Note that this mod is just a toy project. Nothing is expected to work well so be sure to backup your world before using this mod.
Every feature can be turned on/off in config.
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Precise Track Overlay: Displays delta position, track angle, curve radius, gradient etc. for track blocks, curves, and track placement.
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Reserved Signal Marking: When scheduled train moves, it reserves several blocks ahead. This feature replaces previous behavior where it marks reserved signal red, with marking it with green color in connected Nixie Tube.
Stage: Beta; most things are implemented. Quite stable for me to use, but not tested thoroughly.
Allows train tracks to be placed at any angle. Flexi tracks can be rotated by holding wrench then dragging the number. Short clicking the number will cycle between Direction, Gradient, Tilt.
Stage: Alpha; most things are implemented, but not tested thoroughly.
Implement real-life like train movement. Includes dynamic calculation of gravitational acceleration, curvature resistance, air resistance, wheel slip. However implementation of air resistance is very crude; will at least need some kind of simplest CFD.
Most aspect of this properties is configurable. Note that realisticSpeed considers one block length as one meter, and
1 second (=20 game tick) as one second.
You might think something work weird; if you build curve as you would normally build in vanilla Create mod, train won't
be able to speed up as its curvature is too steep. In real life, minimum curve radius of railway is much larger than
expected. Of course, I'm planning to apply different curvature resistance according to gauge; monorail track of
Steam 'n' Rails should have less resistance than standard gauge.
Stage: Alpha; most things are implemented, but not tested thoroughly.
Renders track curve when curve is longer than expected. Track curves are rendered by 'primary' track block. That means, if 'primary' end is out of chunk and other end is inside chunk, curve won't be rendered. In combination with other features RailX provides, curve can span hundreds of blocks, making it flashing while moving. This feature is to fix this problem.
When placing tracks, 'Middle Track' is placed sparsely along the curve. If this block is loaded into chunk and 'primary' track block is not loaded, this block will render the curve instead of you. You can control the gap how sparsely these 'Middle Track' is placed, but each middle track copies curve information from track block so it takes more space in world file.
TODO: support rendering TrackTargeting for block entities, like Station Block or Signal Block
Stage: In Development; features are quite complete, but not optimized or tested enough.
Allows 'splitting' track graph into two or more. Uses specialized Split Track Block to separate graph from one end to
another. This will help improving performance of modifying railway on huge graph.
Stage: Idea. This is my pure imagination, and if there is someone who is smart enough please make it real.
Plans and builds huge railway. Integrates with existing map mod to show planned railway and plan more. Has overlay for height/gradient slice view; longitudinal section, contour map, speed limit view etc. Automatically calculates tilt if needed.
Can be integrated with special SchematicCannon-Train. In planning stage, if track exceeds specific height difference to ground, creates tunnel or bridge. May automatically or manually assign special schematics which is optimized for curved and repeated placement. While building, you may build your custom train that handles building. common parts may be automated by roller or deployer, while cannon handles special complicated parts.
Stage: Nothing Done
Stage: Nothing Done
Train control GUIs for more realistic train control. Can be integrated with ComputerCraft to provide custom GUI.
Stage: Nothing Done
Implementing ATS/ATP,ETCS/ATC,TVM etc. Or CTCS controlled by ComputerCraft? (this is scope of ccIntegration)
Stage: Nothing Done
Stage: Nothing Done; Note that this is just my imagination. I cannot write these thing (maybe). There are no suitable VVVF implementation in Github as far as I know.
Train sound simulation via realistic physical simulation. Pseudo-aerodynamic simulation for steam and diesel, VVVF simulation for electric train.
Stage: Nothing Done; seems much harder than I expected. This is also my dream-car.
- Implement real-world like railroad switch
- integrate with Steam 'n Rails, use railroad switch block to determine path, which will be shown by track shape. Switching takes some time, and animation will reflect this.
- Implements switch rod, wing rail, guard rail, etc.
- Requires procedural track curve rendering.
Note that track model in Create is much more complicated than I expected; it isn't some combination of rectangles. They consists of quite- complicated .obj files.
Will be implemented if some method of allowing kinetics inside train carriage exists.