrallel please, we have places to be!" level. So, the second transition in my mind is modeled to the game as that exact moment.
But wait! What if I say, that there are more potential BEANZ hidden in this ye ol'e eastern block machine? Interested? 😉
When running on whatever set (series, parallel or mixed) without resistors tied up to TM's you have mechanically unlocked a lever next to the "steering wheel". If I translate correctly it is a "shunter lever" or more technically correct term that I have found "field weakening lever". It basically reduces the field current of DC motor, by connecting resistors to it's field windings. By doing so it increases the rotation speed of the TM by the cost of weakening it's torqe output. So you have less beanz on the motors, but you are going faster.... so it is more beans at the end I guess? On a straight or downhill grade for sure!
Sadly I do not know if this whole contraption works in our old diesels. But they have steering wheel too, so the set of positions should be similar.
And at least some of four axle locomotives do not have this series-parallel stage so it might be confusing- but such as all of the nerdy details of railroading are 🤣
Older diesel electric, and fully electric locos, running on weird Soviet 3 kV overhead DC lines would do exactly all that. Modern DEs and 25-27 kV AC OL locos have 500 V, 3 phase induction motors, which would use star-delta starters: star being "series" and delta "parallel". The 5100 kW electric locomotives we have in Romania, the first one ever built here, under license from ASEA of Sweden, was first used in early 1965, and they all have 3 phase motors, and conceivably, by that time, the Swedish had already built and used them, so the technology has been around for a while. Fascinating machinery. Two massive air compressors that shake the ground when they start, and when the 3 massive cooling fans start in sequence, it sounds like a choir of fearsome angels of death. They're an experience.
29:04
Hyce: the TM temperature is hot
Also Hyce: let me just play with the lichts
the DE6 with slug can haul 1200 tons out the harbor without breaking sweat
i think he has completely forgot about the slug
Problem with the Slug in game is that it's Not in any shape or form realistic as to Real Life as it would have No problem with a mother unit push pulling anything on map FACT! Slug's can push pull 3times there weight overall, as their geared toque wise different as their soul purpose is to push pull Heavy Loads as standard locomotive. As most people don't know or forgot it was Steam Locomotives that FIRST used the word ""HORSEPOWER"" before Automobiles did FACT!, as James Watt developed the concept of Horsepower that later carried on by other's that made its way into Steam railroading as an advertisement to railroad builders that their Locomotives had more power than the previous loco's. A tactic or strategy used in hope to get more buyers, which payed off as it Worked and is used to this DAY!
@@BernieLomax-g8j saying FACT! Doesn't make you sound any smarter or believable. FACT!
@@BernieLomax-g8j wasn't the term "horsepower" first used to describe pullies? I mean yes steam engines used horsepower long before cars did, but still.
@@themanformerlyknownascomme777 it was generally used with heavy buggies using sled team style horse set ups. i think the most they ever used was 10 horses or 8 oxen with a Conestoga wagon. and then they used it with pulleys based on how much a horse can move going into semi advanced crane loading
The shunting job at 4:00 is peak variety. I don't think there are 2 cars with the same cargo on that
Every once in a while DW will drop these kinds of jobs. Super cool imo
1. 2 Import cars
2. TRAEG apparel
3. Novae apparel
4. NeoGamma apparel
5. TRAEG electronics
6. AAG electronics
7. Krugmann electronics
8. Novae electronics
9. AAG tooling
10. Brohm tooling
11.Sperex chemicals
Intermodal shipping is a hell of a drug
21:44 "Camptown Races" playing in the background here is a nice touch
I found a mod that makes all the jobs spawn neetly organized. Also you should have put the slug with it so you could put it in 8 and let it rip
I was always wondering why it seemed like the DE6 was "shifting gears" once up to speed. Thanks for clearing that up.
Hyce, yes load does drop during transition. Most I run transition at 25 mph for an SD40
Locomotive engineer here. Yes, you could absolutely tell when an engine made transition. Some of them were so rough that I was afraid that I was about to break a knuckle. I can’t remember if I ever actually got a knuckle from transition, but I remember being afraid of it. Knocked the windows open a few times.
