Updated Vehicle Handbook in the works

I think Locomotive should cover it, though I have yet to build a test train to see if I have it correct.

Okay, checking the document... As of now, towing is changed to allow 50% of its Spaces per Speed Band reduction and double that (one speed band per 100%) if what is being towed doesn't have its own power (or at least not enough to be a powered vehicle in the conventional sense - that covers caravans, railcars, extended trailers, and the like).

If you add the Locomotive Feature to a Heavy vehicle then you get an additional 4x (so 200% or 400% per Speed Band reduction) and then I added another 2x for being on a rail (and 2x more for maglev) - then just to keep too many variations, you could increase the initial Speed Band to something a little unreasonable, so a Very Fast (7) locomotive could haul 32 railcars its own size at Slow (3) hmm. Maybe... like I said, haven't built a test train - at least not until I started typing this. Big trains often have multiple locomotives, though. And a tugboat can push a 10000 TEU container ship (usually that takes more than one and it's really slow, but it is a thing - no 'sea rails', though).

Need to look at some more real-world examples (a.k.a. do research)
If you are considering towing rules for trains, you'd probably be better off making a little carve-out of the rules because trains operate far differently than vehicles do for towing. So long as you provide adequate locomotive power your train will operate pretty much exactly the same if it's 500 feet long or 15,000 feet long. Especially if you have a modern tech with electrically operated brakes instead of air brakes. US rail prefers longer, heavier trains that use the proper# of locomotives to move at moderate speeds. These trains will brake in about the same time as shorter ones do because each car has braking capacity. And the engines are meant to power at effecient levels, not fastest or optimal. It's been a very long time since railroads maintained the rails to regularly operate fast freights since it's cheaper to make it so your trains top out at 65-70 MPH instead of 100-110 MPH. Japanese rail is optimized around 50-60 cars max per train to allow them to speed up/slow down quickly (unlike 3 mile long US freights with 100+ cars). European rail is somewhere in the middle.

Trains really just need X amount of power - more if you going up / going down grades. On a flat line a single locomotive can pull a LOT of cars. Fast trains need the infrastructure to support it - which requires more money. So depending how far down the rabbit hole you wanna go on this particular area...
 
So depending how far down the rabbit hole you wanna go on this particular area...
Yeah, that's the thing. I already spent a couple of pages on TL1-2 naval warfare, including some untested wind, rowing, and ramming rules, so I don't want to go too far into the train rabbit hole, just enough to keep it plausible and playable. Working out grade issues, stopping limitations, efficiencies and such in detail is not the focus of the book. We're never going to have high realism with Speed Bands and Spaces.

Never been to Japan, or on a fast French train, but it has been my experience that, yes, US trains often stretch past 100 cars (especially if I'm at a crossing) with multiple locomotives and European trains seem to be very short and single locomotive. I could just limit it by setting a maximum speed for the rail, so even if the locomotive can go "Very Fast" in principle, it would be limited to Medium by the rail - spend more on the rail (or have a higher TL) and the train can theoretically go faster on more expensive tracks (exceed the speed limit and start rolling for 'bad things')... plus then there's maglev and all that.
 
Yeah, that's the thing. I already spent a couple of pages on TL1-2 naval warfare, including some untested wind, rowing, and ramming rules, so I don't want to go too far into the train rabbit hole, just enough to keep it plausible and playable. Working out grade issues, stopping limitations, efficiencies and such in detail is not the focus of the book. We're never going to have high realism with Speed Bands and Spaces.

Never been to Japan, or on a fast French train, but it has been my experience that, yes, US trains often stretch past 100 cars (especially if I'm at a crossing) with multiple locomotives and European trains seem to be very short and single locomotive. I could just limit it by setting a maximum speed for the rail, so even if the locomotive can go "Very Fast" in principle, it would be limited to Medium by the rail - spend more on the rail (or have a higher TL) and the train can theoretically go faster on more expensive tracks (exceed the speed limit and start rolling for 'bad things')... plus then there's maglev and all that.
Towing, Light object x2 the vehicle's size with no reduction in speed
Towing, Medium object x4 the vehicle's size with a 50% reduction in speed
Towing, Heavy object x16 the vehicle's size with an 80% reduction in speed
Towing, Super Heavy object x256 the vehicle's size with a 99% reduction in speed.

Would this fix the issue? No special rules for trains needed. It just uses this, same as everything else. Although you could add a notation rule that states that speed can be increased with specific types of locomotion. Or base towing capacity could be a base feature of each type of locomotion and this table just modifies it. Towing, Light could be the default, like the basic sensor package in HG. Free and included with every vehicle.
 
Movement is restricted and guided.

The engine and carriages stay on the rails through mass and gravity.

Towing is really tight, and you can't manage tight turns.

Cow catcher optional.
 
Yeah, that's the thing. I already spent a couple of pages on TL1-2 naval warfare, including some untested wind, rowing, and ramming rules, so I don't want to go too far into the train rabbit hole, just enough to keep it plausible and playable. Working out grade issues, stopping limitations, efficiencies and such in detail is not the focus of the book. We're never going to have high realism with Speed Bands and Spaces.

