this info is for anyone who who owns the Eureka, the Eureka's front coupler bar has more give in corner's than the other tendered loco's, always put the Eureka behind another tendered loco if you have sharp-ish corners.
Alright now that you have infact bought the Class 70, I now say the the thing you should go for is track maintenance. Take a loco and just *survey your rails* and fix them. Put the Y in, take out the hair pin bends, smooth them out. Re-do the grades to get rid of the bridge grade bug where bridges are laid higher then what they say they are. Just make improvements to your rails, will make improvements to your trains, will make improvements to your content. It will be a boring video, it will most likely not get that much traction as your other ones. But I'd do it just to make your life easier
Idk I don't have ocd but I do love seeing the straight line rc tracks and time it took, seems like no one else is and it's amazing to see some make something not smooth be absolutely smooth
"the other 2 died" don't worry, we've lost 2 70's and a Heisler on our server, though if you use the minizwerg mapping tool, you might be able to get the tender from under the map back. Also, it's called a dynamo, not a generator. And the draw bar on the front of the locomotive is pretty strong for straight runs, but it absolutely loathes corners, regardless of what it's connected to
White lights indicate you are an extra train, not listed on the timetable schedule. Green indicated that the train was scheduled but extra sections followed behind, and Red indicated the end of the train.
If you stall out and would have power but can't pull forward enough for the sand, here's a trick: apply the wheelbrakes on the last 5 cars. Then release engine brake and roll back onto them a bit. THEN apply sand and regulator and release wagon brakes.
I had this happen when I tried the same setup, a eureka/Cooke team heading to the iron mine. Thing is, I was doing it solo, so you can imagine my frustration. Really wish the devs buff the front coupler of these trains, cause while you could just put an engine on the back, on a solo map that’s not as feasible. Edit: It seems the devs agreed with me
Well, it's realistic, Drawbars weren't meant to be used much, and were necessary to reach over the Cattle Catchers used at that time. They were used primarily for switching operation and very light loads. This is unlike European locomotives which didn't need the cattle catcher and had a regular coupler at the front. If you look a the front of Pennsylvania Locomotives like the K4, you will see how the government regulation for trains to have cow catchers evolved to include a fold away Janney Coupler to maintain the appearance of a slick passenger locomotives, but in a much more sophisticated and strong design. E.g you can see plenty of Videos of K4s double heading with M1s, T1s and other K4s.
I just realized that even though there is no practical use for the smoke stack filters because you can't burn down the forest it is still visually modeled and you can see that between the Eureka and Cooke Mogul because the Eureka has a filter and you can't see embers come out the top compared the Cooke without a filter and has embers flying out the stack
what most people suggest on the RRO discord, is to put a wagon between your locos, which reduces the tendency to break the link. it seems to happen more when coupling locos than wagons.
In reality, on a double headed train, only one of the two locomotives is pulling. The second one, usually, pull together with the first, only when the train need to start rolling, to then comeback to zero reg (on flat track), and when the train meet a hill, only at that moment, the second loco can start to pull or push if it's located on the opposite side of the train. I'm always talking about the old steam locoes... With the new diesel and electric locoes they can be syncronized to work at same time by softwares and electric cables... This is possible in Derail Valley tho!
It seems like running with 2 engines, it would be better to put the second one somewhere in the back (not necessarily at the very back, just far enough back that you don't need the link because the second loco is guaranteed to always be pushing). To do that, you calculate what the rear engine can pull, subtract 1-2 cars and hook that number of cars behind the 2nd engine. Then the rear engine will pull all those, but it will also push the last 1-2 of the cars behind the front engine. And the rest of the cars get pulled by the front loco. If you do that, you can theoretically run the train without that stupid linking bar. As another "theoretically", none of the cars should get pushed off the rails in the corners. If it still happens, you could always lower the second engine's regulator in any turns.
a common thing we do at the steel mill i work at with trains is they will pull like 3 loads worth to the bottom of the hill and then they push up the loads as they are needed. might be cool to set something like that up here where you have a yard full of loaded cars that you take up the hill as needed
I'm pretty sure the loco's kept disconnecting because of the clipping between the Cooke's cowcatcher and the Eureka's tender step. On one of Dapper's recent videos, he disconnected from a hopper with the Heisler because of a sharp turn that stretched the link too much. This has to be a similar thing here.
