Medieval Engineers

Medieval Engineers

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[Abandoned] 4-6-0 Locomotive
   
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Type: Blueprint
File Size
Posted
Updated
698.159 KB
3 Jan, 2019 @ 6:29pm
7 Jan, 2019 @ 6:42pm
4 Change Notes ( view )

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[Abandoned] 4-6-0 Locomotive

Description
A third locomotive has been posted here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1620103280

A second locomotive has been posted here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1616083138

A small locomotive, heavily inspired by this locomotive on the workshop: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1605185799

To use this locomotive, the rope belts must be connected properly. The manner in which they should be connected can be seen in the photos above.

When pasting, be extremely careful. Not alligning the blueprint to the track can result in the locomotive exploding.

Please join our Discord where you can talk about trains, ships, planes, tanks, and more in ME, here: https://discord.gg/VUMmkQe
49 Comments
Johnbeere  [author] 13 Jan, 2019 @ 5:44am 
Well, real early 4-4-0's were pretty weak, anyway. I also find that measurement of the HP of the steam engines rather dubious and would not think anything by it.
onca77 13 Jan, 2019 @ 1:29am 
4-6-0 does go 32-35km/h. 4-4-0 may be underpowered. Its engines give just 80HP (that's <60KW). If the power estimates in transport fever have anything to do with reality, that's the power of first locomotives without cab.
Johnbeere  [author] 12 Jan, 2019 @ 9:36am 
Granted, I may just need to weigh it down more. All three of mine are equipped with weight boxes.
Johnbeere  [author] 12 Jan, 2019 @ 9:35am 
Well, have you tested my 4-6-0? I've never gotten it past 12 mph.
onca77 12 Jan, 2019 @ 9:21am 
They actually don't. You said 20mph on flat for the 4 axle one. That's 32km/h with wheels smaller than medium.
Johnbeere  [author] 12 Jan, 2019 @ 8:19am 
Very interesting. You have to wonder, then, why do my locomotives perform badly?
onca77 12 Jan, 2019 @ 3:46am 
One more interesting issue: I've decided to test rope stabilization on my suspension. While it improved the sustained speed under certain conditions and greatly reduced jumping, it caused an extensive wear of the wheels. While none fell off, all of them required repair after the test.
onca77 12 Jan, 2019 @ 3:22am 
Conclusion: While mor rigid suspension does help a little it is not that big a difference. It seems that the critical factor is the number of axles.
onca77 12 Jan, 2019 @ 3:11am 
OK. The result of the test:
* With Your suspension (stabilized by ropes) the loco max (peak) speed 43km/h, sustained speed about 36km/k. One wheel lost towards the end of the test without critically imparing the performance.
* Mine (present version): peak about 47km/h sustained about 39km/h.
Conditions: 4-8-4 Heavy with all three engines at max throttle with 50 weights in the midestion chest.
onca77 12 Jan, 2019 @ 1:57am 
@Xaerthus: That's exactly what I've tried to communicate.
@Johnbeere: That would be unlikely. It seems that the hitboxes are flat on the top. Rather, there may be some tiny but sudden changes of angles at the section merge points due to whatever method Equinox used for calculating the geometry of sections when merging them. Splines should not cause problems but I do not know what was really used. Also there is an issue of how the simplified algorithms of the game engine handle the interacion with hitboxes. The dependence on the computer resorces points to that as a culprit.