Also, and probably no surprise but each locomotive is suited to different things: Betsy (Porter 1): A yard shunter moving cars back and forth to and from larger engines. Capable of short distance runs. Porter 2: An improved shunter with more fuel capacity but still only suited for short runs. Eureka: A Passenger/Express engine capable of high speeds. The 4-4-0 configuration is, supposedly, to keep the engine steady and running smoothly so as not to jar the passenger coaches. Cooke Mogul: Mixed Traffic engine capable of pulling passenger coaches or goods cars. Class 70: MASSIVE freight locomotive designed purely for hauling long freight trains. Slower than Mogul but stronger and can pull more cars. Climax/Heisler: Geared locomotives capable of taking steep grades and tight turns with ease. The slowest engines in game but best suited for mountain work. The way the map is set up is deceiving at first, like the devs WANT you to try and figure out what train is best at what. The east side of the map with the smelter, iron mine, coal mine is suitable for geared engines while the west side of the map is more suitable for traditional engines like the Eureka, Mogul, and Class 70. The caboose would help you when recounting your cars. If you see the red caboose, you still have your whole train.
Very romantic view. The reality is that porter one can do everything. Just lacks fuel capacity. Porter two is weaker but the same. Eureka, class 70 and mogul got not much differences that would matter. Before any of them reach capacity, the couplers break cause the cars jump out the rail in the game. Eureka is slightly slower zhen C70 atm which I confirmed by driving it behind a eureka and catching up. Its a very minor speed difference tho
You could run an "admin line" along low slope/flat terrain to only be used by a eureka and its tender since its so fast. Say you need to get somewhere in a hurry, derail a train, or just need to take some firewood to a dead train somewhere. It would be a great, secondary line, admin running train in my opinion.
Hey Kan. Quick note, the developers of Railroads Online have said on their Discord that the current model for Eureka will be getting fully rebuilt in the future, as the current model was ported from Railroads Online’s predecessor, a game called American Railroads. But the older model, which doesn’t have a flexible bogey, is why it derails on curves as well as why it has lower resolution textures and a cruder model compared to the other engines in game.
@@Sleeper____1472 Yes that’s the Eureka and yes the Eureka was operational in Version 1.4.5 of ARR. In the final version, V1.5, Eureka was made in-operational due to bugs that the developer never got around to fixing before he dropped ARR in favor of RRO.
im shocked kahn hasnt made a seccondary exit to the round table to the track with the shunt line. so instead of having to do some weird backwards thing he can just go straight and grab and i feel it would smooth things out much nicely.
Róbert Balázs Lőrincz it’s not that thay need them any more cus the turn tables (modern day) lock to a position cus in the mechanism sum where there’s a lock that when the table is in position relative to a track it locks it’s self unless you tell it to keep going then when relative to a track there’s a big lock that locks the table
13:07 looks like the eureka model doesn't have a live bogie, it doesn't move side to side, so on turns, the front and rear wheel of the locomotive stick to the track and the middle two sort of float. In real life, the bogie would be able to swing from side to side, which would keep all four wheels on the track.
The sand is mainly for wheelslip. For example the heisler when on 100% regulator slips when starting (ik its broken but for example) so in order to get traction if starting on a hill you would use the sander.Or if you need more traction when going up a hill because it is so steep and your load is so heavy your wheels are starting to slide down it then u would use the sander in order to regain that traction and deliver more torque by preventing wheelslip
I’m glad you’re willing to give the Eureka a fair shake. She can do work. I love using it to run trains on the flat, 1-2% areas. To be fair though, she only runs to her potential on well laid track.
umm.. hey Kan watched the video in an another ac but,i found something that may be of ur interest 1. Sanders are machinery and piping that use air to squirt sand underneath the wheels of locomotives in order to increase traction. Steam locomotives have a sand dome on top of the boiler. 2. Sanding is used in train operations to improve adhesion in both braking and traction. In braking it is used to ensure that the train stops in as short a distance as possible. It usually occurs automatically when the train driver selects emergency braking 3. Train is pulled by rail engine. The engine sprays sand just before moving,So, to avoid wheel slip, sand is sprayed in the tracks so that it can move forward(i thought this was the reason) 4. (might be useful for u in the snow update or the future rain one) the sand would be sprinkled down pipes to land on the tracks in front of the wheels. This would aid the wheels in gripping the tracks, especially when the rails were wet yeah that's all hope u fond this useful
Hello Kan. The class 70 can pull up to 4 hopper cars, 12 plank cars ( teir 2 ) ( minimum ) and a cabooses. you were right also the sand helps to not slip the wheels. The sand gives the engine 10% more friction and that friction gives the engine 5% more power in real life. And my Father's Grandfather was a Steam engine expert.
I've run the eureka with ~20 T2 cars up a 3% grade, it has 0 acceleration when loaded, but it's a good second engine, especially for the price, and you're not supposed to brake on the way up, set them after loaded so your cars don't push you on the way down
Yep Eureka is privately owned by a man named Dan Markoff. It may be old and the Eureka and Palasade RR may be gone but the real Eureka engine itself is still around today
BTW Kan, lowering the reverser/cutoff should only be done on flat, long sections of track. Basically it lowers the amount of steam per stroke, saving you quite a lot of steam whilst mostly keeping up your speed. It's very good for extremely long distance flat routes, extending your range greatly. On hills you want more cutoff for more power. Edit: Also the sander is used if you have a very heavy train and a powerful locomotive. The consist might be too heavy to get going, so you would turn on the sander, effectively giving it more grip, meaning you can use more power, allowing you to accelerate quicker (This can be used a lot of the time, especially on hills. With more traction you can use more power, allowing you to pull trains harder and faster up slopes).
When you do finally get the class 70, I would recommend looking up the turn radius of the class because of the side and the fact it is a rigid frame locomotive. If it was a garrat or a mallet type, then it wouldn't matter as much, but for a rigid frame locomotive, too sharp a turn can bend the frames of the locomotive and derail it as well. So redoing the logging camp loop is a requirement if you're going to run it in the future
Hey pall, when you apply handbrakes, you don’t need to apply them all (or half for that matter). There’s a chart for how many brakes you need, not including the engine. 1-9 cars: 1 brake 1-19 cars: 2 brakes 20-29 cars: 3 brakes 30-39 cars: 4 brakes 40+ cars: 5 brakes Now you know how many brakes you need for your parked cars :) [you do need more brakes depending on the grade and total tons.]
You should take a couple Betsy's and haul them up to your distant places like the iron mine and make a mini-shunting yard for them so if you get stuck at the mine again then you don't have to run all the way back to base for a Betsy. You just run up the bridge and into the junction to grab a spare shunter and pull yourself back up, shunt it, then leave.
Hi, Kan. I reckon you should watch the Buster Keaton film 'The General', since there's loads of 4-4-0 locomotives in that film. In other news, I just found out that the Eureka 4-4-0 is a real locomotive on the Eureka and Palisade Railroad. And thank you for inspiring me to significantly update my track layout between the freight depot, logging camp and sawmill (although I've ended up with incredibly sharp curves at the sawmill, so much so that the front 'pony-truck' on the Cooke Mogul actually comes off. I might have to get an army of Betsy's for that section).