It looks like that linking bar is a really good gauge for which curves need re-doing. In the future (after you fixed all the snapping spots in this line), you should take a Eureka+Cooke combo over every foot of new track that you lay, as a test.
Actually the Eureka looks smaller than the Cooke Mogul and it was common practice back in the day to put the smaller engine in front when trains had to be doubleheaded.
I would get a Betsy and attach it to the back so theres something pushing as well. Not only that but also use one of the gear trains instead of the erueka
the word kahboose comes from France and meant a cabin on top of a ship the word brakevan comes from brakeven which meant a small car that slowed down a tram coming to railways on cabooses or kahbooses
it is never a railroad online game without some sort of derail or a crash or running for a runaway train you guys are amazing and fun to watch always make me smile
I remember when Kan did the pulling test for the locomotives, he had to put an empty car in between because the link would snap if two locos were connected straight into one another. Seems that it still happens after the physics update
I only use my Climax to deliver up there. A good long stretch of my track going up there to the Iron Mine is a constant 4% grade. Can easily handle 4 cars of Lumber and Beams for a total of 8 with the new physics.
Distributed power is what you need with a load like this one. Should put the eureka in the middle, that way you take a lot of the load off the back of the train it will prevent pulling the cars off the track too
There's video on YT of SAR 2' gauge NGG16 Garratts, they put one in the middle of long freights over mountains, Port Elizebeth, South Africa. Amazing railway network, now shot to hell.
hey Kan I like your videos very much. That's why I bought the game myself. now i've been playing for 23 hours and only connected the logging camp and the sawmill love it keep making those videos
anyone else get super happy when you notice there was a railroads online video. for no reason but because you dont have the patience to play the friking game and build track.
I CANT BELIEVE KAN HAS BEEN SPLICING HIS TRAIN LOAD RUN TIMES. And he had some of the fastest load speedrun times on the board. I can’t believe they were edited.
Hey kan i have a idea how about USE YOUR CABOOSE it is very sad as are not using it :c The caboose have been sitting for like 7 episode.. Instead of using 2 engine at the front put 1 engine at the back so it will prob snap less
I clicked the thumbnail just to comment, however, I had to double and triple check before clicking because I thought it was back to the future related because the train in the thumbnail is the same type of train used in back to the future 3
This is the 33rd episode. At least half of them has that comment. I am starting to think the series will be abandoned before those track issues are dealt with.
breaking links is Railroading! thought the Mogul should be the one on point with Eureka behind it. next step is a pair of Class 70's and all the cars you can fill to the mine. and of course, the video showing all the needed Track Work to remove those kinks and FINALLY install that Wye you've been talking about for the last 10 episodes!!!
Well, it's realistic, Drawbars weren't meant to be used much, and were necessary to reach over the Cattle Catchers used at that time. They were used primarily for switching operation and very light loads. This is unlike European locomotives which didn't need the cattle catcher and had a regular coupler at the front. If you look a the front of Pennsylvania Locomotives like the K4, you will see how the government regulation for trains to have cow catchers evolved to include a fold away Janney Coupler to maintain the appearance of a slick passenger locomotives, but in a much more sophisticated and strong design. E.g you can see plenty of Videos of K4s double heading with M1s, T1s and other K4s.
The Eureka always seems to be bad luck: The first one's tender disappeared after you reloaded and it was parked on a turntable, the second one's tender phased through the world when you rerailed it after falling off a bridge, and the third one derailed within 10 seconds of moving it out of the spawn yard and derailed the cars at the Iron Mine.
Welcome to mountain railroading. Can also put all your power in middle of train. That way you can take first half to top of hill easy. Then bring second half up. No need for side tracks
It occurs to me that if you put the 2nd engine on the back of the train that could work without all the decoupling issues. That's a thing with steep grades in the UK, they're called bank engines. The main loco pulls from the front untill they reach the hill. Then a bank engine is called which buffers upto the rear of the train and pushes from behind to help. It's not even coupled to the train, so once they reach the top the train just drives off, while the banker reverses back down the hill to wait for the next train.