Say Hyce, you know how Derail Valley is a horror game? Have you tried using the Diesel-Hydraulic’s bell in a tunnel? It’s not quite British TOWS terrifying, but it sure gets a whole new character!
about that "transition" around 24:00, if the traction motors are three phase AC motors as i know them they will "start" in a Star configuration. you could call that "series" as you did, even though thats a super crude way to say it. After the motors have spun up they would change over into a delta configuration. the star-delta starting procedure is a rather basic electric layout and common on most AC induction motors, particularily in older machinery. its simple, reliable, cheap but has its flaws
AC motors have a super high inrush current, so you start them up in star to limit the voltage over each coil. That increases the electric resistance of the motor and reduces the amperage it consumes. after a certain time or speed has been reached you switch over into Delta to get the maximum power from the Motor. a Motor in Star only has about half its ratet Shaft horsepower but a third of current
hope i didnt botch this description too much, i am an electrician but also german
Wait a second first a Bill & Ted ref and then we get a Spinal Tap ref?
( guitar riff) EXCELLENT!
Looks like you've got the locomotive to take on that load out of the steel mill that was the DE2 slayer.
I think they should add the cutout controls to the brake stands, the locomotives all try to supercede each other and it makes it hard to run funky setups
Crazy how well that thing ate the grade toward the machine factory. I took the DE2 with a significant load (train length 1, don't remember the tonnage) up that route and had to give it two shots to get up, the second successful attempt involving a ton of throttle dancing to not explode the traction motors.
Also the DE6 vents its dynos into the atmosphere instead of generating heat in the engine (like the DH4).
We had an ALCo C420, no numbers on the amp meter, colors green and yellow. Deep into the yellow, it had the numbers similar to EMD.
We also ran SD7/9's. You could stall burn the generator before you could hit the continuous ratings in certain cases. Otherwise, continuous was something like 4 mph.
24:05 I have to say, I never noticed that before, because I'm not a train expert, but I am an electric motor nerd, so for those who are curious, I'm going to share my two cents about what happened.
By "series" and "parallel", Mr. Hyce probably meant what's more commonly referred to as a star/delta configuration, but series/parallel is absolutely correct when speaking about the motor as a part in an electrical system or plan.
Why do we need Star-Delta?
Well, we don't necessarily *_need_* it, but it helps a lot to protect the parts, from the source (dynamo, battery, pantograph, and the power grid in general) to the inverter/VFD, to the motor itself from a significant in-rush current spike.
How does it work?
Just skimming the surface of it because the comment is already getting annoyingly long, it goes like this:
The motor gets started in a star configuration, where the voltage between any two phases powers two of the stator coils together in series. The electrical resistance of the individual coils adds up, which lowers the current and with it, the power of the motor but also the power losses through the heating of the coils, which also helps maintain a longer lifespan. When the motor has reached a certain speed, it is switched to a delta configuration. It's called that after the Greek letter, that resembles a triangle, and that's exactly how the coils are connected, and the power supply cables are connected to the 3 "vertices", to the connections between the coils. One coil has a lower resistance, which means it draws more current and creates a more intense magnetic field, so it also develops more torque in the rotor. Speed stays the same, depending on whatever frequency the current is at, but the power and torque more or less double.
Feel free to leave any questions in the replies. Honestly, I could talk about electric motors all day long 😄
I've seen the airhose thing in a 100% unmodified game. I think sometimes the hoses don't load fast enough and they will not spawn inside the players view. However as soon as you look away they usually spawn for me.
Ive 100% seen air hoses "fade in" as i teleported to them, unity's just doin its best lol
I know KCS when i worked there really wanted engineers to use dynamics over air. My understanding is the road foreman over the shreveport to new orleans would reprimand people for using air, unless you were literally stopping, since it's so flat.
Hyce.. My guy... For the LOVE of your KEYBOARD, GO GET THE HANDCAR. It's faster than teleporting, and you don't wreck your F key.
35:15 from what I read in the GP38 Maintenance manual i have; it transitions from Series Only, to Series-Parallel at low speed, and then from Series-Parallel, to Parallel Only at high speed.
TL;DR: if you want a nice big lash up of DE6s for PSR (Precision Scheduled Railroading) or heavy hauling a good place to look is the Machine factory not the Harbor, in spite of the fact that the Harbor has all the jobs and is well suited to PSR and Heavy hauls.
In my experience, Machine factory seems to have all of the DE6s in the game with 2 or 3 spawning at a time, despite tending to have some of the lighter jobs in the game. The Harbor, on the other hand, has the most diverse selection of locomotives in the game, but only one DE6 spawning in at a time if one spawns in at all. Personally I think it should be the other way around but that is just how things spawn in in this current build of the game.
Edit: Added TL;DR section.