Merry Christmas, glad to see this after a 3 hour flight edit: repurpose betsy for throwing switches, leaving water towers at every location(since from my understanding Betsy doesn't hold too much water) for refueling water other edit: there is a vr train game called derail valley
Hey kan. Merry Christmas everyone have a great day or night. Kan you should buy a lot of carts then get two other people then they drive two trains and you dive one and you use like 10 carts each. You go and do the same thing so you don’t need to build another track and then each train is by itself so not connected
@@thefaulnt3562 Icy, wet, oily or dry tracks. train wheels on rails have low friction, the sand is used to temporarily increase friction between the tracks and wheels.
its mostly for wheel slip. something im fairly certain isn't implemented in the game yet. i constantly see these youtubers just flick the reg to 100% when starting fully loaded trains and the wheels never slip on them, so im pretty sure the sander's use isn't implemented yet. the one train that did slip, was one of the geared boys. and im pretty sure that WASNT slip mechanics, but a bug.
For the thing you said about the sharp turns, sometimes engines would be made with a “blind” wheel in the middle on both sides, where it was made without the flange on the inside to keep the locomotive on the rails. By design, those “blind” wheels would actually come off the rails going around a turn, and when it straightened out, they would go back on. A “Cooke” manufactured Mogul style narrow gauge railroad near me used this technology to go around sharp turns to follow the terrain of the hilly landscape. If you’re interested, look up Second #4 of the Waynesburg & Washington Railroad.
Get in early if your getting in. Other train games sell engines as dlc for upwards of $50 I hope they dont take that route but i still expect the price to increase as the game improves.
Hey Kan, merry Christmas. In answer to your turn and wheels question, each train in the real world is rated for certain turns based on wheel base, if the turn is too tight, then longer wheel basis trains wouldn’t be able to go on those tracks.
Minimum turning radius is defined by the railroad. Engines are designed with those specifications in mind. I believe that for really tight turns, they would also make the rails able to spread out a bit?
Nah, the rails are fixed, but the gauge is slightly increased in curves. We're talking about up to 35mm wider gauge in the narrowest curves (on a 1435mm gauge track).
The Australian Standard Garratt used to have significant issues with tight corners and was eventually scrapped due to its inability to fulfill any of the requirements assigned to it. As for the Queensland class Beyer-Garratts, they proved unsuccessful for their original task, but we're very useful for hauling coal over steep gradients on their own for what took multiple C17 Queensland class locomotives to do. It is a beautiful engine, definitely my favourite, C17 is a close second place, maybe because I got to see one operating today.
Hey kAn, great videos, unfortunately those videos made me buy the game and enjoying it as much as you do. I made some good expperiences with the car breaks when going downhill. This makes sense, because cars usally don't derail due to being pulled out of the tracks, but pushed out. So when goinng downill, I apply the breaks on the last and maybe one or two cars before that to reduce the force on the cars at the front. Going uphill you dont have this problem, because either the engine or gravity is pulling on the couuplers. Concerning the sand (eperience out of real life): it helps, when the track are slippery in particular due to moisture (or right now because the streats are salted to get the ice melted). But to be effective, the sand needs to be under the wheel ... and it gets thrown in front of it ... ... so good luck using it when you're standing still. I usally apply the sander when breaking or short before coming to a standstill. But that's real life, I'm not sure about the defs programming it this way (at least by now).
I still haven’t been able to conclude if sanders are useful or not in this game yet. However in reality, sanders are used for both traction getting started in poor conditions or in some cases on starting on inclines. They are also used on inclines where at your current throttle(regulator on steam) the wheels begin to slip due to the weight of the train overpowering the amount of traction the locomotive is producing. Had a friend that used to run coal trains in PA, where you are either full throttle or full service brake. In modern day the big issue is our trains are pulling so many cars you don’t have to worry about where the locomotive is on a hill, you have to worry about the rest of the train. Your locomotive may be on flat ground, but the 50 cars at the end may still be traveling up a 2% grade. Also something to keep in mind... with a few exceptions to the rule(mainly in Europe, logging trains in the US, and Cajon Pass at 3% grade)... it is normally impractical to have anything over a 2% grade. I’ll discuss the issues with Cajon Pass as I’ve done a fair amount of research on it. Cajon Pass has a few miles of track at a 3% grade and any train heading up will usually require one or two helper units to assist in the climb. Descending down the pass is even more dangerous, and we’ve had quite a few accidents even recently. Descending down the pass requires 2-3 helper units down the pass for extra braking and many engineers have learned to begin the descent at a much lower speed than the limit for the pass. The last major accident on the pass was a 69 car train with 6 locomotives, where the total weight was 2000 tons over what the train order stated the weight was, as well as the lead locomotive was dead and failed to start, so they had added a locomotive from another consist. The dispatcher had realized the weight issue and had come to the conclusion that 6 locomotives would’ve been enough braking power... the dispatcher wasn’t informed that there was a dead locomotive, and the crash investigation also concluded another locomotive did not have working air brakes, so only 4 locomotives were able to provide air brakes out of the 6 needed... resulting in the train hitting about 70mph when it should’ve been 25mph and derailing taking out an entire street. While cleaning up the crash, an excavator hit a buried gas pipeline and the entire street went up in flames.
Quick question: wouldn't it be easier to have the handle of the turntable next the track you're trying to align to? Right now you're aligning the opposite side of the turntable track and that makes it harder in my opinion because you have to walk there to see if it's aligned correctly or not whereas if you align it to the track next to the handle you would just have to look down to check.
But now that I thought more about it you would have to turn the turntable more to align it the way I said so you will spend more time doing that then walking to check the alignment like you currently do 🤔
Eureka is actually very strong when in its element. Unfortunately for a lot of people, their layouts are actually the worst possible situation for the Eureka. A bit of context: (This is for Kan, though I think anyone else who stumbles upon this might find it helpful) The 4-4-0 wheel arrangement (what the Eureka is) was most commonly used as a mixed/dual service mainline locomotive. Meaning the locomotive is intended to haul both passengers and freight. Another key factor is “mainline”. Eureka does not like sharp curves, it’s design (even if the front bogie was modeled correctly as some other commenters have pointed out) indicates it is to be used on the main tracks of a railroad, where wide gentle turns are a necessity for long or high speed trains. Grades are also a point of interest but aren’t much of a factor considering the slopes on your layout. When done correctly, Eureka is a monster. I can do what I’ve termed the “Rule of Three Challenge” where I regularly pull 30 loaded log cars (plus two cabooses) on a 3% grade on 30% regulator. All at it’s top speed. In fact due to the consist’s length, I often forget some cars have their brakes on 100% and it still pulls with power to spare. There was even an incident where someone stranded my Class 70, it’s two cabooses and 12 oil tankers on the mainline. Deciding to see if I can save it in a realistic manner for fun, I pushed that with just the Eureka while pulling 40 loaded log cars up the 3% incline. Granted I had to use 50% regulator that time but I think I’ve made my point. Sometimes it actually feels like it has too much power even though I am very gentle with the regulator. I snap couplers on the 30 and 40 log car trains with some frequency and once or twice every time I start my massive 60 log car from a dead stop on flat ground in my shunting yard (I recouple it while it pulls out of the yard lol) Though where it’s at currently is perfect pulling power wise (aside from the bogie issue). I’d wish it were a bit (ok, a lot) faster since this wheel arrangement in its golden age regularly hit 60 mph in passenger service with some bursts of 90 mph and an unproven claim of >100 mph. A final word of advice: Steam locomotives actually produce the most power when moving at a certain speed. As an old saying goes: “A steam locomotive can pull a train it cannot start [from a standstill]” I’m not sure if this is implemented into the game but Eureka feels like it gives the most power when the chugging sound happens roughly 4-8 times a second.