Hello Please fix track to iron mine (S bend and sharp turn ) and add Y at sawmill You say it every episode And connect other factory its boring just lumber and plank and beam
you know it'll be nice to have in the game too if you're just doing a single player is to have control of all the cards trailers brakes on your main control is that way so one person can control all those breaks or out the train going downhill out of control cuz it's really fun going from the Caboose and running all the way down the train just try to stop it before you derail by yourself
way i do it is have a siding on the bottom of the hill with a climax sitting their waiting. pass with the train, get in the climax, attach behind and set reg to 100 and go back to the front engine. as shes so slow theres no risk of a runaway when reaching the top and they make great pusher engines
New Game update the Day after this Video came out: new build 220207-BETA -adjusted couplers/draw bars to improve coupler stability when going around tight curves
You should have used the sander. It reduces any slip which usually happens when you have low speed and full reg (although you usually only visually notice it with geared locos). It might have made a difference, but the real killer is the draw bar couplers that the Eureka, Mogul and C70 all have. You don’t have the disconnecting issues as bad when using other locomotives on double headers. The latest beta update released today is also supposed to help this problem too.
It's not just other engines. My unit freights are 6 cars - engine - 6 cars, which makes it much easier to line up with the cranes when playing single player. I've had no issues at all with the Eureka but, the Cooke disconnects all the time. Even going to the lumber yard. I think the devs need to patch that ASAP
Here is it suggestion I would like you to try put 2 trains each at both end of the carts both facing away form each other when moving one will be pulling and the other will be pushing. I think this would be a good experiment plus when you have to go back down the roles of the change allowing you to use 1 track to go back and forth. I would love to see this experiment.
If the Eureka was pushing the train inside of pulling, you actually could have made it because of your initial momentum. To put it simply, instead of the double head formation try the tail top and tail formation.
Lol I have a similar track setup. I recently ran a track to the coal mine but I ran a mega train up there to fully fill the rails bay at the coal mine.
The Drawbar was needed, as it was government regulation for locomotives to have a cattle catcher. It's not removable. You'll notice European locomotives don't have this as it wasn't required.
I run two climax back to back to handle heavier loads. I have them coupled at the rear and the second engine I keep at higher power than the first. My theory is that if the lead engine has more power it applies more force between it and rips away, but if the trailing loco has more power then the leading loco is helping to alleviate the load weight.
I think the experiment would work possibly if kan did his line fix he wanted to do 6 episodes ago he might be right hahah. We need the y and the rail maintance episode !!
295,000 pounds for that whole train? Man that's something... that's literally like 1.5 present day hopper cars totally loaded. The SD70ACe diesel locomotive by itself is 428,000 pounds.
I think that it may be the Cookies issue. I stalled out going to my iron mine so I had to split the train. I tried to drag the remaining cars uphill backward using the bar on top of the "plow" and without fail, it would break and the cars would go careening down the rail. maybe it is designed that way but I doubt it.
Before you give up on the idea, try connecting the engines back to back. I think the long bar on the front of the Mogul will hold on to the rail car in a turn because the car's connecting horn should pivot with the wheel truck. Just run the Mogul in reverse. On a non geared loco the pulling force is the same regardless of direction. It also looks like the plow on the Mogul may be colliding with the fender on the back of the American (Eureka) tender which may be triggering the uncoupling. I think the plow will stay clear of a rail car's wheel truck and shouldn't disconnect because of a physics glitch.
The draw bars just do not work well on curves. they ony move a small amount side to side. It would have been better to have one engine on either end facing opposite directions.
@@Bendigo1 The problem with that is the rear engine can push the cars off the track if the power application of the two engines is not coordinated pretty precisely. That's not to say it can't be done, just that it has a greater derailment risk. I haven't seen anyone try hooking two engines back to back, just front to back like they did here, and I haven't tried id in my own game so I'm only speculating that it may work better.
@@3DPDK The derailing is a possibility bu would not be a bug issue if the less powerful engine is in the back. I have tried all different ways of connecting the engines, th problem is that the draw bars just do not swing very far, so even with them connected to the cars they will break the links or pull the car off the track in a sharp enough turn. The best way is to use something like the class 70 and a Heisler or Climax right behind it for the extra power.
I have been using two Heislers and have not had them break apart. The only time I had them disconnected was a turn I had made for Besty and the trun was too sharp.
Why buy another Eureka when you could just use the class 70? Also if you turned down the break compressors when you bog, would you get enough power to make it?
Hey kAN! We just released a beta branch update that should fix your coupler link problem. Check it out :)
I called that you'd be here saying that XD
Thanks for fixing it so quickly
im excited for pay day, My flight sim is constantly CTDing and ive just now realized i love trains lmfao!
