is there anyway to fix the tanker to do all liquids there's some that's not there and the hopper cars there's some that they don't do like sugar and a few more, I love using them and thanks
Hmmm I didnt notice that.. I believe I have the tankers set as "liquid" for filltype now, so let me know if you still have issues with the tankers after this update?
As for the covered hoppers, they are set to wagon for filltype categories.. where did you find sugar that it wont load? I will see what I can do!
from the F12 to fill it and with the tanker i can't get it to take slurry for DEF mode and i will check it and i have the most update for all of them and i'm having trouble getting the overhead Crain to get it into the warehouse please let me know how to get it to work please i love using theses mods
when you connect one container, make sure you hit G. Once you connect one, it becomes the active for folding etc, therefore if you hit q again, it will disconnect vs connect the next can.
Your mods are great as always, I do have some notes to add though you may or may not have experienced this yourself.
Some of the cars esp the double bogie sets on the heavy duty flatbed have a long enough overhang from the bogie that causes the fixed coupling on the body of the car to create a pinching point between cars on tight turns, when attached to the trains they can very easily derail. If the coupling instead was fixed to the bogie or allowed to flex from the car this problem would be reduced or eliminated. Also for the double bogie it would have an easier time on corners if each bogie rotated independently and both were attached to a frame which in turn pivoted from the car, like how it would be setup irl.
Adding compatibility for other containers to the well cars was also very easy, increase the width size of the cars slightly and change the attacher and they work - at least connecting them. Not sure what the solution will be for containers of varying heights, I changed the second attach point to be @3.255 which is good for the high cube containers from hispano but has a gap for other container sizes. If you want to unload those containers directly from the car to a trigger point on the ground though his container trigger point is set too low. It would require you to raise the height of the car or for him to update the container mod and raise the height for some of the triggers. Everything works fine for me with those changes but I’m sure many others would love to do the same.
As for the double bogie set on the heavy duty flatbed, yes it is difficult to take around sharp corners.. When I originally set it up, I had it exactly as you described, with each bogie operating independently and was able to rotate as necessary. For some reason tho, I could NOT get it to stay on the tracks with this setup.. I tried many many times to try to get it to work as it does in real life, but I just could not get it. Maybe at some point in the future I will reevaluate it, but for now this was the best I could do with it.
As for the couplings, they actually do allow for quite a bit of movement left to right and up and down. I made it so that they have a good amount of movement left and right to accommodate turns and up and down to accommodate any differences in coupler height, but gave the connection points springs and dampers to make sure when they are not turning they stay straight and function as they should. It wouldnt be possible to have the connections reference the bogies, because of the way I made it so that you can connect to either side of the railcars. It essentially switches the connection points once you are connected from one side.. It is hard to explain, but trust me I cant make the cars connect from either side, and connect to the bogies.
As for the containers, Yes I intend to update them soon! I have been away getting married and on my honeymoon, but I will update them soon to be compatible with the other containers!
Ah very nice to hear, I hope you have had a good time!
I would love to play around if you had an old version of the double bogie setup still somewhere to see if it could work (or is it in one of the older downloads?)
I also noted the movement in couplings for most cars was more than I thought and adequate in almost all circumstances. The derailings were mainly due to the same issue of overhang / distance between the point of articulation on the bogie and the connection point. It only tends to occur on those double bogie setups and locomotives with longer bogies or overhangs. It wouldn’t be realistic but if the bogie’s articulation was unsymmetrical and closer to the connection points it might help, or tweaking those couplings on offending vehicles.
I am interested to see your solution for containers and what (if any) compromise has to be made. I didn’t look very far into other vehicles that carry containers but for my use case I also added support for 2x 20/25’ containers alongside the middle connectors.
I also found out why you made the set 5 cars long.. while I determined my yards would work better with sets of 7 it can be difficult to work out which vehicle is selected past the 5th car. Not to mention when you have 2 locomotives, 2 sets of 7 cars each stacked with 2-4 containers, that could be well over 50 connections! I don’t know if it was your intention to support long configurations but performance also struggled with more cars attached, though fs was clearly never meant to do any of this in the first place so I don’t blame you or anyone for issues like this. Keep up the good work and I wish you all the best with your marriage!
The old version that I did with the functional double bogies on both ends was prior to my initial public release, but I think I could dig it up or possibly just redo it real quick, it wouldnt be too hard for me to modify it back to that configuration for you to try and tinker with? Can you message me on FB by chance? and I will get it sent over when I can.
Good I am glad the movement has been sufficient in your cases as well! I could possibly look into changing the joint location between the railcar and the bogies and move them closer to the couplers.. that may work I will look into it.
The containers I think I have a good idea of how to handle it, although I havent tested it yet. I am working on a pretty big update for the locomotives and some more placeable stuff atm, then plan on attacking those container cars after! I ABSOLUTELY will add support for 2x20ft containers as well. Idk if you have my pack but it includes 20ft containers and I just completely missed including connections for those for some reason.. Will definitely add it tho. But yeah I have a plan that I think will work! Ill see.
I only did a set of 3 and a set of 5 because that is the default configurations that DTTX created those in. But you could absolutely do a set of 7 for yourself! you can pretty much use any different combination of wellCar2 wellCar3 or wellCar4 to increase the total to 7, as those cars are all setup the exact same. wellCar1 and wellCar5 are both setup specifically for the front and rear so they cant be multiplied really.