What I did in my save is build a big old interchange yard between the smelter and iron mine (up by the waterfall). I use moguls for coal mine, geared for smelter and iron mine. ALL other track is under 3% grade and wideish turns, makes the Eureka REALLY shine, pull 24 car trains to and from the interchange yard all the time, no problem.
Just some quick things i wanted to say, purely based on your gameplay (which i passionately love) and not by playing the game: 1) As some people say, all the locos IRL (both with and without live bogeys) have a maximum turn radius that they can handle. It all depends on the type of bogey and the distance between the axles. 2) The Eureka is well suited for high speed, relatively flat passenger runs, so i guess they put it there thinking about adding them? 3) I'd really love to see the water consumption logic changed... Atm it seems like it's boiling water depending on the reg level, as if it's injecting water in the cylinders per each stroke in the same way the engine in cars injects fuel. IRL it depends purely on the fire temp, as you need higher fuel temps in order to boil water quicker and produce pressure quicker, for climbing steep hills for example. Steam locos have ways of "blowing" on the fire in order to increase the fire temp (at the cost of having to replenish the firebox on a more regular basis due to the coal/wood burning quicker). The "blow off valve" you see, only actually works when the boiler reaches its maximum steam pressure, and it releases some in order not to risk any structural rupture and explosion of the boiler, cause if the fire is on, it keeps on boiling water depending on its temp. Locos also need an injector, which is a valve that simply injects water into the boiler. These infos are based on some friends of mine that have studied steam locos and by playing derail valley, so if i'm spreading misinformation, feel free to prove me wrong :)
Ive done 20+ cars up a 4% grade to the iron mine with the 4-4-0 with no problems. Shes a great engine, an icon for her time, and she'll haul most loads anywhere.
Merry Christmas On the wheel thoughts, I'm sure in real life the wheels of a train have some side to side shift since they can't turn or bend like rubber ones. Probably a jointed shaft or restricted ply so they stay aligned to each other at least
its crazy that you menion vr because i watched this video on my Oculus. i have been watching your channel now for about a couple months, i love your content. i also commented on my Oculus. Merry Christmas
The sander on locomotives is for traction on any rails. Mainly used for climbing hills, the sander drops sand onto the rails for traction. It can be dropped anywhere, so you are using the sander right, dont worry mate. Hoped this helped ya lol.
13:46 Some 4-4-0s actually have a fixed leading bogie (one that doesn't swing and spin with the track). To keep the engine somewhat flexible, the front pair of driving wheels is blind, or has no flange - the lip around the frame-side rim of the wheel that acts as an emergency mechanism to keep the engine centered on the track. A lot of my Lego MOCs use this technique because the factories only make R40 (40 stud radius) curves.
I think Gutless’s name is like Toothless from how to train your dragon, when hiccup first met him his teeth were retracted and was assumed toothless but then BOOM, teeth, but it’s guts with gutless
I think it was on the comment of a video talking about Union Pacific engines that someone said that “a steam engine can pull more than it start, and a diesel engine can start more than it can pull”
I always considered the Eureka as a compromise between the porters and the bigger engines. It’s not as powerful, but it has a much bigger fuel reserve. It can do like 5x the amount of trips a porter can before needing a refuel. I find it works well as a supplier for my firewood stations, with it’s quick speed and cordwood not being that hard to pull around.
I, as a trainee at the Deutsche Bahn (German railway company), can tell you that you are using the sand correctly.... the sand is used to have more grip in wet or similar conditions. It doesn't matter whether you use it while accelerating, braking, or while driving, if you need it, use it ;D
Merry Christmas kAN! May I suggest a mental renaming of the Gutless? I'm suggesting the Cutlass as the name looks similar to what's on the side and the meaning kinda fits. A more specialized tool for a particular job. I'm happy it's back on the roster, hopefully the redesign is out soon!
So, I'm not sure if this works in this game because I haven't played it BUT I do know that steam trains are more efficient at a lower reverser when moving at faster speeds. I am aware you've tried messing with the reverser before and had no luck. So I hopped on train simulator 2022 and did a hill climb experiment with one of the steam engines and I found that its most efficient to start the train at full reverser 20ish % reg. Then once the train gets going lower the reverser down to like 30% and then increase the reg to full. The sander is indeed used to stop wheel slip. Whether the rails are icy or the train is too heavy sand is used to gain traction from the rough surface of the sanded rails. Hope this helps! Edit: I'm gonna purchase the game, so when your server is ready id be happy to join on and help!
The Eureka actually operated as a logging locomotive for quite some time. As such it can move wood products pretty well. My only problem with it is that you can't do much efficient steaming, as it doesn't like to get going with the Johnson Bar around the middle.
I don't know about the game, but in real world physics, keeping moving can be equivalent to getting started in terms of slippage. If there's enough torque to keep the wheels moving but the energy required to move the train exceeds the amount of friction (there are technical terms for all this, but I don't remember right now) between the wheels and the rail then the wheels will slip. Adding sand would increase the friction between the wheel and the rail which would perform the same function whether it's getting a train started or keeping one moving up hill. At those points where gravity or inertia is stopping the train but the engine keeps the wheels moving, more friction is the only thing stopping slippage
I run the Eureka with the moguls tender with a climax tied behind with 13 stake cars for coal mine. Eureka has flat line speeds and the climax takes it over the long haul up. Used to run Eureka as "The Express" hauling 6 cars at full speed, no matter how steep.
You could use the eureka with multiple people as a switching train, so one person drives the heavy train with the goods, and the eureka goes ahead to change switches and can stop and start easily, so the big train can keep on cruising the whole way to it's destination
Sup kan, merry Christmas. So the sander isn't just for starting. As the train rolls, if it's slick conditions, the sander is used to make sure the drive wheels maintain traction.
actually when climbing hills it is always good to have some car brakes on at about 50 or 25% for longer cars even lesser. the reason behind it is you actually will climb fast. the reason is that if you derail from the train you can backup a bit and just re link em to the train rather than sending them backwards and flying off a corner.
Sander is for wheels anti-slip, basically it helps the locomotive pull the heavy load when you apply to much power so the wheels won't slip ont the track. Also, when starting to pull the heavy load uphill and you apply too much power so the wheels slip, sander will prevent sliping during accelereation of the composition. If the wheels are rotating normaly and the composition is movin, then sander is pointless to turn on, just waste of sand amd doesnt apply any additional tractive effort in that case. Sander only affects friction not the tractive effort. Hope it helps a little :D
IRL the 4 driving wheels of a 4-4-0 will stay straight on the rails, holding most of the weight, while the front truck has greater movement. This is not as obvious in the game. The fun starts when you have 6 or more drivers. In many longer locos, not all drivers are flanged and are instead wide and flat. These wheels hold weight and provide tractive efforf while the other flanged drivers guide the loco on the tracks. I remember freaking out as a kid the first time I noticed this on a steam locomotive, thinking it would fall off the track without flanges. But of course, they don't.