DE6: Dutchman Engine 6 or Dunk Engine 6 you decide which you like best for Hyce. I can't wait to see you use the slug at some point and I would love to see it hooked up with the DE2 to see how fast the traction motors can spice up. I know they can be MU but I feel as though it's not ideal but that is the ES&D way of operation. Another great episode with many more on the way I know. Don't forget to use a random S282 wheel arrangement. I crave more chaos.
"see you in heaven, straight to eleven" *Kenosha starts playing*
Altfuture have that the DE6 is based on cut-nosed variants of the EMD G16, which uses the EMD 16-567C and are built with dual control stands
51:16 Hyce, I have an idea. Notch 11, send it to heaven!
Hey Hyce, the keyboard controls still work on controlling the locomotives in (and sometimes ontop) of the cab, so you can look and do things both at once still
Hey Hyce, Maybe you should try with out tieing on the brakes and see if you can make it to the shipper. Only brakes you have is from your freight train hook ups only or steam train. No hooking up to your freight cars. They have to be disconnect from your power movers. Hope that will be a nice challenge to try. But not sure if you try it all ready.
oh further race suggestion with kan. handcart race across the map! or perhaps better , start at the player home, handcart to the harbor then pick up a load to the same place , a race in two parts.
I about died when I heard Bill and Ted, keep up the movie quotes I love them.
our electric trains have 4 different motor field settings, if they were hooked up to a diesel engine it would be transitioning all the time. maybe the one in the game is like that as well. different field strengths, field and armiture in series, all motors in parallel, etc.
The DE6 with Hyce's logo just made my day hahahaha
"Not sure if the stars are out or it's dust on my screen"
"Dust......It's dust"
One freight bill counts 900 tons, and the other bill counts 200 tons. It is recommended that two sets of locomotives be connected in parallel, otherwise people will die when going uphill.
(The front end of this locomotive pulls about 1,000 tons, so it can’t be considered too good. You have to consider going uphill)
Race Idea: DH4 W/Remote. Have it push the load while you stand on the very front car and operate using remote only. ONLY allowed to enter cab to start the loco.
DE6 is so fun! Took like, 29 cars out of military base to harbor, and got like 300k when I delivered.
I love hauling the /CLASSIFIED/
Something that we’ve just noticed about the DE6 in this episode is that it sounds wrong. Like, it’s supposed to be a G22C or something like that, y’know vaguely an export SD38, and it’s even modeled with the twin exhaust ports on the long hood like a lot of Roots blown EMDs. But it’s making ying-yings like it’s got a turbo.
Didnt watch the last episode, but the fact that this episode starts at the MB is good. Oh nvm you left. Lookin' for the BOIS!
28:52
Whoa, we're half way there
Whoa oh, livin' on a prayer
Take my hand, we'll make it I swear
Whoa oh, livin' on a prayer
Livin' on a prayer
a DE6 and a DH4 are a mighty combo if you ever need a few more beanz, neither will do stupid overheating when you aren't looking and both have around the same top speed and don't slip easily
A DE2+Slug and a DE6 is a great combo as well. The DE2 has remote control capabilities and the slug will allow it to be at Full Throttle without wheels slip
29:00 In this video, Hyce discovers the locomotives do, in fact, have dim lights that could help visibility in fog!
If it's the current dropping, it would be parallel to series, if the current rises after transition, that would be series to parallel. In series, the same voltage would elicit lower amperage (as the resistance of 2+ motors in series is greater than 2+ motors in parallel). If a motor winding is (typical electric motor, not rail specific) between 0.8 and 8 ohms, two in series would be double that, and two in parallel would be half that. Keep adding/subtracting depending on the number of load devices in the system. Who knew the word "skirt" was actually onomatapoeia? Hyce did, apparently.
Hyce, I've done that exact scrap metal job before with the default SH282 steamer. It was interesting I'll give you that. Halfway into the run I had to go back and grab another loco to push me up a really steep bit, but fortunately for me, there happened to be the one locomotive you want in this situation, a DM3. Btw ya know how you said that the DM3 can pull the world? Well apparently, the DM3 can push the whole world as well. My favorite combo is an SH282 and a DM3 behind it for backup.
Hyce, my friend, did you forget about our lord and savior THE SLUG? Ya should've called that in and had the ultimate MacGyver of DE6 with slug!