I’m going to get railroads online for my birthday in April
April 2023
On the 25th
this info is for anyone who who owns the Eureka, the Eureka's front coupler bar has more give in corner's than the other tendered loco's, always put the Eureka behind another tendered loco if you have sharp-ish corners.
I think I read on the discord somewhere that the front links on the locomotives is on the list of things to fix.
@@zaklex3165 Today’s Beta update fixed the issue. :)
what about connecting them tender to tender with one running in reverse?
@@justinkraynie6435 The one running in reverse would constantly uncouple from the cars behind it, but that’s also been fixed.
Alright now that you have infact bought the Class 70, I now say the the thing you should go for is track maintenance. Take a loco and just *survey your rails* and fix them. Put the Y in, take out the hair pin bends, smooth them out. Re-do the grades to get rid of the bridge grade bug where bridges are laid higher then what they say they are. Just make improvements to your rails, will make improvements to your trains, will make improvements to your content.
It will be a boring video, it will most likely not get that much traction as your other ones. But I'd do it just to make your life easier
This!!! ^
Then he don't have anything to talk about
@@PR1NC3 more like talk the same about. It's getting real annoying...14 episodes later...
Yes, it will be good to get done with that.
Idk I don't have ocd but I do love seeing the straight line rc tracks and time it took, seems like no one else is and it's amazing to see some make something not smooth be absolutely smooth
I‘m still hoping for a big multiplayer episode with 3 or 4 people driving different trains on a multi-lane track system.
A 4 loco
Yes
Yea that would be cool
So am I.
Find a way to do it with timetables
Kan: Complaining about the bad curves
Also Kan: not fixing the bad curves
"the other 2 died" don't worry, we've lost 2 70's and a Heisler on our server, though if you use the minizwerg mapping tool, you might be able to get the tender from under the map back. Also, it's called a dynamo, not a generator. And the draw bar on the front of the locomotive is pretty strong for straight runs, but it absolutely loathes corners, regardless of what it's connected to
On this episode of Kan hasn't fix the railway, Kan once again goes to the iron mine without fixing the railway, and is punished for it
The class 70 is rated for maximum 30 degrees turn. Source Mark Huber aka Hyce. Honestly watch his Dev play through, golden in formation
White lights indicate you are an extra train, not listed on the timetable schedule. Green indicated that the train was scheduled but extra sections followed behind, and Red indicated the end of the train.
5:05... c'mon kAN, that's a piss test :D
If you stall out and would have power but can't pull forward enough for the sand, here's a trick: apply the wheelbrakes on the last 5 cars. Then release engine brake and roll back onto them a bit. THEN apply sand and regulator and release wagon brakes.
I had this happen when I tried the same setup, a eureka/Cooke team heading to the iron mine. Thing is, I was doing it solo, so you can imagine my frustration. Really wish the devs buff the front coupler of these trains, cause while you could just put an engine on the back, on a solo map that’s not as feasible.
Edit: It seems the devs agreed with me
Well, it's realistic, Drawbars weren't meant to be used much, and were necessary to reach over the Cattle Catchers used at that time. They were used primarily for switching operation and very light loads. This is unlike European locomotives which didn't need the cattle catcher and had a regular coupler at the front.
If you look a the front of Pennsylvania Locomotives like the K4, you will see how the government regulation for trains to have cow catchers evolved to include a fold away Janney Coupler to maintain the appearance of a slick passenger locomotives, but in a much more sophisticated and strong design. E.g you can see plenty of Videos of K4s double heading with M1s, T1s and other K4s.
i love watching these when everyone is asleep (my family) and i just watch these in peace and silence
I go to sleep watching at night... better than Sominex.
By the way Kan, you don’t have to spamclick on the loading cranes, just click once and hold until it starts loading. Works with trees too!
I just realized that even though there is no practical use for the smoke stack filters because you can't burn down the forest it is still visually modeled and you can see that between the Eureka and Cooke Mogul because the Eureka has a filter and you can't see embers come out the top compared the Cooke without a filter and has embers flying out the stack
I agree, it shows immense attention to detail
I give you credit, I could have not justified buying that train for a 3rd time especially since there's trains you haven't owned yet.
what most people suggest on the RRO discord, is to put a wagon between your locos, which reduces the tendency to break the link. it seems to happen more when coupling locos than wagons.