I actually have an 0-8-0 O-Gauge model train. The middle four wheels don't have the inner rim that holds the wheels onto the tracks, only the front two and back two. So the bit about wheels sticking out is something I've wondered about(and never looked into) for a while.
so kan, in regards to the drivers moving away from the tracks on sharp turns, this was actually a thing that happened intentionally by design in real life. especially as steam locomotive wheelbases got larger, many steam locomotives have what is known as "blind" drivers, basically what this means is that certain drives had no flange on them ( the inside part of the wheel that sits below the rail keeping the wheel in alignment with the track surface) and the lack of this flange allowed locomotives to more easily traverse turn preventing long rigid wheelbases from spreading the rails causing derailments. also side note helpful tip: to future proof you line make sure all your turns are no more than 20 degrees as later on the bigger locomotive that will be added will only be able to do a maximum turn radius of 20 degrees, and that's at low speed without derailing.
concerning the sander: while the sand doesn't give you more power (duh), it allows the train to deliver more torque to the wheels without slipping, so overall it allows you to use more power. And that independently of whether you are moving or not.
irl sand isn't used for bogging down. trains irl dont bog down. they slip if they are applying too much power for the grade. modern trains can LOOK like they are bogging down, but thats only because the computer controlled anti-slip is reducing power to the wheels to well, prevent them slipping. but old steamers dont. sand as far as i can tell, doesn't have a use in this game at the moment. what would really happen with the eureka irl, is there would be no middle ground power setting between going nowhere, and slipping the wheels. you would either be doing one or the other. steam trains dont ever "not have enough torque" they simply dont have enough "tractive effort" which is a fancy way of saying they dont have enough drive wheels to put the power down without slipping.
you should try Railroads Online Extended, lets you run them remotely, and remotely throw swtiches. Plus an in game minimap in the corner, really helps a ton.
on steam locomotives that have many drive wheels, it is not uncommon for some of the wheels to be 'blind'. basically, every wheel on a train has a flange, (the bit you see sticking out on back of the wheel) that keeps the locomotive from coming off the rails, but blind wheels do not have a flange, thus allowing them to be free of the rails, but on a 4-4-0, no wheels would be blind and the locomotive would derail
If you want a very similar game to this but with VR, you have Derail Valley, it does not have the track building or the loco and wagon buying (world is pre made with existing vehicles) but has all the same driving and assembling trains, but with VR added; also it has diesel trains together with steam ones
Also the engine should whistle before starting to move and there are whistle signals when entering a station, passing a station, warning signal etc. Just read up on it :)
Your correct, the sander doesn't help with traction unless the wheels slip. You would want to avoid using it when there is no wheel slip because the abrasive nature of the sand can accelerate wear and tear on the wheels and the track. Also, would you ever check out derail valley?
Good point, but money and route wise it's more of a problem. Money wise cause tenders need to get bought with engines, do you pay a certain amount for the eureka tender, just to scrap it.... Of course you could rename .5 gutless then , but you don't just change a name, do you? Then route wise: except for if it's an emergency train, it is extremely unviable for when several people are online, as you basically either need to know the exact track their on (for the occasion that there are several pairs of lines, so only the line with the stuck cart gets used by emergency betsy) Or have an emergency line for it. On the other hand in combination with a tender and a combuse it would be a perfect shift locomotive, bringing the people to their lines of work, under the circumstances, tgat the main shuntyard isn't the only parking slot, but designated trains on the lines have their own spot. And in later updates, if there is a maintenance and repair mechanic in this game, it'd be a viable repair locomotive. So... It'd be kinda useful in future, but far from viable now.
Regarding the tight curve at slow speeds the flanges (the lip on the wheel) would bind up and depending on torque and tractive effort either bind and eventually shove the rails out of gauge or climb over the rails and derail. At speed you most likely get both with the added side fun of putting your train all over the landscape in a spectacular fashion. Setting the brakes going up hill does sound wrong maybe for coming down to help keep your train under control but brakes on going up hill that would add additional drag to overcome. Thinking Gutless needs a renumbered and renaming and don't sweat the using the wrong terms you don't need to study the terminology ( unless you want to it is really interesting) but as a 60 year old ferroequinologist when I comment I'll just throw out the proper term and try to explain it.
you can double track some important mainlines like the line from sawmill to places and the line to and from freight depot and the yards and on those routes, enforce one way usage of track (drive on your left/right deal)
Most steam locomotives keep the powered wheels as close together as possible then the rest of the wheels are on bogies that turn. An example would be 3 or 4 powered wheels in the center of the train then the front and rear wheels are on bogies. Could also have 2 or 3 powered wheels on the back and then everything else is on bogies. I have seen a Train where the center wheels are on big rails and around the corners the wheels extend and retract side to side.
At some point check out Derail Valley. It's similar in logistics to this game. It's VR, has modern trains, doesn't have multiplayer(yet) or the ability to build your own track (yet). It's a fantastic game
For steam engines the driving wheel diameter is a good general indicator of speed, while number of driving axels is a good indicator of pulling power. Makes sense that a 4-4-0 has less pulling power than a 2-6-0, but it should be faster if the drive wheels are bigger.
I used to play Railroad Tycoon. When that game would let you buy a new engine I never knew what they meant by 2-6-0 or 4-4-0. Thanks to Kan now I know a little bit more.
Hi! Person with 0 knowledge here. I feel like a lot of your problems would be solved if your lines had more gradual turns? Who knows :P Loving the series! Merry Christmas
Also, and probably no surprise but each locomotive is suited to different things:
Betsy (Porter 1): A yard shunter moving cars back and forth to and from larger engines. Capable of short distance runs.
Porter 2: An improved shunter with more fuel capacity but still only suited for short runs.
Eureka: A Passenger/Express engine capable of high speeds. The 4-4-0 configuration is, supposedly, to keep the engine steady and running smoothly so as not to jar the passenger coaches.
Cooke Mogul: Mixed Traffic engine capable of pulling passenger coaches or goods cars.
Class 70: MASSIVE freight locomotive designed purely for hauling long freight trains. Slower than Mogul but stronger and can pull more cars.
Climax/Heisler: Geared locomotives capable of taking steep grades and tight turns with ease. The slowest engines in game but best suited for mountain work.
The way the map is set up is deceiving at first, like the devs WANT you to try and figure out what train is best at what. The east side of the map with the smelter, iron mine, coal mine is suitable for geared engines while the west side of the map is more suitable for traditional engines like the Eureka, Mogul, and Class 70.
The caboose would help you when recounting your cars. If you see the red caboose, you still have your whole train.
Very romantic view. The reality is that porter one can do everything. Just lacks fuel capacity.
Porter two is weaker but the same.
Eureka, class 70 and mogul got not much differences that would matter. Before any of them reach capacity, the couplers break cause the cars jump out the rail in the game. Eureka is slightly slower zhen C70 atm which I confirmed by driving it behind a eureka and catching up. Its a very minor speed difference tho
Very helpful thank you.
@@TheFlohRiDa The devs said that Porter One (Betsy) is getting a nerf soon.
@@TheFlohRiDa Based upon my reading of statements by the developers, the Porter was temporarily made stronger for people to get use to the game with.
The Eureka actually operated as a logging locomotive for a period of time in I think Nevada? So it's actually pretty good at logs and lumber products.
You could run an "admin line" along low slope/flat terrain to only be used by a eureka and its tender since its so fast. Say you need to get somewhere in a hurry, derail a train, or just need to take some firewood to a dead train somewhere. It would be a great, secondary line, admin running train in my opinion.
You could also add a caboose or 2 to make it into a locomotive as such.
Lol admin search and rescue
An express line?
@@Vixen1525 that would be cool doe
This doesnt look like a passenger train... more like an express train
Hey Kan. Quick note, the developers of Railroads Online have said on their Discord that the current model for Eureka will be getting fully rebuilt in the future, as the current model was ported from Railroads Online’s predecessor, a game called American Railroads.