Okay, you did not, you mentioned it later in the vide- _man, every time!!_
Just got this game yesterday. Learned just how heavy scrap is. 3 loaded cars, and my poor little DE2, could not climb that hill out of the harbor.
I'm not an expert on locomotives or anything like that but the way you described transition, it sounds like as the loco is starting out from a dead stop under load, the batteries/alternator (i remember you saying something in another video about something to do with batteries) running the traction motors are ran in series to allow them to pump more amperage into the traction motors, then once the train's speed and momentum equal out and there's not as much load on the alternator/batteries, they switch to running parallel to lighten the load on the electrical system.
My understanding of series and parallel is mostly around batteries so that's what made me think of that. Someone else can correct me.
Hyce , you can pair the DE6 with the DE6 slug for more shenanigans with the choo choo
"Cryo-oxygen's not really a splodey boy".
Bring it into contact with anything flammable (asphalt, vegetation, etc.) and the combination can be quite splodey. SpaceX had an incident a few years back where some equipment in one of the LOX tanks on a rocket was made of carbon fiber. It abruptly detonated and the upper stage of the rocket went from "fine" to "fireball tens of feet across" in a single frame or two of video.
Just talk to all the space geeks about how splodey LOX is.
I'm not a train engineer, but I am an electronics engineer.
I guess that at the start, the traction motors are connected in series to limit the amount of current. As the RPMs increase, current goes down, as well as the power output. This can be mitigated by switching two sets from series to parallel. This doubles the voltage on both sets, and doubles the current through each set, quadrupling their potential power output at higher RPMs, per the formula: P=I*U
Challenge mode: DE6+DE2 (for the loco remote) on the back of the train, S282 up front. Haul 2500 tons out of the harbor.
Yeah, I also find the DE6 to be "easy mode" because once it's going you don't really need to do anything.
Someone must have mentioned already but....
The path to the west of the machine factory has very little grade.
I use it regularly to haul massively over tonnage loads from iron ore west to the steel mill.
I have managed 900t with the 060.
It's one of my favorite things in this game to run a train at tonnage up grades and have to finesse the throttle to keep the train moving and traction motors (Or hydraulic fluid) cool
I very much appreciated your Bert Kreischer reference lol "I am the machine."
Also, do you think you could put the conductors and brakemen credit column double wide? It would let it scroll slower and the names actually be visible.
I will suggest that to Mick, lol!
@@Hyce777 Thanks Hyce you're the bomb!... Err I mean splodey boi? Lol
I am on a passenger car, in the years of a train shop. With trains running by. Fixing on this car, and watching these videos in the corner of my eye. Could it me more train? Btw for all you OSHA guys, it is on a separate track, that is only accessed by a rain on rails, I do not know what it is called. It is a linear version of the circular track changer.
derail valley should add a swtich control station at a few yards next to the office where you have a map with all the switches on it interactive to line it the direction you want
They should add mixed manifest trains and a type of shunting job that is sorting and building trains to different destinations
I switched my trusty 6 units of DE2 to DE6+Slug, essentially leaving out the rest of the engines. But my favorite is still DE2(i tried DH4 too) because I can actually see what I do.
Notch 8 dont be late, notch 9 all is fine, meanwhile casey Jones in the promise land of railroad heaven is always cranked to notch 11 XD
Personally I love running the DE6 in the A-B-A configuration with the slug. I also think they should've put a manual valve horn on the DE6, we have some around here and they're glorious.
you need to couple the slug up to the DE6 now id figure that be one hell of a hauler
Hyce breathes in........ yes I'd like my traction motors finely roasted with garlic.
I told you the turntable key controls, but it might actually been someone else telling you also ^^
I'm baffled how you and my friend react to this game's portrayal of trains.
Hyce: engine is backwards, switches not in right places, but it's ok, it's a game and I'm having fun.
My friend: Not exactly the same as reality. Now I'll do an agressive rant about that for 20 minutes or 10 long messages.
Ehen hyce says "engine's backwards" he means reversed from how we think of them in trucks and the like. For some reason thats just how EMD decided to mount the engines in their diesels
My main power for my trains is 3 DE6's, then midway through I have a DE6 with the slug as an additional power with a DE2 as a remote for it.
23:20 I love the enthusiasm and admiration in your voice :) But wait until you're at tonnage and it keeps transitioning up and down on a slope, then you'll curse it :P The transition takes long enough for the speed to fall too far back, at which point it transitions down again, accelerates, takes too long to transition up, transitions down, accelerates, takes too long to transition up, well, you get the picture :) It makes it up the hill (if it doesn't get much steeper), but it's annoying. You know it can go faster, if only the transition wouldn't take so long and/or the thresholds were a bit different.