Butt yeah as for the performance, it can be a really big drain on your computer. FS honestly is not optimized very well, and obviously wasnt ever intended to have this many connections and collisions and rigid body components so it can be taxing on medium to lower end computers. I have a Ryzen 9 and an RTX 3080 (although it is the laptop version of those, so not quite as powerful as a desktop equivalent) and I have an 80 car intermodal train with 4 locomotives on the head and I do get frame drops, but can still manage between 20-30 generally. My buddy who is a tester for me had a very large coal train and a very large oil train and he didnt experience any frame drop issues so I think your hardware can be somewhat limiting on these unfortunately. I have tried to simplify the collisions and wheels and such as much as possible while still keeping them functional and realistic!
I want to use this, really need to support autoload of pallets and wood. It's a pretty simple process, I made a wood loading trailer and a cotton loading trailer myself.
When you do get around to it, please ensure the trigger boxes for the autoload script are a good size and are on both sides of the wagon.
Excited to see what you come up with! I have added universal autoload to the reefer, boxcar, and new double door hi-cube boxcar that will all be included in the next update!
What wood loading trail and cotton loading trailer did you create??
I modded the 82studios box trailer mod and made a variant to load cotton bales (up to 20million liters in unreal capacity) and the same for a wood loading one. It was an interesting challenge making it work.
My most recent victory is a modded CaseiH cotton harvester that can have the option of a 25m or 50m wide harvest swath, custom bale size, and faster unload animation.
I don't try to put them on the mod-hub because they're edits of existing mods and the authors of the original mods should get all the credit for making the mod itself. I only come in after and tweak it. But there's a link to my google drive that has them all pinned on my discord server.
Hello! This rail transport mod is fantastic. I use mods from the RGC site and play the Back County 16X map using TerraFarm16x. I would like to ask if the materials I mine can also be transported in the wagons? Coal, limestone, concrete...etc.
No need to be sorry friend! your english is just fine, and I think it is so cool that you are able to communicate in multiple languages!
I apologize for the late response, I have gotten so much feedback on these that I have lost comments sometimes and unfortunately yours was lost for a bit, but I see it now! and yes, you should be able to carry pretty much any bulk material in the coal cars, as they are set to "bulk" material type and are not specific on which materials it accepts.
Let me know if you experienced any issues with this and I can try and help! other than that, hope you enjoy!
I assume you have the IC mod installed and activated, correct?
As for the trailers, I dont have a correct way of loading them yet unfortunately.. I think that you could load them using my new warehouse? as there is a ramp in the front where you can get the trailers up on the platform, then back the piggy back cars into the bay and load them on? other than that, you can just lift them up on the piggy back car using a strength mo
I have 3 construction Mods ,I downloaded from Itch .Placeable road pieces. Placeable pipe and Placeable trench, these mods throw a lot of errors and warnings , am I missing something , I love the railroad mods but I dont like errors and warnings other than maybe the shapes file warnings.
the re-railers seem to have the superliners hang up on them .is the invisible wheels causing this or am I missing something. I even tried pushing them manually
Hmmm.. I will have to look into it, the rerailer might be a little bit too tight and squeeze the body of the superliners since they are so low to the track.
would you be able to make the box cars have like a Autoload or when i put a pallet near it thr box car has a sort of tank so it can take things also would you be able to do it so it can take any pallet even custom modded ones i think its possible since there is a tatra pheonix pack with that
i tried to set up Autodrive on a simple oval track , it would not turn at the turns just went straight . unsure why it might be a setting in Autodrive . just wondering if anyone else has tried to do this . aww update I figured it out .when you start the route you have to unlock the wheels after you push start . every time even if you unlocked them at the placement .you can also slow the train down in the curves if you run a gaurdrail and set the crash detection to on ,just dont go to fast starting into the curves.
update I found out that when you have multiple cars attached to train you cant set the trailer cars after you start the course play route only the engine is settable , my conclusion is that Autodrive won't work with trains at this time ,unless im missing something.
Hmmm.. I havent tried autodrive or courseplay yet on them, If there is a setting that locks the locos and rolling stock as soon as it starts, then unless there is an option in the settings to turn that off then they wouldnt work..
Is there a speed limit for curves ,I can only run at 30 mph without crashing .is this something that we can set .other than with the cruise control. Im working on a course play route and think there is a speed control. in it.
In real life trains are pretty limited on their speed in curves, and I am trying to make these as realistic as possible. I try to stay under 30 on 10 degree curves, under 20ish on 20 degree curves, and under 30 on most of the 30 degree and 90 degree curves. 5 degree curves you can hit at main line speed as far as I have tested!
Just like irl If i recall certain irl trains have saftey speed limits designed to prevent them from de-railing on the curves for a reason. The same reason applies to both freight and passanger trains.
Yes the Viewliners are not ready yet, they will be included in a future update! still a lot of work to do to get them to work as well as the Superliner
Is there anyway to make the coal cars fill by using the convayor belt system? Found a convayor that will carry stone and when I tried to fill the car it won't fill up. Wanting to set up a belt system from the rock quarry/Mine to a rail staging point for fill up.
Pretty sure I am. Unless you updated it within the past couple of days. I can use a Wheel loader to fill them without issue but when I use a convayor belt It carries the stone up the belt but doesn't dump the stone into the rail car.
Hmm that is interesting.. I have seen people on YT fill them with a conveyor belt exactly as you described with no issues.. What coal car and conveyor belt are you using? I will try and investigate and fix this issue!