But the older model, which doesn’t have a flexible bogey, is why it derails on curves as well as why it has lower resolution textures and a cruder model compared to the other engines in game.
@@severinghams just one in the back for articulation for most, heisler and climax have the pivot in the middle though.
Wait, so is the Eureka that background engine by the roundhouse, because I think only porter and climax were operational.
@@Sleeper____1472 Yes that’s the Eureka and yes the Eureka was operational in Version 1.4.5 of ARR.
In the final version, V1.5, Eureka was made in-operational due to bugs that the developer never got around to fixing before he dropped ARR in favor of RRO.
im shocked kahn hasnt made a seccondary exit to the round table to the track with the shunt line. so instead of having to do some weird backwards thing he can just go straight and grab and i feel it would smooth things out much nicely.
Neither have railroads IRL.
@@robertbalazslorincz8218 uhhh no, bullshit. Plenty of turntables with multiple exits exist.
Róbert Balázs Lőrincz it’s not that thay need them any more cus the turn tables (modern day) lock to a position cus in the mechanism sum where there’s a lock that when the table is in position relative to a track it locks it’s self unless you tell it to keep going then when relative to a track there’s a big lock that locks the table
13:07 looks like the eureka model doesn't have a live bogie, it doesn't move side to side, so on turns, the front and rear wheel of the locomotive stick to the track and the middle two sort of float. In real life, the bogie would be able to swing from side to side, which would keep all four wheels on the track.
You are correct. The bogey deck on the real life Eureka consists of the front four wheels. I don't think it was modeled correctly in game.
Yep. In fact, pilot wheels are only visual, as of my Mogul experience.
Well that's maybe due to the Eureka's Model being ported from Railroads Online's predecessor, called "American Railroads"
The sand is mainly for wheelslip. For example the heisler when on 100% regulator slips when starting (ik its broken but for example) so in order to get traction if starting on a hill you would use the sander.Or if you need more traction when going up a hill because it is so steep and your load is so heavy your wheels are starting to slide down it then u would use the sander in order to regain that traction and deliver more torque by preventing wheelslip
I think the devs fixed it in the snow update.
Edit: it beeing the Heisler
I’m glad you’re willing to give the Eureka a fair shake. She can do work. I love using it to run trains on the flat, 1-2% areas. To be fair though, she only runs to her potential on well laid track.
Don't think that nobody noticed the reworked lines around the turn table, because i did and it looks real nice good job dude!
Love the "giving the eureka another chance for Christmas" awsome
umm.. hey Kan watched the video in an another ac but,i found something that may be of ur interest 1. Sanders are machinery and piping that use air to squirt sand underneath the wheels of locomotives in order to increase traction. Steam locomotives have a sand dome on top of the boiler. 2. Sanding is used in train operations to improve adhesion in both braking and traction. In braking it is used to ensure that the train stops in as short a distance as possible. It usually occurs automatically when the train driver selects emergency braking 3. Train is pulled by rail engine. The engine sprays sand just before moving,So, to avoid wheel slip, sand is sprayed in the tracks so that it can move forward(i thought this was the reason) 4. (might be useful for u in the snow update or the future rain one) the sand would be sprinkled down pipes to land on the tracks in front of the wheels. This would aid the wheels in gripping the tracks, especially when the rails were wet
yeah that's all hope u fond this useful
Hello Kan. The class 70 can pull up to 4 hopper cars, 12 plank cars ( teir 2 ) ( minimum ) and a cabooses. you were right also the sand helps to not slip the wheels. The sand gives the engine 10% more friction and that friction gives the engine 5% more power in real life. And my Father's Grandfather was a Steam engine expert.
I've run the eureka with ~20 T2 cars up a 3% grade, it has 0 acceleration when loaded, but it's a good second engine, especially for the price, and you're not supposed to brake on the way up, set them after loaded so your cars don't push you on the way down
You should look up the real Eureka that’s still running today. It looks gorgeous in real life
Yep Eureka is privately owned by a man named Dan Markoff. It may be old and the Eureka and Palasade RR may be gone but the real Eureka engine itself is still around today
good stuff kan, hope you keep it up and have a merry christmas
the pump car can be the "filling up on water and throwing switches" train because it just needs you to operate it.
BTW Kan, lowering the reverser/cutoff should only be done on flat, long sections of track. Basically it lowers the amount of steam per stroke, saving you quite a lot of steam whilst mostly keeping up your speed. It's very good for extremely long distance flat routes, extending your range greatly. On hills you want more cutoff for more power.
Edit: Also the sander is used if you have a very heavy train and a powerful locomotive. The consist might be too heavy to get going, so you would turn on the sander, effectively giving it more grip, meaning you can use more power, allowing you to accelerate quicker (This can be used a lot of the time, especially on hills. With more traction you can use more power, allowing you to pull trains harder and faster up slopes).
When you do finally get the class 70, I would recommend looking up the turn radius of the class because of the side and the fact it is a rigid frame locomotive. If it was a garrat or a mallet type, then it wouldn't matter as much, but for a rigid frame locomotive, too sharp a turn can bend the frames of the locomotive and derail it as well. So redoing the logging camp loop is a requirement if you're going to run it in the future
Yes but flangeless middle drivers
Hey pall, when you apply handbrakes, you don’t need to apply them all (or half for that matter). There’s a chart for how many brakes you need, not including the engine.
1-9 cars: 1 brake
1-19 cars: 2 brakes
20-29 cars: 3 brakes
30-39 cars: 4 brakes
40+ cars: 5 brakes
Now you know how many brakes you need for your parked cars :)
[you do need more brakes depending on the grade and total tons.]
You should take a couple Betsy's and haul them up to your distant places like the iron mine and make a mini-shunting yard for them so if you get stuck at the mine again then you don't have to run all the way back to base for a Betsy. You just run up the bridge and into the junction to grab a spare shunter and pull yourself back up, shunt it, then leave.
Hi, Kan. I reckon you should watch the Buster Keaton film 'The General', since there's loads of 4-4-0 locomotives in that film.
In other news, I just found out that the Eureka 4-4-0 is a real locomotive on the Eureka and Palisade Railroad.
And thank you for inspiring me to significantly update my track layout between the freight depot, logging camp and sawmill (although I've ended up with incredibly sharp curves at the sawmill, so much so that the front 'pony-truck' on the Cooke Mogul actually comes off. I might have to get an army of Betsy's for that section).
Merry Christmas, glad to see this after a 3 hour flight
edit: repurpose betsy for throwing switches, leaving water towers at every location(since from my understanding Betsy doesn't hold too much water) for refueling water
other edit: there is a vr train game called derail valley
I have derail valley, fun game, with "mission" style setup but with premade tracks. I dont have vr so I have to play using the mouse.
Hey kan. Merry Christmas everyone have a great day or night. Kan you should buy a lot of carts then get two other people then they drive two trains and you dive one and you use like 10 carts each. You go and do the same thing so you don’t need to build another track and then each train is by itself so not connected
Not even 2 minutes, you're near of the first view im sure
meri krismin
Merry Christmas kan, love railroads online vids they are great!!
Merry Christmas everyone thanks for the video, Kan always nice to see the Eurika running a line
I really appreciate your effort in learning about the locomotives!
Best Christmas gift, a new railroads online video
I came as fast as I could, can't miss the videos!
