North Railway
Operate trains on the Nippon Railways North Hinoyama Line. This map is compatible with SPR trains.
Features:
- Rural mountainous line that takes 80 minutes to travel from end to end
- Low- and high-speed operation
- Multiple timetabled scenarios
BACKGROUND
Following its appearance in a popular TV show, the region around the Hinoyama line has seen a steady increase in winter tourism. Nippon Railways North has decided to capitalize on the resulting transportation demand by introducing the Hatsuharu Express, providing convenient access to Hinoyama from larger towns off the line.
This scenario takes place during the introduction of the Hatsuharu Express in the winter of 2034-2035. Nippon Railways North has yet to upgrade the capacity of the line, so operation will be challenging for drivers this season.
The maximum line speed is 110 km/h. There are continuous gradients of up to about 40 permille and a minimum corner radius of 100 m. The maximum allowable car length is 20 m.
Station list:
01 V Ni-no-mae
02 | Ginsha
03 [] O Yakumo (interchange)
04 [] Hakurou
05 | Roukan
06 | Sari
07 | Yamazaki
08 [] Harumi
09 | Harumi-Higashi
10 | Oozora
11 | O Hinoyama
12 ^ O Hinoyama-Jinja
Note: O
means that the Hatsuharu Express stops at that station.
DRIVING
Reference speeds used for train scheduling
These function as recommended speed limits. Use this table to convert the radii in the pace notes to speeds.
The speeds are for a moderate amount of canting. This map does not have actually any canting due to tooling limitations, so just imagine that it is there.
V (km/h) R (m) R (m) (express tilting trains)
30 100 100
40 150 125
50 200 150
60 300 200
70 400 300
80 550 400
90 750 550
100 1000 750
110 1300 1000
Notes:
- The pivot point of the frontmost part of your train is taken as the front. If your train does not have thin parts at the front, stop position judgment in levels will be inaccurate. Please add a thin part like a label to the front of your train.
- Ginsha and Hinoyama-Jinja have stop position sign placements different from the other stations.
Example train:
N301 F
Added a high beam light to the N301 one car post (requires ConvenientParts)
SIGNS
Stop position sign (numbered)
When stopping at a station, stop such that the front of the train aligns with the sign with the number of cars as stated in the level description. If there is no corresponding sign, stop at the sign with the smallest number that is greater than the number of cars.
Stop position sign (circle)
If there are no suitable numbered signs, stop at the sign with a circle.
Station name sign
This sign warns of an upcoming station. It is placed 500-700 m before the platform. Its position is not calculated for braking points, but it may still be used as a reference point.
Track end sign
This sign is placed at points where the train track terminates.
RESOURCES
Pace Notes
Displays curve radii and reference speeds. There may be inaccuracies, and distances are not indicated, so be careful when driving.
Timetables
Timetables for each scenario.
Train Level Guide
Quick start guide for making train scenarios using the TrainLevelBase system.
DEV NOTES
This is a test for creating train tracks using EasyRoads3D. Terrain was built before laying down the tracks. EasyRoads3D allowed for the creation of a reasonable train driving map without any 3D modeling. The tracks consist of straight segments that are each 3 meters long. Props are made using only Unity default meshes.
However, this system has many issues. Construction is imprecise and leads to sudden large fluctuations in horizontal and vertical curves. There is also no easy way to construct easing curves, canting, or switches (changeovers require 3D modeling and introduce track joints). Lastly, the largest problem arises from track joints. It is necessary to split tracks into segments to enable proximity rendering. In addition, track joints are not smooth and will cause the train to derail if travelling at high speeds. This effect can be partially hidden by only placing joints near sharp corners.
There is a strange known issue where the overhead wires do not appear on most of the line, even though the poles appear. I can't fix it.
The gameplay and other user experience of train scenarios are based on BVE Trainsim.
Station names are a mix of funny references and normal-ish names. They were chosen by combining suggestions in a forum post with other sources.
SkySimulationSettings.cs from Flight Park Kirama is used. The same dev console commands are available.
hyped hyped hyped1!1!!1!!!!!1!
@YarisSedan eyy
We got "SimpleTrains" before SP2!
!! !! !!
@hpgbproductions it's about time we got a new mod for this game
@hpgbproductions i see... not that im mad or anything, infact something that i noticed with rural japanese rail lines is that most of them are single track.
@YarisSedan because i would have to do 3d modeling, and it would also add more bumpy joints that will tend to be in high speed areas
@hpgbproductions why though?
@YarisSedan it should be compatible, it uses the same track gauge, platform width, and rail height
I won't add switches on this map
@hpgbproductions i see, also, is this map compatible with all spr trains? and will you add a second track with points to switch tracks?
@YarisSedan if you open in sandbox, there are no triggers
@hpgbproductions yo, can you make a version without any code? preferably just the map itself without any trigger or code
@hpgbproductions ohh
@Apollo018362 i can't upload a lot of stuff on the github, mainly the terrains, since it has a file size limit
and also there are some non-open source stuff
@YarisSedan if you check the station signs, it is actually "that yamazaki" xdd
Sari gets random kanji so it appears normal, it probably conflicts with real people/place names since it is a microsoft IME result
Can you send me the source code for just the map without railways and signs?
@hpgbproductions oh
@Apollo018362 no
Is the source code for mobile?
(I still have hope)
@Monarchii
less gooo you actually used that goofy station name idea me and chii came up with for some reason