You can load them by conveyor I do it all the time on my coal mine map I have setup thats how I load my rail cars if I don't choose to use the mining loader that day
does anybody know how I can make a smoother crossing instead of having the crossing plates get my road vehicles and lower trailers stuck on them between the rails?
Hi, I love your Work, It is Amazing, I did not know how to contact you so just letting you see this here.. Hope the Feedback Helps :) Not sure is it is on my end or in the mod itself.....
FS22_railroad_RollingStock.zip (2.1.3.2 Update) is throwing these errors:
2024-06-12 13:24 Error: Failed to open xml file 'D:/Epic Games/FarmingSim22/mods/FS22_railroad_RollingStock/viewlinerBaggagePHIVb.xml'.
2024-06-12 13:24 Error: Failed to open xml file 'D:/Epic Games/FarmingSim22/mods/FS22_railroad_RollingStock/viewlinerCoachPHIVb.xml'.
2024-06-12 13:24 Error: Failed to open xml file 'D:/Epic Games/FarmingSim22/mods/FS22_railroad_RollingStock/viewlinerLoungePHIVb.xml'.
2024-06-12 13:24 Error: Failed to open xml file 'D:/Epic Games/FarmingSim22/mods/FS22_railroad_RollingStock/viewlinerSleeperPHIVb.xml'.
Also: FS22_railroad_locomotives.zip (1.7.3.6 Update) is throwing this:
2024-06-12 13:24 Error: Failed to open xml file 'D:/Epic Games/FarmingSim22/mods/FS22_railroad_locomotives/NKP_2-8-4_Berkshire.xml'.
2024-06-12 13:24 Error: Failed to open xml file 'D:/Epic Games/FarmingSim22/mods/FS22_railroad_locomotives/NKP_2-8-4_Berkshire_Tender.xml'.
Howdy, yes thank you for the feedback. The viewliners and the Berkshire are not ready for release yet, so they are removed prior to release. That is why these errors are coming up.
Yeah hoping to have them both ready soon! I have gotten hooked on the heritage units lately tho so it might be a little bit longer haha. Nope no Patreon. There is absolutely no need to donate, youre totally able to download every single one of my mods for free, butt if you feel I deserve a donation for my hard work, a donation on my itch site here is always very much appreciated!!
Ben outta town haven’t been able to download all the new updates but,the Amtrak cars only couple on one side,is the anyway to differentiate between front or back when throwing them in the rerailer
The superliners only connect in one direction on purpose, as when you look at them, there is a rubber gromet on one side that is supposed to seal to the unit behind. Just like in real line. So when putting them on the rerailer, make sure that all the ends with the black rubber are pointed in the same direction, and make sure there is no spot where the black rubber is facing the black rubber, or else it wont connect
Hey mate. Sorry to bother you. I dont have any other way of contacting you hence sharing here. Of late getting the few errors in the log
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_Placeable_railroad/station.xml'.
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_Placeable_railroad/yardSpawn.xml'.
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_railroad_locomotives/NKP_2-8-4_Berkshire.xml'.
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_railroad_locomotives/NKP_2-8-4_Berkshire_Tender.xml'.
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_railroad_locomotives/NYSW_GP38_2.xml'.
2024-06-04 21:29 Warning: CATERPILLAR' is an unknown brand! Using Lizard instead!
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_railroad_RollingStock/viewlinerBaggagePHIVb.xml'.
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_railroad_RollingStock/viewlinerCoachPHIVb.xml'.
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_railroad_RollingStock/viewlinerLoungePHIVb.xml'.
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_railroad_RollingStock/viewlinerSleeperPHIVb.xml'.
Yes the railroad station, the yard spawn, the Berkshire, and the viewliners are not ready yet, so I have been removing them prior to releasing updates, I just forgot to change the modDesc to not look for that stuff, my bad I will fix that on the next update.
that GEEP I messed up tho, it should have been included. I will fix that also!
Really amazing mods, I love it. Since the railroad mods are available i only use trains to sell goods. Unfortunately, the tank waggons can't be loaded with molasses :/
Could that be fixed? (Filltype is Molasses) Maybe the Filltype can be changed to Filltype category Liquid? Then its depending on the map of which filltypes are accepted.
Maybe another Idea to improve the mods would be to set all cars and locos of the same type as 1 object in the store with the possibility to chanche the paintwork. Sosi Mods is using that system with his mod of the VW Golf 8 and the VW Passat for example.
But, as I said, great work! Thank you very much for the time and efforts you invest in these mods
hey idea a caboose and older coaches. and found a few bugs the otiwa black loco has missing wheel texture the steam trian has a lot of flowting stuff and lacks power. but i know WIP had to update and add can we get a pumpcar or a small inspection car for RP or testing the track layout it would be easyer for testing if derailes
Yes caboose is in the works, as is some older passenger coaches. I will fixe the Ottawa loco! my mistake. Yes the steam loco was not supposed to be included yet, it is a WIP and is not released. I will see what I can do about a pump car or something!
sweet and i seen the commet about the steam train looks good so farand thank you loving this mod and if you can use this mod for parts for trucks and tweak this one it works on rails but has to be lowered a bit and needs arail mode so will go around curves and tracks added just helping https://www.modhub.us/farming-simulator-22-mods/huddig-1260e
Amazing mods as always. Just a suggestion though. Is it possible for you to make a store category so that players can find all your mods under that as all the placeables are scattered in the sections.
Thank you! and yes, I wasnt able to figure out the store category script the first time I tried it. But I will try it again and get it figured out at some point soon!