Keep making more, your truely brilliant
The sander is not only for grip, it´s also to support the brakes!
It is for grip, either for moving or stopping.
@@Bendigo1 or starting, it's basically it's for all the above
But I though it was for icy tracks
@@thefaulnt3562 Icy, wet, oily or dry tracks. train wheels on rails have low friction, the sand is used to temporarily increase friction between the tracks and wheels.
its mostly for wheel slip. something im fairly certain isn't implemented in the game yet. i constantly see these youtubers just flick the reg to 100% when starting fully loaded trains and the wheels never slip on them, so im pretty sure the sander's use isn't implemented yet. the one train that did slip, was one of the geared boys. and im pretty sure that WASNT slip mechanics, but a bug.
For the thing you said about the sharp turns, sometimes engines would be made with a “blind” wheel in the middle on both sides, where it was made without the flange on the inside to keep the locomotive on the rails. By design, those “blind” wheels would actually come off the rails going around a turn, and when it straightened out, they would go back on. A “Cooke” manufactured Mogul style narrow gauge railroad near me used this technology to go around sharp turns to follow the terrain of the hilly landscape. If you’re interested, look up Second #4 of the Waynesburg & Washington Railroad.
I've been watching this series for a while and pondering whether to buy the game. Its $45, but it looks really fun! Loving the series, keep it up!
Get in early if your getting in.
Other train games sell engines as dlc for upwards of $50
I hope they dont take that route but i still expect the price to increase as the game improves.
It nice to see the Eureka pulling its own weight. Good job👍
So proud of you GutLess
Hey Kan, merry Christmas. In answer to your turn and wheels question, each train in the real world is rated for certain turns based on wheel base, if the turn is too tight, then longer wheel basis trains wouldn’t be able to go on those tracks.
Minimum turning radius is defined by the railroad. Engines are designed with those specifications in mind. I believe that for really tight turns, they would also make the rails able to spread out a bit?
Nah, the rails are fixed, but the gauge is slightly increased in curves. We're talking about up to 35mm wider gauge in the narrowest curves (on a 1435mm gauge track).
The Australian Standard Garratt used to have significant issues with tight corners and was eventually scrapped due to its inability to fulfill any of the requirements assigned to it.
As for the Queensland class Beyer-Garratts, they proved unsuccessful for their original task, but we're very useful for hauling coal over steep gradients on their own for what took multiple C17 Queensland class locomotives to do.
It is a beautiful engine, definitely my favourite, C17 is a close second place, maybe because I got to see one operating today.
Hey kAn, great videos, unfortunately those videos made me buy the game and enjoying it as much as you do.
I made some good expperiences with the car breaks when going downhill. This makes sense, because cars usally don't derail due to being pulled out of the tracks, but pushed out. So when goinng downill, I apply the breaks on the last and maybe one or two cars before that to reduce the force on the cars at the front. Going uphill you dont have this problem, because either the engine or gravity is pulling on the couuplers.
Concerning the sand (eperience out of real life): it helps, when the track are slippery in particular due to moisture (or right now because the streats are salted to get the ice melted). But to be effective, the sand needs to be under the wheel ... and it gets thrown in front of it ... ... so good luck using it when you're standing still. I usally apply the sander when breaking or short before coming to a standstill. But that's real life, I'm not sure about the defs programming it this way (at least by now).
I still haven’t been able to conclude if sanders are useful or not in this game yet. However in reality, sanders are used for both traction getting started in poor conditions or in some cases on starting on inclines. They are also used on inclines where at your current throttle(regulator on steam) the wheels begin to slip due to the weight of the train overpowering the amount of traction the locomotive is producing.
Had a friend that used to run coal trains in PA, where you are either full throttle or full service brake. In modern day the big issue is our trains are pulling so many cars you don’t have to worry about where the locomotive is on a hill, you have to worry about the rest of the train. Your locomotive may be on flat ground, but the 50 cars at the end may still be traveling up a 2% grade.
Also something to keep in mind... with a few exceptions to the rule(mainly in Europe, logging trains in the US, and Cajon Pass at 3% grade)... it is normally impractical to have anything over a 2% grade. I’ll discuss the issues with Cajon Pass as I’ve done a fair amount of research on it. Cajon Pass has a few miles of track at a 3% grade and any train heading up will usually require one or two helper units to assist in the climb. Descending down the pass is even more dangerous, and we’ve had quite a few accidents even recently. Descending down the pass requires 2-3 helper units down the pass for extra braking and many engineers have learned to begin the descent at a much lower speed than the limit for the pass. The last major accident on the pass was a 69 car train with 6 locomotives, where the total weight was 2000 tons over what the train order stated the weight was, as well as the lead locomotive was dead and failed to start, so they had added a locomotive from another consist. The dispatcher had realized the weight issue and had come to the conclusion that 6 locomotives would’ve been enough braking power... the dispatcher wasn’t informed that there was a dead locomotive, and the crash investigation also concluded another locomotive did not have working air brakes, so only 4 locomotives were able to provide air brakes out of the 6 needed... resulting in the train hitting about 70mph when it should’ve been 25mph and derailing taking out an entire street. While cleaning up the crash, an excavator hit a buried gas pipeline and the entire street went up in flames.
Quick question: wouldn't it be easier to have the handle of the turntable next the track you're trying to align to? Right now you're aligning the opposite side of the turntable track and that makes it harder in my opinion because you have to walk there to see if it's aligned correctly or not whereas if you align it to the track next to the handle you would just have to look down to check.
But now that I thought more about it you would have to turn the turntable more to align it the way I said so you will spend more time doing that then walking to check the alignment like you currently do 🤔
Eureka is actually very strong when in its element.
Unfortunately for a lot of people, their layouts are actually the worst possible situation for the Eureka.
A bit of context: (This is for Kan, though I think anyone else who stumbles upon this might find it helpful)
The 4-4-0 wheel arrangement (what the Eureka is) was most commonly used as a mixed/dual service mainline locomotive. Meaning the locomotive is intended to haul both passengers and freight. Another key factor is “mainline”. Eureka does not like sharp curves, it’s design (even if the front bogie was modeled correctly as some other commenters have pointed out) indicates it is to be used on the main tracks of a railroad, where wide gentle turns are a necessity for long or high speed trains. Grades are also a point of interest but aren’t much of a factor considering the slopes on your layout.
When done correctly, Eureka is a monster. I can do what I’ve termed the “Rule of Three Challenge” where I regularly pull 30 loaded log cars (plus two cabooses) on a 3% grade on 30% regulator. All at it’s top speed. In fact due to the consist’s length, I often forget some cars have their brakes on 100% and it still pulls with power to spare. There was even an incident where someone stranded my Class 70, it’s two cabooses and 12 oil tankers on the mainline. Deciding to see if I can save it in a realistic manner for fun, I pushed that with just the Eureka while pulling 40 loaded log cars up the 3% incline. Granted I had to use 50% regulator that time but I think I’ve made my point.
Sometimes it actually feels like it has too much power even though I am very gentle with the regulator. I snap couplers on the 30 and 40 log car trains with some frequency and once or twice every time I start my massive 60 log car from a dead stop on flat ground in my shunting yard (I recouple it while it pulls out of the yard lol) Though where it’s at currently is perfect pulling power wise (aside from the bogie issue). I’d wish it were a bit (ok, a lot) faster since this wheel arrangement in its golden age regularly hit 60 mph in passenger service with some bursts of 90 mph and an unproven claim of >100 mph.