In reality, on a double headed train, only one of the two locomotives is pulling. The second one, usually, pull together with the first, only when the train need to start rolling, to then comeback to zero reg (on flat track), and when the train meet a hill, only at that moment, the second loco can start to pull or push if it's located on the opposite side of the train.
I'm always talking about the old steam locoes... With the new diesel and electric locoes they can be syncronized to work at same time by softwares and electric cables... This is possible in Derail Valley tho!
You might want to hinge the second train behind less than the maximum cars for the first one. That way you split the pulling force optimal.
It seems like running with 2 engines, it would be better to put the second one somewhere in the back (not necessarily at the very back, just far enough back that you don't need the link because the second loco is guaranteed to always be pushing).
To do that, you calculate what the rear engine can pull, subtract 1-2 cars and hook that number of cars behind the 2nd engine. Then the rear engine will pull all those, but it will also push the last 1-2 of the cars behind the front engine. And the rest of the cars get pulled by the front loco.
If you do that, you can theoretically run the train without that stupid linking bar. As another "theoretically", none of the cars should get pushed off the rails in the corners. If it still happens, you could always lower the second engine's regulator in any turns.
a common thing we do at the steel mill i work at with trains is they will pull like 3 loads worth to the bottom of the hill and then they push up the loads as they are needed. might be cool to set something like that up here where you have a yard full of loaded cars that you take up the hill as needed
I'm pretty sure the loco's kept disconnecting because of the clipping between the Cooke's cowcatcher and the Eureka's tender step. On one of Dapper's recent videos, he disconnected from a hopper with the Heisler because of a sharp turn that stretched the link too much. This has to be a similar thing here.
It looks like that linking bar is a really good gauge for which curves need re-doing. In the future (after you fixed all the snapping spots in this line), you should take a Eureka+Cooke combo over every foot of new track that you lay, as a test.
i feel like a single episode on a fresh world where you just build a crazy rollercoaster would be neat
He could use that world to test the porters/other trains maximum grade too
Dunno about you guys, but I like this waaaay better than derail valley
Kan’s to-do list
- fix the iron mine route
- Add the y at the lumber mill
Yall should run the class 70 and heisler together and see how long a train you can run to the iron mine
Actually the Eureka looks smaller than the Cooke Mogul and it was common practice back in the day to put the smaller engine in front when trains had to be doubleheaded.
I would get a Betsy and attach it to the back so theres something pushing as well. Not only that but also use one of the gear trains instead of the erueka
the word kahboose comes from France and meant a cabin on top of a ship the word brakevan comes from brakeven which meant a small car that slowed down a tram coming to railways on cabooses or kahbooses
For the love of train KAN, fix your track, quality of life episode
it is never a railroad online game without some sort of derail or a crash or running for a runaway train you guys are amazing and fun to watch always make me smile
I remember when Kan did the pulling test for the locomotives, he had to put an empty car in between because the link would snap if two locos were connected straight into one another.
Seems that it still happens after the physics update
I only use my Climax to deliver up there. A good long stretch of my track going up there to the Iron Mine is a constant 4% grade. Can easily handle 4 cars of Lumber and Beams for a total of 8 with the new physics.
Distributed power is what you need with a load like this one. Should put the eureka in the middle, that way you take a lot of the load off the back of the train it will prevent pulling the cars off the track too
There's video on YT of SAR 2' gauge NGG16 Garratts, they put one in the middle of long freights over mountains, Port Elizebeth, South Africa. Amazing railway network, now shot to hell.
hey Kan I like your videos very much. That's why I bought the game myself.
now i've been playing for 23 hours and only connected the logging camp and the sawmill
love it keep making those videos
Also, They call putting two locomotives together to pull a train a Double-header, and if its three locomotives, Triple-header.
anyone else get super happy when you notice there was a railroads online video. for no reason but because you dont have the patience to play the friking game and build track.
I CANT BELIEVE KAN HAS BEEN SPLICING HIS TRAIN LOAD RUN TIMES. And he had some of the fastest load speedrun times on the board. I can’t believe they were edited.
Hey kan i have a idea how about USE YOUR CABOOSE it is very sad as are not using it :c
The caboose have been sitting for like 7 episode..
Instead of using 2 engine at the front put 1 engine at the back so it will prob snap less
I clicked the thumbnail just to comment, however, I had to double and triple check before clicking because I thought it was back to the future related because the train in the thumbnail is the same type of train used in back to the future 3
Double locomotive of any type is called double heading or a double header, presumably because the engine is the head of the train
So how many videos have you made where you said you need to add a Y and straighten the mountain tracks? Please make that the next video.