Cool that's great. If you don't mind you can get in touch with Snakebizzle. his store category works just fine compared to Tri-State Crew which throws a bunch of errors.
Is anyone having trouble connecting to the grain cars with a locomotive that is different from the original locomotive that was connected to the grain cars? The cars will only reattach to the original locomotive and not to a different locomotive.
unfortunately Giants game engine only allows items to be connected in one direction, meaning you cant build a train from one end, then run around it and connect to the other side.. the only way to do this is to disconnect all of the railcars from each other by holding control and hitting the disconnect button, then running around and connecting them all back together from the other end. Nothing I can do to change that sadly as its a limit of Farming Sim. Is that what you are trying to do?
Thank you for your reply. What you described above is exactly what l am trying to do. I have enjoyed using your train mod and I am looking forward to your updates.
Yeah I recently did this while switching out an industry off of the mainline, then I used a passing siding to run around the train and grab it from the other end. Unfortunately this is the only way that you can do it as I described it, with disconnecting all the railcars and then reconnecting. I was on flat ground so it wasnt a huge deal as nothing moved, but it definitely breaks the emersion having to do that :/ I am glad you are enjoying it tho! I have plans for another update this weekend!
I just want to thank you for your mods and hard work! total game changer. I'm having hours of fun with your mods. Is there any plans for a logging car? just wondering.
Hey hey youre welcome! thank you for the appreciation, I am glad you are enjoying them so much! Yes I do have plans for a logging car, one of my testers just found me a good model I think so I hope to have it in game soon!
Updates will be posted today! a few new rolling stock, and Simple IC controls for all of the doors on the Superliner cars! I have a lot more in the works, I work full time tho and just mod/play in my free time so no timeline unfortunately.
I did that by following the instructions for universal auto load on one of your flat cars, still needs some tweaking but the basic auto load and unload worked to load and unload standard pallets onto a platform. By the way awesome mod keep up the great work
ok anyone that is having a hard time with amtrak use the rerailer strip to place them works great and go slower as they are top heavy. and to modder love this but can you ajust the center of mass lower on the amtrak cars they tip easy
hey on the yellow 53 A car the coupler dont have a connect point pluse i would like to know if you will be coming out with the logging car . enjoying the mods big time just thought i would let you know great work and i know WIP sorry it only connects one way
i have the easy dev controls installed and the updated version, but when i try to pick up the locomotive, it says object too have and i have super strength turned on.
Hmmm interesting.. Try redownloading the easy dev controls edit that I have, and make sure you dont have any other easy dev controls or super strength mods enabled?
thanks a bunch man! Much appreciated! I am currently on pacific NW farming, I believe it is a 4x map so it’s relatively big enough. I have a double track mainline all the way around the perimeter of the map, with a big yard on the south edge of the map, just south of the town. Seems to work pretty well! With room for sidings and even some short lines possibly
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Since you added the amfleet diner and coach are you also going to add the amfleet baggage car?
I havent found a model for an amfleet baggage car yet unfortunately, but if I find one I might be able to add it!
alr I gotcha
is there anyway to fix the tanker to do all liquids there's some that's not there and the hopper cars there's some that they don't do like sugar and a few more, I love using them and thanks
Hmmm I didnt notice that.. I believe I have the tankers set as "liquid" for filltype now, so let me know if you still have issues with the tankers after this update?
As for the covered hoppers, they are set to wagon for filltype categories.. where did you find sugar that it wont load? I will see what I can do!
from the F12 to fill it and with the tanker i can't get it to take slurry for DEF mode and i will check it and i have the most update for all of them and i'm having trouble getting the overhead Crain to get it into the warehouse please let me know how to get it to work please i love using theses mods
Getting an error on this mod here it is:
MyGames/FarmingSimulator2022/mods/FS22_railroad_RollingStock/wagonCoal1.dds'.
the containers only connect on the last car of the wellcars (5 set)
I have not experienced that issue or had any reports of that.. try turning the containers around, as currently they only connect one way
Already tried that, maybe there is some sort of conflict? it doesn't detect the container at all.
Edit: they all connect but it's extremely tedious to detect it
when you connect one container, make sure you hit G. Once you connect one, it becomes the active for folding etc, therefore if you hit q again, it will disconnect vs connect the next can.
No, they just don't detect at all
Edit: it works, it's just really tedious
Your mods are great as always, I do have some notes to add though you may or may not have experienced this yourself.
Some of the cars esp the double bogie sets on the heavy duty flatbed have a long enough overhang from the bogie that causes the fixed coupling on the body of the car to create a pinching point between cars on tight turns, when attached to the trains they can very easily derail. If the coupling instead was fixed to the bogie or allowed to flex from the car this problem would be reduced or eliminated. Also for the double bogie it would have an easier time on corners if each bogie rotated independently and both were attached to a frame which in turn pivoted from the car, like how it would be setup irl.
Adding compatibility for other containers to the well cars was also very easy, increase the width size of the cars slightly and change the attacher and they work - at least connecting them. Not sure what the solution will be for containers of varying heights, I changed the second attach point to be @3.255 which is good for the high cube containers from hispano but has a gap for other container sizes. If you want to unload those containers directly from the car to a trigger point on the ground though his container trigger point is set too low. It would require you to raise the height of the car or for him to update the container mod and raise the height for some of the triggers. Everything works fine for me with those changes but I’m sure many others would love to do the same.
Howdy thank you for the feedback!