A final word of advice: Steam locomotives actually produce the most power when moving at a certain speed. As an old saying goes: “A steam locomotive can pull a train it cannot start [from a standstill]” I’m not sure if this is implemented into the game but Eureka feels like it gives the most power when the chugging sound happens roughly 4-8 times a second.
What I did in my save is build a big old interchange yard between the smelter and iron mine (up by the waterfall).
I use moguls for coal mine, geared for smelter and iron mine. ALL other track is under 3% grade and wideish turns, makes the Eureka REALLY shine, pull 24 car trains to and from the interchange yard all the time, no problem.
Just some quick things i wanted to say, purely based on your gameplay (which i passionately love) and not by playing the game:
1) As some people say, all the locos IRL (both with and without live bogeys) have a maximum turn radius that they can handle. It all depends on the type of bogey and the distance between the axles.
2) The Eureka is well suited for high speed, relatively flat passenger runs, so i guess they put it there thinking about adding them?
3) I'd really love to see the water consumption logic changed...
Atm it seems like it's boiling water depending on the reg level, as if it's injecting water in the cylinders per each stroke in the same way the engine in cars injects fuel. IRL it depends purely on the fire temp, as you need higher fuel temps in order to boil water quicker and produce pressure quicker, for climbing steep hills for example.
Steam locos have ways of "blowing" on the fire in order to increase the fire temp (at the cost of having to replenish the firebox on a more regular basis due to the coal/wood burning quicker).
The "blow off valve" you see, only actually works when the boiler reaches its maximum steam pressure, and it releases some in order not to risk any structural rupture and explosion of the boiler, cause if the fire is on, it keeps on boiling water depending on its temp.
Locos also need an injector, which is a valve that simply injects water into the boiler.
These infos are based on some friends of mine that have studied steam locos and by playing derail valley, so if i'm spreading misinformation, feel free to prove me wrong :)
Tried the eureka out the other night. It took 8 cars loaded with rails and the new caboose to the coal mine just fine. It's a nice usable loco now
"Everything will be out out of sync." You have *switches and roundabouts* for *days* kAN.
Merry Christmas Kan and I hope you have a great year ahead of you on RUclips
Kahn: "If this had VR too, I'd never play another game"
Devs: "Write that down! Write that down!"
I mean, _running trains_ in VR would be one thing...
_laying track,_ on the other hand...
Agreed that this environment in VR would be absolutely amazing
Ive done 20+ cars up a 4% grade to the iron mine with the 4-4-0 with no problems. Shes a great engine, an icon for her time, and she'll haul most loads anywhere.
Merry Christmas
On the wheel thoughts, I'm sure in real life the wheels of a train have some side to side shift since they can't turn or bend like rubber ones. Probably a jointed shaft or restricted ply so they stay aligned to each other at least
its crazy that you menion vr because i watched this video on my Oculus. i have been watching your channel now for about a couple months, i love your content. i also commented on my Oculus. Merry Christmas
I am so glad that I do not care about train etiquette or terminology... this allows me to enjoy the video for what it is, relaxing entertainment.
The sander on locomotives is for traction on any rails. Mainly used for climbing hills, the sander drops sand onto the rails for traction. It can be dropped anywhere, so you are using the sander right, dont worry mate.
Hoped this helped ya lol.
13:46 Some 4-4-0s actually have a fixed leading bogie (one that doesn't swing and spin with the track). To keep the engine somewhat flexible, the front pair of driving wheels is blind, or has no flange - the lip around the frame-side rim of the wheel that acts as an emergency mechanism to keep the engine centered on the track. A lot of my Lego MOCs use this technique because the factories only make R40 (40 stud radius) curves.
KAN what are you doing, its 2 am in germany rn YOU LITTERALLY WOKE ME UP... worthi it tho, good video
I think Gutless’s name is like Toothless from how to train your dragon, when hiccup first met him his teeth were retracted and was assumed toothless but then BOOM, teeth, but it’s guts with gutless
the game is so detailed its showing the internal valve gear live wow
I think it was on the comment of a video talking about Union Pacific engines that someone said that “a steam engine can pull more than it start, and a diesel engine can start more than it can pull”
I always considered the Eureka as a compromise between the porters and the bigger engines. It’s not as powerful, but it has a much bigger fuel reserve. It can do like 5x the amount of trips a porter can before needing a refuel. I find it works well as a supplier for my firewood stations, with it’s quick speed and cordwood not being that hard to pull around.
kAN playing this game actually inspired me to make a steam (looking) train in SM, it turned out very well
The developers should add to the trains a gauge that tells you the incline of a hill
I think it's more likely that they'll add signs so you can manually mark out areas where the inclination changes.
POV: you get here so fast that RUclips says “no video here”
I, as a trainee at the Deutsche Bahn (German railway company), can tell you that you are using the sand correctly.... the sand is used to have more grip in wet or similar conditions. It doesn't matter whether you use it while accelerating, braking, or while driving, if you need it, use it ;D
Merry Christmas kAN!
May I suggest a mental renaming of the Gutless?
I'm suggesting the Cutlass as the name looks similar to what's on the side and the meaning kinda fits.
A more specialized tool for a particular job.
I'm happy it's back on the roster, hopefully the redesign is out soon!
So, I'm not sure if this works in this game because I haven't played it BUT I do know that steam trains are more efficient at a lower reverser when moving at faster speeds. I am aware you've tried messing with the reverser before and had no luck. So I hopped on train simulator 2022 and did a hill climb experiment with one of the steam engines and I found that its most efficient to start the train at full reverser 20ish % reg. Then once the train gets going lower the reverser down to like 30% and then increase the reg to full. The sander is indeed used to stop wheel slip. Whether the rails are icy or the train is too heavy sand is used to gain traction from the rough surface of the sanded rails. Hope this helps!
Edit: I'm gonna purchase the game, so when your server is ready id be happy to join on and help!
The Eureka actually operated as a logging locomotive for quite some time. As such it can move wood products pretty well. My only problem with it is that you can't do much efficient steaming, as it doesn't like to get going with the Johnson Bar around the middle.
I don't know about the game, but in real world physics, keeping moving can be equivalent to getting started in terms of slippage. If there's enough torque to keep the wheels moving but the energy required to move the train exceeds the amount of friction (there are technical terms for all this, but I don't remember right now) between the wheels and the rail then the wheels will slip. Adding sand would increase the friction between the wheel and the rail which would perform the same function whether it's getting a train started or keeping one moving up hill. At those points where gravity or inertia is stopping the train but the engine keeps the wheels moving, more friction is the only thing stopping slippage
I’ve taken a ride in the cab of the real Eureka locomotive. One of the best experiences I’ve ever had.
I run the Eureka with the moguls tender with a climax tied behind with 13 stake cars for coal mine. Eureka has flat line speeds and the climax takes it over the long haul up. Used to run Eureka as "The Express" hauling 6 cars at full speed, no matter how steep.
I'm thankful there's no VR option. Multiplayer Monday would not be the same without you.
I love your railroads online videos
You could use the eureka with multiple people as a switching train, so one person drives the heavy train with the goods, and the eureka goes ahead to change switches and can stop and start easily, so the big train can keep on cruising the whole way to it's destination
Sup kan, merry Christmas. So the sander isn't just for starting. As the train rolls, if it's slick conditions, the sander is used to make sure the drive wheels maintain traction.
actually when climbing hills it is always good to have some car brakes on at about 50 or 25% for longer cars even lesser. the reason behind it is you actually will climb fast. the reason is that if you derail from the train you can backup a bit and just re link em to the train rather than sending them backwards and flying off a corner.