This is the 33rd episode. At least half of them has that comment. I am starting to think the series will be abandoned before those track issues are dealt with.
Nice! ‘Double heading’ engines as the call it, Is really cool!
breaking links is Railroading!
thought the Mogul should be the one on point with Eureka behind it.
next step is a pair of Class 70's and all the cars you can fill to the mine.
and of course, the video showing all the needed Track Work to remove those kinks and FINALLY install that Wye you've been talking about for the last 10 episodes!!!
I know how boring it feels to redo the Track but now is the Time. The Trains are not the Problems anymore.
The comments section forbids you from making another railroads online video until you make the y at the sawmill
lol
Well, it's realistic, Drawbars weren't meant to be used much, and were necessary to reach over the Cattle Catchers used at that time. They were used primarily for switching operation and very light loads. This is unlike European locomotives which didn't need the cattle catcher and had a regular coupler at the front.
If you look a the front of Pennsylvania Locomotives like the K4, you will see how the government regulation for trains to have cow catchers evolved to include a fold away Janney Coupler to maintain the appearance of a slick passenger locomotives, but in a much more sophisticated and strong design. E.g you can see plenty of Videos of K4s double heading with M1s, T1s and other K4s.
I've been hoping you guys would do this
The Eureka always seems to be bad luck: The first one's tender disappeared after you reloaded and it was parked on a turntable, the second one's tender phased through the world when you rerailed it after falling off a bridge, and the third one derailed within 10 seconds of moving it out of the spawn yard and derailed the cars at the Iron Mine.
Welcome to mountain railroading. Can also put all your power in middle of train. That way you can take first half to top of hill easy. Then bring second half up. No need for side tracks
Man, give these guys a real rail co. They are pros.
Welcome back to another episode of:
Will kAN fix all those corners
Will he build the Y at the sawmill
And will he buy a climax!
I love multi locomotive trains so much
next episode, plz fix the train track, it will make a small fix, but huge result
Nice to see you guys back doing a video together! Is there another episode of scrap mechanic survival I really enjoyed that series?
It occurs to me that if you put the 2nd engine on the back of the train that could work without all the decoupling issues.
That's a thing with steep grades in the UK, they're called bank engines. The main loco pulls from the front untill they reach the hill. Then a bank engine is called which buffers upto the rear of the train and pushes from behind to help. It's not even coupled to the train, so once they reach the top the train just drives off, while the banker reverses back down the hill to wait for the next train.
Hello
Please fix track to iron mine (S bend and sharp turn ) and add Y at sawmill
You say it every episode
And connect other factory its boring just lumber and plank and beam
FYI I learned that the front links of engines are much weaker than the rear
You should look into switch backs to climb step terrain. Fallbrook PA Railway utilized one to reach coal mines 👍👍
Don't know why but I love this series.
you know it'll be nice to have in the game too if you're just doing a single player is to have control of all the cards trailers brakes on your main control is that way so one person can control all those breaks or out the train going downhill out of control cuz it's really fun going from the Caboose and running all the way down the train just try to stop it before you derail by yourself
way i do it is have a siding on the bottom of the hill with a climax sitting their waiting. pass with the train, get in the climax, attach behind and set reg to 100 and go back to the front engine. as shes so slow theres no risk of a runaway when reaching the top and they make great pusher engines
New Game update the Day after this Video came out:
new build 220207-BETA
-adjusted couplers/draw bars to improve coupler stability when going around tight curves
You should have used the sander. It reduces any slip which usually happens when you have low speed and full reg (although you usually only visually notice it with geared locos). It might have made a difference, but the real killer is the draw bar couplers that the Eureka, Mogul and C70 all have. You don’t have the disconnecting issues as bad when using other locomotives on double headers. The latest beta update released today is also supposed to help this problem too.
Since I am playing this game solo, I always use Heisler as a second locomotive. That way I do not need to worry about locomotives pulling apart.
Didn't the dev say the coupler breaking free was a bug?
It's not just other engines.
My unit freights are 6 cars - engine - 6 cars, which makes it much easier to line up with the cranes when playing single player. I've had no issues at all with the Eureka but, the Cooke disconnects all the time. Even going to the lumber yard.