As for the double bogie set on the heavy duty flatbed, yes it is difficult to take around sharp corners.. When I originally set it up, I had it exactly as you described, with each bogie operating independently and was able to rotate as necessary. For some reason tho, I could NOT get it to stay on the tracks with this setup.. I tried many many times to try to get it to work as it does in real life, but I just could not get it. Maybe at some point in the future I will reevaluate it, but for now this was the best I could do with it.
As for the couplings, they actually do allow for quite a bit of movement left to right and up and down. I made it so that they have a good amount of movement left and right to accommodate turns and up and down to accommodate any differences in coupler height, but gave the connection points springs and dampers to make sure when they are not turning they stay straight and function as they should. It wouldnt be possible to have the connections reference the bogies, because of the way I made it so that you can connect to either side of the railcars. It essentially switches the connection points once you are connected from one side.. It is hard to explain, but trust me I cant make the cars connect from either side, and connect to the bogies.
As for the containers, Yes I intend to update them soon! I have been away getting married and on my honeymoon, but I will update them soon to be compatible with the other containers!
Ah very nice to hear, I hope you have had a good time!
I would love to play around if you had an old version of the double bogie setup still somewhere to see if it could work (or is it in one of the older downloads?)
I also noted the movement in couplings for most cars was more than I thought and adequate in almost all circumstances. The derailings were mainly due to the same issue of overhang / distance between the point of articulation on the bogie and the connection point. It only tends to occur on those double bogie setups and locomotives with longer bogies or overhangs. It wouldn’t be realistic but if the bogie’s articulation was unsymmetrical and closer to the connection points it might help, or tweaking those couplings on offending vehicles.
I am interested to see your solution for containers and what (if any) compromise has to be made. I didn’t look very far into other vehicles that carry containers but for my use case I also added support for 2x 20/25’ containers alongside the middle connectors.
I also found out why you made the set 5 cars long.. while I determined my yards would work better with sets of 7 it can be difficult to work out which vehicle is selected past the 5th car. Not to mention when you have 2 locomotives, 2 sets of 7 cars each stacked with 2-4 containers, that could be well over 50 connections! I don’t know if it was your intention to support long configurations but performance also struggled with more cars attached, though fs was clearly never meant to do any of this in the first place so I don’t blame you or anyone for issues like this. Keep up the good work and I wish you all the best with your marriage!
Hey thanks a bunch it was a fantastic time!
The old version that I did with the functional double bogies on both ends was prior to my initial public release, but I think I could dig it up or possibly just redo it real quick, it wouldnt be too hard for me to modify it back to that configuration for you to try and tinker with? Can you message me on FB by chance? and I will get it sent over when I can.
Good I am glad the movement has been sufficient in your cases as well! I could possibly look into changing the joint location between the railcar and the bogies and move them closer to the couplers.. that may work I will look into it.
The containers I think I have a good idea of how to handle it, although I havent tested it yet. I am working on a pretty big update for the locomotives and some more placeable stuff atm, then plan on attacking those container cars after! I ABSOLUTELY will add support for 2x20ft containers as well. Idk if you have my pack but it includes 20ft containers and I just completely missed including connections for those for some reason.. Will definitely add it tho. But yeah I have a plan that I think will work! Ill see.
I only did a set of 3 and a set of 5 because that is the default configurations that DTTX created those in. But you could absolutely do a set of 7 for yourself! you can pretty much use any different combination of wellCar2 wellCar3 or wellCar4 to increase the total to 7, as those cars are all setup the exact same. wellCar1 and wellCar5 are both setup specifically for the front and rear so they cant be multiplied really.
Butt yeah as for the performance, it can be a really big drain on your computer. FS honestly is not optimized very well, and obviously wasnt ever intended to have this many connections and collisions and rigid body components so it can be taxing on medium to lower end computers. I have a Ryzen 9 and an RTX 3080 (although it is the laptop version of those, so not quite as powerful as a desktop equivalent) and I have an 80 car intermodal train with 4 locomotives on the head and I do get frame drops, but can still manage between 20-30 generally. My buddy who is a tester for me had a very large coal train and a very large oil train and he didnt experience any frame drop issues so I think your hardware can be somewhat limiting on these unfortunately. I have tried to simplify the collisions and wheels and such as much as possible while still keeping them functional and realistic!
Thank you again!
I want to use this, really need to support autoload of pallets and wood. It's a pretty simple process, I made a wood loading trailer and a cotton loading trailer myself.
When you do get around to it, please ensure the trigger boxes for the autoload script are a good size and are on both sides of the wagon.
Excited to see what you come up with! I have added universal autoload to the reefer, boxcar, and new double door hi-cube boxcar that will all be included in the next update!
What wood loading trail and cotton loading trailer did you create??
I modded the 82studios box trailer mod and made a variant to load cotton bales (up to 20million liters in unreal capacity) and the same for a wood loading one. It was an interesting challenge making it work.
My most recent victory is a modded CaseiH cotton harvester that can have the option of a 25m or 50m wide harvest swath, custom bale size, and faster unload animation.
I don't try to put them on the mod-hub because they're edits of existing mods and the authors of the original mods should get all the credit for making the mod itself. I only come in after and tweak it. But there's a link to my google drive that has them all pinned on my discord server.
Oh I gotcha, that is awesome!
Creator please pin if possible!
If anyone is unable to open the railcar doors you need this mod: https://mod-network.com/fs22-mods/detail/8121/FS22-SimpleIC-v0.9.0.6 Interactive control doesn't work on these cars.