Sander is for wheels anti-slip, basically it helps the locomotive pull the heavy load when you apply to much power so the wheels won't slip ont the track. Also, when starting to pull the heavy load uphill and you apply too much power so the wheels slip, sander will prevent sliping during accelereation of the composition.
If the wheels are rotating normaly and the composition is movin, then sander is pointless to turn on, just waste of sand amd doesnt apply any additional tractive effort in that case. Sander only affects friction not the tractive effort.
Hope it helps a little :D
IRL the 4 driving wheels of a 4-4-0 will stay straight on the rails, holding most of the weight, while the front truck has greater movement. This is not as obvious in the game. The fun starts when you have 6 or more drivers. In many longer locos, not all drivers are flanged and are instead wide and flat. These wheels hold weight and provide tractive efforf while the other flanged drivers guide the loco on the tracks.
I remember freaking out as a kid the first time I noticed this on a steam locomotive, thinking it would fall off the track without flanges. But of course, they don't.
I actually have an 0-8-0 O-Gauge model train. The middle four wheels don't have the inner rim that holds the wheels onto the tracks, only the front two and back two. So the bit about wheels sticking out is something I've wondered about(and never looked into) for a while.
I personally think the eureka is the best looking engine. I would buy it just for the looks of it. :)
The Eurika and the Class 70 both are the best looking yes but the Eurika is the most famous in uses on TV and movies
6:10 awesome story, want to hear more
so kan, in regards to the drivers moving away from the tracks on sharp turns, this was actually a thing that happened intentionally by design in real life. especially as steam locomotive wheelbases got larger, many steam locomotives have what is known as "blind" drivers, basically what this means is that certain drives had no flange on them ( the inside part of the wheel that sits below the rail keeping the wheel in alignment with the track surface) and the lack of this flange allowed locomotives to more easily traverse turn preventing long rigid wheelbases from spreading the rails causing derailments.
also side note helpful tip: to future proof you line make sure all your turns are no more than 20 degrees as later on the bigger locomotive that will be added will only be able to do a maximum turn radius of 20 degrees, and that's at low speed without derailing.
concerning the sander:
while the sand doesn't give you more power (duh), it allows the train to deliver more torque to the wheels without slipping, so overall it allows you to use more power.
And that independently of whether you are moving or not.
Sand is used for when you are bogging down at slow speed or starting on gradients. If the train isn't struggling, adding traction won't change
irl sand isn't used for bogging down. trains irl dont bog down. they slip if they are applying too much power for the grade. modern trains can LOOK like they are bogging down, but thats only because the computer controlled anti-slip is reducing power to the wheels to well, prevent them slipping. but old steamers dont. sand as far as i can tell, doesn't have a use in this game at the moment.
what would really happen with the eureka irl, is there would be no middle ground power setting between going nowhere, and slipping the wheels. you would either be doing one or the other. steam trains dont ever "not have enough torque" they simply dont have enough "tractive effort" which is a fancy way of saying they dont have enough drive wheels to put the power down without slipping.
Marry Christmas Kan!!
you should try Railroads Online Extended, lets you run them remotely, and remotely throw swtiches. Plus an in game minimap in the corner, really helps a ton.
Sanding help with trachin when the rails are Icy, wet, and help to get trachin when starting and helps on hills
Certified steam locomotive engineer here. Sand is used while moving too.
on steam locomotives that have many drive wheels, it is not uncommon for some of the wheels to be 'blind'. basically, every wheel on a train has a flange, (the bit you see sticking out on back of the wheel) that keeps the locomotive from coming off the rails, but blind wheels do not have a flange, thus allowing them to be free of the rails, but on a 4-4-0, no wheels would be blind and the locomotive would derail
If you want a very similar game to this but with VR, you have Derail Valley, it does not have the track building or the loco and wagon buying (world is pre made with existing vehicles) but has all the same driving and assembling trains, but with VR added; also it has diesel trains together with steam ones
Also the engine should whistle before starting to move and there are whistle signals when entering a station, passing a station, warning signal etc. Just read up on it :)
Your correct, the sander doesn't help with traction unless the wheels slip. You would want to avoid using it when there is no wheel slip because the abrasive nature of the sand can accelerate wear and tear on the wheels and the track.
Also, would you ever check out derail valley?
If you have multiple people running trains you should have betsy or betsy 2 with a tender to restock or rescue trains.
Good point, but money and route wise it's more of a problem. Money wise cause tenders need to get bought with engines, do you pay a certain amount for the eureka tender, just to scrap it.... Of course you could rename .5 gutless then , but you don't just change a name, do you?
Then route wise: except for if it's an emergency train, it is extremely unviable for when several people are online, as you basically either need to know the exact track their on (for the occasion that there are several pairs of lines, so only the line with the stuck cart gets used by emergency betsy)
Or have an emergency line for it.
On the other hand in combination with a tender and a combuse it would be a perfect shift locomotive, bringing the people to their lines of work, under the circumstances, tgat the main shuntyard isn't the only parking slot, but designated trains on the lines have their own spot.
And in later updates, if there is a maintenance and repair mechanic in this game, it'd be a viable repair locomotive.
So... It'd be kinda useful in future, but far from viable now.
Regarding the tight curve at slow speeds the flanges (the lip on the wheel) would bind up and depending on torque and tractive effort either bind and eventually shove the rails out of gauge or climb over the rails and derail.
At speed you most likely get both with the added side fun of putting your train all over the landscape in a spectacular fashion.
Setting the brakes going up hill does sound wrong maybe for coming down to help keep your train under control but brakes on going up hill that would add additional drag to overcome.
Thinking Gutless needs a renumbered and renaming and don't sweat the using the wrong terms you don't need to study the terminology ( unless you want to it is really interesting) but as a 60 year old ferroequinologist when I comment I'll just throw out the proper term and try to explain it.
you can double track some important mainlines like the line from sawmill to places and the line to and from freight depot and the yards and on those routes, enforce one way usage of track (drive on your left/right deal)
Most steam locomotives keep the powered wheels as close together as possible then the rest of the wheels are on bogies that turn. An example would be 3 or 4 powered wheels in the center of the train then the front and rear wheels are on bogies. Could also have 2 or 3 powered wheels on the back and then everything else is on bogies. I have seen a Train where the center wheels are on big rails and around the corners the wheels extend and retract side to side.
While the eureka isn’t that useful now, being so fast it might be useful for passenger lines if they’re ever added.
At some point check out Derail Valley. It's similar in logistics to this game. It's VR, has modern trains, doesn't have multiplayer(yet) or the ability to build your own track (yet). It's a fantastic game
For steam engines the driving wheel diameter is a good general indicator of speed, while number of driving axels is a good indicator of pulling power. Makes sense that a 4-4-0 has less pulling power than a 2-6-0, but it should be faster if the drive wheels are bigger.
yoo, merry christmas kan
I used to play Railroad Tycoon. When that game would let you buy a new engine I never knew what they meant by 2-6-0 or 4-4-0. Thanks to Kan now I know a little bit more.
Thanks for giving chance to eurika
Hi! Person with 0 knowledge here. I feel like a lot of your problems would be solved if your lines had more gradual turns? Who knows :P Loving the series! Merry Christmas
Yay new train videos!