"It only does 300 amps?" Incorrect. It caps at showing 300. I've gotten it as high as -500, but you need the driving UI to know the exact value. It's possible to get the negative amps under dynamic brake high enough to wheelslip. It's quite amusing. The resistor value is dependent upon train speed (faster = more applied resistance) but I couldn't tell you exactly how it works. I assume it applies a fixed pattern for any given dynamic notch and due to how electromagnetic braking works it just never gets high enough to overvolt the TMs.
😂 This is Rufus Tap's Great Adventure!
Must get remote while at MF!
I didn't see if it was mentioned but the DE6 will pull way more than 300A in dynamic. Using the HUD controls it will easily hit over 600A. It shows you all the Amps in the HUD controls. I have never ever blown up a locomotive in Dynamic, that is something that should be modeled, perhaps in a future update. 😁
At 20:35 that happent to me too but between tow de6 and the mcu cable and air just disappeared and wen I looked away an back at it there were back and I was not sure if I just didn't see them...... Dirail valley is a horror game 😂😂
“Notch eleven, send your traction motors to heaven”
You’ll enjoy the DE6 when you show up in your new car lol. Great video Mark by the way please lime Jimmy. Dusty’s friend from the cog lol. Hey can you please consider doing a video of getting g 20 or 491 ready for bed?
47:54 Speaking of which, I know that there might be copyright issues, but it'd be really cool if you could review Unstoppable, as well as the apparently EGREGIOUS mistakes they made.
Small recommendation, slightly softer music please
1. Where IS said slug? 2. The sawmill in next episode? You've been neglicting those poor wood workers.😂
Because they don't make any money! Lol
@@Hyce777 Seriously!!??🤣🤣🤣
While I don't think is new enough to be 710 powered the 710 can do 1000 RPM. Some 645 mostly in the export market but also the GP49/50 SD50 ran at 950RPM.
I've got an idea for a mod or enhancement to the game that I don't think is to op or detrimental to game play:
Conductor-Cam©; It could be a replacement for the remote for steam trains or optionally used in diesels. When the player faces back and looks out one of the cab windows it could display the lantern or flag signals that the conductor riding on the aft platform of the last car would use to signal the driver for coupling. Or something. Or it could just show the view the conductor would have from the platform in a little window. Or something...
I think that would be more realistic for game play that having to run back and fort a bunch of times to do a simple job like picking up a string of cars. Maybe it could also signal when a specified job's cars are all in range of the load/unload device? Maybe also have a control to do the coupling like the remote can do? Or would that just be the remote?
Whatcha think?
A loco I was on once the temp just kept going up it went round to the temperature of a average house fire and more then when I look back there’s a fire on the loco and the breaker did not open
Time for a (x4) DE6 train. Time to pull the world. The train does not move, the world moves under it.
When I saw a LOX job and an acetylene job, I was hoping you'd take both, shunt it to intermingle the cars, and run it off a tight curve at full speed. That would be incredibly splodey.
Ever seen a dial move that fast ya iv seen a gas gage move when some one romped it. It was a race between the gas and speddo
They need a f3 style of locomotive and a pacific steam locomotive
You can get a pacific with the S282 rearranged mod. It's really fun.
@@KR4FTW3RK that's true,and it is really fun but I think there needs to be one in game with maybe streamlining.
@@TrainBandit unfortunately there is little high-speed track in the map as it is... I'd like to have a higher speed track in the game for doing passenger runs at like 100 mph.
@@KR4FTW3RK ya I forgot about that, well for freight trains they should have a mallet of sorts then.
"Notch 8 Don't Be Late" is never going to replace "We have places to BEEEEEEE". I am not sorry.
Quoth Hyce: "Who piles these jobs like they're Hyce??" Umm...... Hyce himself?
Now i'm curious if the Slug would increase the power of a DE6 aswell 🤔
Also i feel like Hyce should check out the demo for Trans-Siberian railroad sim. T seems like a fairly promising railroad sim (tho it's pretty short nd has an electric locomotive instead of a diesel or steam).
"Should have brought a DE2" wouldn't this be the perfect place to use the slug?
Yes... lol
NOTCH ELEVEN, DESTINATION HEAVEN!
Nice job! Although I seriously thought that the ore job was going to overshoot the track.