Hello! This rail transport mod is fantastic. I use mods from the RGC site and play the Back County 16X map using TerraFarm16x. I would like to ask if the materials I mine can also be transported in the wagons? Coal, limestone, concrete...etc.
Sorry for my bad English, I'm Hungarian.
No need to be sorry friend! your english is just fine, and I think it is so cool that you are able to communicate in multiple languages!
I apologize for the late response, I have gotten so much feedback on these that I have lost comments sometimes and unfortunately yours was lost for a bit, but I see it now! and yes, you should be able to carry pretty much any bulk material in the coal cars, as they are set to "bulk" material type and are not specific on which materials it accepts.
Let me know if you experienced any issues with this and I can try and help! other than that, hope you enjoy!
Thanks!
I'm starting to figure things out. :)
HI, amazing mod. Thank you.
I cannot open the doors of the box cars even with IC is there a trick ?
How do you load truck trailer like in the image 13 ?
Thank you!
I assume you have the IC mod installed and activated, correct?
As for the trailers, I dont have a correct way of loading them yet unfortunately.. I think that you could load them using my new warehouse? as there is a ramp in the front where you can get the trailers up on the platform, then back the piggy back cars into the bay and load them on? other than that, you can just lift them up on the piggy back car using a strength mo
Thanks for your answer.
I have IC mod installed, activated and functional (tested with tractors).
Thank for the trailer. i tried d to install the crane but i am to clumsy to succeed :-S
I am going to try with a big wheel loader.
I have 3 construction Mods ,I downloaded from Itch .Placeable road pieces. Placeable pipe and Placeable trench, these mods throw a lot of errors and warnings , am I missing something , I love the railroad mods but I dont like errors and warnings other than maybe the shapes file warnings.
I just havent cleaned those mods up yet, like I have with the railroad mods. I plan to at some point!
the re-railers seem to have the superliners hang up on them .is the invisible wheels causing this or am I missing something. I even tried pushing them manually
Hmmm.. I will have to look into it, the rerailer might be a little bit too tight and squeeze the body of the superliners since they are so low to the track.
would you be able to make the box cars have like a Autoload
or when i put a pallet near it thr box car has a sort of tank so it can take things
also would you be able to do it so it can take any pallet even custom modded ones
i think its possible since there is a tatra pheonix pack with that
I might add autoload at some point!
oooo nice i just thougt i would be a good idea since loading it up with telehandler or the hand mod
is so hard not to knock train off tracks
i tried to set up Autodrive on a simple oval track , it would not turn at the turns just went straight . unsure why it might be a setting in Autodrive . just wondering if anyone else has tried to do this . aww update I figured it out .when you start the route you have to unlock the wheels after you push start . every time even if you unlocked them at the placement .you can also slow the train down in the curves if you run a gaurdrail and set the crash detection to on ,just dont go to fast starting into the curves.
update I found out that when you have multiple cars attached to train you cant set the trailer cars after you start the course play route only the engine is settable , my conclusion is that Autodrive won't work with trains at this time ,unless im missing something.
Hmmm.. I havent tried autodrive or courseplay yet on them, If there is a setting that locks the locos and rolling stock as soon as it starts, then unless there is an option in the settings to turn that off then they wouldnt work..
Ctrl+I para descargar en los vagones a nosotros nos funciona perfevto.
Good glad to hear!
Is there a speed limit for curves ,I can only run at 30 mph without crashing .is this something that we can set .other than with the cruise control. Im working on a course play route and think there is a speed control. in it.
In real life trains are pretty limited on their speed in curves, and I am trying to make these as realistic as possible. I try to stay under 30 on 10 degree curves, under 20ish on 20 degree curves, and under 30 on most of the 30 degree and 90 degree curves. 5 degree curves you can hit at main line speed as far as I have tested!
Just like irl If i recall certain irl trains have saftey speed limits designed to prevent them from de-railing on the curves for a reason. The same reason applies to both freight and passanger trains.
I assume you will be adding these in the future . as of now they do not exsist in this version of rolling stock ,correct?
Error: Failed to open xml file 'D:/MyLands Mods/FS22_railroad_RollingStock/viewlinerBaggagePHIVb.xml'.
2024-06-26 03:11 Error: Failed to open xml file 'D:/MyLands Mods/FS22_railroad_RollingStock/viewlinerCoachPHIVb.xml'.
2024-06-26 03:11 Error: Failed to open xml file 'D:/MyLands Mods/FS22_railroad_RollingStock/viewlinerLoungePHIVb.xml'.
2024-06-26 03:11 Error: Failed to open xml file 'D:/MyLands Mods/FS22_railroad_RollingStock/viewlinerSleeperPHIVb.xml'.
Yes the Viewliners are not ready yet, they will be included in a future update! still a lot of work to do to get them to work as well as the Superliner
Is there anyway to make the coal cars fill by using the convayor belt system? Found a convayor that will carry stone and when I tried to fill the car it won't fill up. Wanting to set up a belt system from the rock quarry/Mine to a rail staging point for fill up.
you should be able to load the coal cars from the top.. I’ll have to look and see if I messed something up. Are you using the latest update?
Pretty sure I am. Unless you updated it within the past couple of days. I can use a Wheel loader to fill them without issue but when I use a convayor belt It carries the stone up the belt but doesn't dump the stone into the rail car.
Hmm that is interesting.. I have seen people on YT fill them with a conveyor belt exactly as you described with no issues.. What coal car and conveyor belt are you using? I will try and investigate and fix this issue!
It must have been my game bugging out or something cause NOW, it's working. Thanks for the reply and time. GREAT MODS!