I think the devs need to patch that ASAP
fix that track and make the Y on the sawmill
Here's the thing those frontal links can break on a perfectly straight track for no reason
Two locomotives together at the front of a train is called a 'double header'.
I love how every Eureka has derailed at least once
Here is it suggestion I would like you to try put 2 trains each at both end of the carts both facing away form each other when moving one will be pulling and the other will be pushing. I think this would be a good experiment plus when you have to go back down the roles of the change allowing you to use 1 track to go back and forth. I would love to see this experiment.
love this game so much keep it up
great video Kan been loving the train games ♥
Technical term for when you have two engines pulling one train is a double header
If the Eureka was pushing the train inside of pulling, you actually could have made it because of your initial momentum. To put it simply, instead of the double head formation try the tail top and tail formation.
Lol I have a similar track setup. I recently ran a track to the coal mine but I ran a mega train up there to fully fill the rails bay at the coal mine.
Two Heislers or Class 70s would be an awesome vid. Or two Climaxes.
Maybe it would help if they changed it so the cowcatcher/ pilot came off when you attached a front link, it wouldn't need to be so long then.
The Drawbar was needed, as it was government regulation for locomotives to have a cattle catcher. It's not removable. You'll notice European locomotives don't have this as it wasn't required.
I run two climax back to back to handle heavier loads. I have them coupled at the rear and the second engine I keep at higher power than the first. My theory is that if the lead engine has more power it applies more force between it and rips away, but if the trailing loco has more power then the leading loco is helping to alleviate the load weight.
I think the experiment would work possibly if kan did his line fix he wanted to do 6 episodes ago he might be right hahah. We need the y and the rail maintance episode !!
PLEASE do an episode where you fix up those kinks.
As it is, every episode ends up being about how nothing works because of those kinks
Yessss I've been waiting for you to play this again
You need sidings at each industry, to have trains passed or drop cars.
Do a rail loop to the oil field and refinery it give a LOTof money 💰🤑
Love your vids
I'd have the Eurika assist by pushing from behind. That way you don't need to connect it even
7:38 I’d like to know why the water level is going up. It could just be me not paying attention to things but I would still like to know.
Hey kan, just wondering what settings you got for your game? (industries and physics)
Yay! New Vid!
You guys did it correctly actually. The lighter or smaller engine goes up front.
295,000 pounds for that whole train? Man that's something... that's literally like 1.5 present day hopper cars totally loaded. The SD70ACe diesel locomotive by itself is 428,000 pounds.
Looked good, should try a front and rear engine as that might work better overall?
I think that it may be the Cookies issue. I stalled out going to my iron mine so I had to split the train. I tried to drag the remaining cars uphill backward using the bar on top of the "plow" and without fail, it would break and the cars would go careening down the rail. maybe it is designed that way but I doubt it.
Before you give up on the idea, try connecting the engines back to back. I think the long bar on the front of the Mogul will hold on to the rail car in a turn because the car's connecting horn should pivot with the wheel truck. Just run the Mogul in reverse. On a non geared loco the pulling force is the same regardless of direction. It also looks like the plow on the Mogul may be colliding with the fender on the back of the American (Eureka) tender which may be triggering the uncoupling. I think the plow will stay clear of a rail car's wheel truck and shouldn't disconnect because of a physics glitch.
The draw bars just do not work well on curves. they ony move a small amount side to side. It would have been better to have one engine on either end facing opposite directions.
@@Bendigo1 The problem with that is the rear engine can push the cars off the track if the power application of the two engines is not coordinated pretty precisely. That's not to say it can't be done, just that it has a greater derailment risk. I haven't seen anyone try hooking two engines back to back, just front to back like they did here, and I haven't tried id in my own game so I'm only speculating that it may work better.
@@3DPDK The derailing is a possibility bu would not be a bug issue if the less powerful engine is in the back.
I have tried all different ways of connecting the engines, th problem is that the draw bars just do not swing very far, so even with them connected to the cars they will break the links or pull the car off the track in a sharp enough turn. The best way is to use something like the class 70 and a Heisler or Climax right behind it for the extra power.
They'll probably fix those front hitches in an update or two
I have been using two Heislers and have not had them break apart. The only time I had them disconnected was a turn I had made for Besty and the trun was too sharp.
Why buy another Eureka when you could just use the class 70? Also if you turned down the break compressors when you bog, would you get enough power to make it?
I'll be counting how many days gutless will survive this time... Ulrika day 1