Hmm well I am glad they are working now! Thank you for your kind words, glad youre enjoying them!
You can load them by conveyor I do it all the time on my coal mine map I have setup thats how I load my rail cars if I don't choose to use the mining loader that day
i cant get mod to load into mods
does anybody know how I can make a smoother crossing instead of having the crossing plates get my road vehicles and lower trailers stuck on them between the rails?
How can I get Autodrive to start and not lock all the bogies? great mod by the way!
I think you can use courseplay, but last time I dealt with that mod was in FS19, so it may not work
I figured it out, I just swapped the values in animation area of the xml, thanks for the reply though
what? xml each car or just the engine
Hi, I love your Work, It is Amazing, I did not know how to contact you so just letting you see this here.. Hope the Feedback Helps :)
Not sure is it is on my end or in the mod itself.....
FS22_railroad_RollingStock.zip (2.1.3.2 Update) is throwing these errors:
2024-06-12 13:24 Error: Failed to open xml file 'D:/Epic Games/FarmingSim22/mods/FS22_railroad_RollingStock/viewlinerBaggagePHIVb.xml'.
2024-06-12 13:24 Error: Failed to open xml file 'D:/Epic Games/FarmingSim22/mods/FS22_railroad_RollingStock/viewlinerCoachPHIVb.xml'.
2024-06-12 13:24 Error: Failed to open xml file 'D:/Epic Games/FarmingSim22/mods/FS22_railroad_RollingStock/viewlinerLoungePHIVb.xml'.
2024-06-12 13:24 Error: Failed to open xml file 'D:/Epic Games/FarmingSim22/mods/FS22_railroad_RollingStock/viewlinerSleeperPHIVb.xml'.
Also:
FS22_railroad_locomotives.zip (1.7.3.6 Update) is throwing this:
2024-06-12 13:24 Error: Failed to open xml file 'D:/Epic Games/FarmingSim22/mods/FS22_railroad_locomotives/NKP_2-8-4_Berkshire.xml'.
2024-06-12 13:24 Error: Failed to open xml file 'D:/Epic Games/FarmingSim22/mods/FS22_railroad_locomotives/NKP_2-8-4_Berkshire_Tender.xml'.
Howdy, yes thank you for the feedback. The viewliners and the Berkshire are not ready for release yet, so they are removed prior to release. That is why these errors are coming up.
Oh Ok, Awesome?? also do you have a Patreon or just preferer donations here??
Yeah hoping to have them both ready soon! I have gotten hooked on the heritage units lately tho so it might be a little bit longer haha. Nope no Patreon. There is absolutely no need to donate, youre totally able to download every single one of my mods for free, butt if you feel I deserve a donation for my hard work, a donation on my itch site here is always very much appreciated!!
Ben outta town haven’t been able to download all the new updates but,the Amtrak cars only couple on one side,is the anyway to differentiate between front or back when throwing them in the rerailer
The superliners only connect in one direction on purpose, as when you look at them, there is a rubber gromet on one side that is supposed to seal to the unit behind. Just like in real line. So when putting them on the rerailer, make sure that all the ends with the black rubber are pointed in the same direction, and make sure there is no spot where the black rubber is facing the black rubber, or else it wont connect
Puede agregar carga automática universal a los vagones
Hey, not sure if you had it planned but do you plan on adding support for the titan containers in the well car?
Howdy, yes I do plan on adding that
Hey mate. Sorry to bother you. I dont have any other way of contacting you hence sharing here. Of late getting the few errors in the log
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_Placeable_railroad/station.xml'.
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_Placeable_railroad/yardSpawn.xml'.
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_railroad_locomotives/NKP_2-8-4_Berkshire.xml'.
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_railroad_locomotives/NKP_2-8-4_Berkshire_Tender.xml'.
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_railroad_locomotives/NYSW_GP38_2.xml'.
2024-06-04 21:29 Warning: CATERPILLAR' is an unknown brand! Using Lizard instead!
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_railroad_RollingStock/viewlinerBaggagePHIVb.xml'.
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_railroad_RollingStock/viewlinerCoachPHIVb.xml'.
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_railroad_RollingStock/viewlinerLoungePHIVb.xml'.
2024-06-04 21:29 Error: Failed to open xml file 'D:/SteamLibrary/steamapps/common/Farming Simulator 22/mods/FS22_railroad_RollingStock/viewlinerSleeperPHIVb.xml'.
Howdy! No worries.
Yes the railroad station, the yard spawn, the Berkshire, and the viewliners are not ready yet, so I have been removing them prior to releasing updates, I just forgot to change the modDesc to not look for that stuff, my bad I will fix that on the next update.
that GEEP I messed up tho, it should have been included. I will fix that also!
Great. Thanks mate. Honestly enjoying your train mod Just waiting for the placeable roads, then my Western Wilds save will be even more immersive
Really amazing mods, I love it.
Since the railroad mods are available i only use trains to sell goods.
Unfortunately, the tank waggons can't be loaded with molasses :/
Could that be fixed? (Filltype is Molasses) Maybe the Filltype can be changed to Filltype category Liquid? Then its depending on the map of which filltypes are accepted.
Maybe another Idea to improve the mods would be to set all cars and locos of the same type as 1 object in the store with the possibility to chanche the paintwork. Sosi Mods is using that system with his mod of the VW Golf 8 and the VW Passat for example.
But, as I said, great work! Thank you very much for the time and efforts you invest in these mods
Thank you! I am glad you are enjoying them. Yes I can absolutely add molasses to the tank cars.
I have considered this a lot.. I am not sure, maybe I should. It would also make updates a lot easier. I will consider it more
How do you open the door on the box car?
you need IC
Oh! Thank you
hey idea a caboose and older coaches. and found a few bugs the otiwa black loco has missing wheel texture the steam trian has a lot of flowting stuff and lacks power. but i know WIP had to update and add can we get a pumpcar or a small inspection car for RP or testing the track layout it would be easyer for testing if derailes
Yes caboose is in the works, as is some older passenger coaches. I will fixe the Ottawa loco! my mistake. Yes the steam loco was not supposed to be included yet, it is a WIP and is not released. I will see what I can do about a pump car or something!
sweet and i seen the commet about the steam train looks good so farand thank you loving this mod and if you can use this mod for parts for trucks and tweak this one it works on rails but has to be lowered a bit and needs arail mode so will go around curves and tracks added just helping https://www.modhub.us/farming-simulator-22-mods/huddig-1260e
Amazing mods as always. Just a suggestion though. Is it possible for you to make a store category so that players can find all your mods under that as all the placeables are scattered in the sections.
Thank you! and yes, I wasnt able to figure out the store category script the first time I tried it. But I will try it again and get it figured out at some point soon!
Cool that's great. If you don't mind you can get in touch with Snakebizzle. his store category works just fine compared to Tri-State Crew which throws a bunch of errors.
Is anyone having trouble connecting to the grain cars with a locomotive that is different from the original locomotive that was connected to the grain cars? The cars will only reattach to the original locomotive and not to a different locomotive.
unfortunately Giants game engine only allows items to be connected in one direction, meaning you cant build a train from one end, then run around it and connect to the other side.. the only way to do this is to disconnect all of the railcars from each other by holding control and hitting the disconnect button, then running around and connecting them all back together from the other end. Nothing I can do to change that sadly as its a limit of Farming Sim. Is that what you are trying to do?
Thank you for your reply. What you described above is exactly what l am trying to do. I have enjoyed using your train mod and I am looking forward to your updates.
Yeah I recently did this while switching out an industry off of the mainline, then I used a passing siding to run around the train and grab it from the other end. Unfortunately this is the only way that you can do it as I described it, with disconnecting all the railcars and then reconnecting. I was on flat ground so it wasnt a huge deal as nothing moved, but it definitely breaks the emersion having to do that :/ I am glad you are enjoying it tho! I have plans for another update this weekend!
I just want to thank you for your mods and hard work! total game changer. I'm having hours of fun with your mods. Is there any plans for a logging car? just wondering.
Hey hey youre welcome! thank you for the appreciation, I am glad you are enjoying them so much! Yes I do have plans for a logging car, one of my testers just found me a good model I think so I hope to have it in game soon!
Would it be possible to add or have an option in the shop to have vertical stakes on the flatcars for logs?
Ill see what I can do about that! maybe I can find a log railcar even
where can i get the container for the intermodel?
The containers for the intermodal will be on my site soon hopefully. For now, I believe there are containers on the in game mod hub?
i cant find it in the shop
The rolling stock are in the trailer/attachments section of the store in their own section called Railroad Cars
Thank you for these three mods !
Do you already know what you will add in the next updates ? And when ?
Updates will be posted today! a few new rolling stock, and Simple IC controls for all of the doors on the Superliner cars! I have a lot more in the works, I work full time tho and just mod/play in my free time so no timeline unfortunately.
Is it possible for you to add a Vehicle Autoload for the flatbed cars ?
Ohhh interesting.. Ill see about that!
I did that by following the instructions for universal auto load on one of your flat cars, still needs some tweaking but the basic auto load and unload worked to load and unload standard pallets onto a platform. By the way awesome mod keep up the great work
ok anyone that is having a hard time with amtrak use the rerailer strip to place them works great and go slower as they are top heavy. and to modder love this but can you ajust the center of mass lower on the amtrak cars they tip easy
glad you’re enjoying them! Yes center of mass will be lowered in the new update
cool and did you see my idea for logging car
where the store do i fine the cars
The rolling stock is in the trailers section of the store in their own category called railroad cars
hey on the yellow 53 A car the coupler dont have a connect point pluse i would like to know if you will be coming out with the logging car . enjoying the mods big time just thought i would let you know great work and i know WIP sorry it only connects one way
on the box cars and cattle cars, can the cattle cars carry livestock and can the box cars carry stuff from productions?
yes
box cars you can walk up to the doors and open them with simple ic, livestock the same way butt I haven’t added the livestock to the livestock car yet
i have the easy dev controls installed and the updated version, but when i try to pick up the locomotive, it says object too have and i have super strength turned on.
Hmmm interesting.. Try redownloading the easy dev controls edit that I have, and make sure you dont have any other easy dev controls or super strength mods enabled?
insane detail. any recommendation for the best maps to use them with, other than the piblic map? great work so far and keep chugging away as it were.
thanks a bunch man! Much appreciated! I am currently on pacific NW farming, I believe it is a 4x map so it’s relatively big enough. I have a double track mainline all the way around the perimeter of the map, with a big yard on the south edge of the map, just south of the town. Seems to work pretty well! With room for sidings and even some short lines possibly
thanks man! also nice reference to that crazy stack of containers u posted a few weeks ago.
Where do you find the containers at? Thanks
Containers will be released on my site soon!
Thank you!
thanks mate
you’re welcome, enjoy!