Never been to Japan, or on a fast French train, but it has been my experience that, yes, US trains often stretch past 100 cars (especially if I'm at a crossing) with multiple locomotives and European trains seem to be very short and single locomotive. I could just limit it by setting a maximum speed for the rail, so even if the locomotive can go "Very Fast" in principle, it would be limited to Medium by the rail - spend more on the rail (or have a higher TL) and the train can theoretically go faster on more expensive tracks (exceed the speed limit and start rolling for 'bad things')... plus then there's maglev and all that.
Easiest fix for that is to think of locomotives like gearing (and it's an apt analogy considering how they actually work). One locomotive can pull you X number of cars. Say it's rated for 50 cars at 100kph. Even without the 100 cars that locomotive may not do more than 100kph because it's not engineered to run fast even when running light. The length of trains is determined by desire - European or Japanese could easily run 100+ cars like American ones do. However they choose NOT to work that way. Just like US trains could increase there average speed in the high double digits (or have faster passenger trains), but US railroads have chosen saving credits over investing in higher-speed infrastructure. Which means a C449W 6-axle locomotive is built to pull a lot of cars, but not fast since there is simply no environment within which to do that.

Rails are built by weight-class (the sturdier the rail the more it weighs). At points in US history there were railroads that literally laid rail on graded dirt in order to complete routes and get land grants. No ballast or any other effort to make it last was made, as the thought was to come back and do it later - if at all.

On frontier/poor/ramshackle worlds you are going to see all kinds of variations for rail. Industrialized or populous worlds should give you more regulations and railroads that invest for the longer haul. You'll find examples of neither on any world as well. But that thinking is a good rule of thumb to give. Oh, and you'll also find in some cases railroads that are built to very good standards even though their surroundings would not necessarily lead you to expect it (the reversal is true, but so far it seems to be less likely). Historically you can look at the British who built rail infrastructure that is little changed in parts of the world, and you'll find many examples of similar things done in the past by US railroads.

Maglev, conceptually at least, is basically the same as standard rail. Unless you have steam locomotives, all trains are going to be electrically powered. Diesel carry their own generators, and electric use external power. You can get into other fuel sources (gas, hydrogen, even fuel cells) that all do the same things - generate onboard electricity to power the wheels. Don't forget you have rails below (classic train tech) that includes maglev. And you also have trains that can be suspended from above (suspension railway). Suspension rails have never really taken off, but you may see them in urban areas (I think Babylon 5 had that type i one episode). Oh, and there are cog railways, but again, probably going too far down the rabbit hole for most.

Unless you are a train nut most people will not even consider trains ('cept maybe to consider them nice hijacking targets. :)

Oh, will we be able to build the Mammoth car from the classic Speed Racer episode? Or the land truck built by the US Army in 1950? They are cool, though turned out one of those cool factors that never amounted to anything actually useful. Thank god for taxpayer $$ and animation!
 
Here is some more split edge cases

This is a bus route that uses roller coaster like guide wheels to keep on the narrow tracks, so it kinda acts like rail for a wheeled bus.
 
Here is some more split edge cases

This is a bus route that uses roller coaster like guide wheels to keep on the narrow tracks, so it kinda acts like rail for a wheeled bus.
Well... fortunately I'm adding secondary and tertiary locomotion as options (like the ATV aquatic drive, or everyone's "so-to-be-real"™ flying car) so things like that won't be impossible... but maybe not optimal.
 
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Gier that reminds me in one of the CT adventures they had a hydrofoil craft that used a grav drive for getting a higher velocity but it didn’t give it any flight ability, while I don’t think this is appropriate for most ground vehicles it might be a good option for water vehicles.
 
Gier that reminds me in one of the CT adventures they had a hydrofoil craft that used a grav drive for getting a higher velocity but it didn’t give it any flight ability, while I don’t think this is appropriate for most ground vehicles it might be a good option for water vehicles.
Was it actually a hydrofoil, or was it a poorly designed hovercraft that used Grav instead of a cushion of air? The whole point of a hydrofoil is to reduce water resistance. If you have a lifter or a grav-drive, there is no need to touch the water at all, hence, no hydrofoil.
 
You could neutralize local gravity, and have a second method of propulsion.

Minus resistance, except air, the vehicle should be more efficient.
 
Gier that reminds me in one of the CT adventures they had a hydrofoil craft that used a grav drive for getting a higher velocity but it didn’t give it any flight ability, while I don’t think this is appropriate for most ground vehicles it might be a good option for water vehicles.
Nope, they hydrofoil in Nomads was not grav.
 
Was it actually a hydrofoil, or was it a poorly designed hovercraft that used Grav instead of a cushion of air? The whole point of a hydrofoil is to reduce water resistance. If you have a lifter or a grav-drive, there is no need to touch the water at all, hence, no hydrofoil.
I've already told him that he is remembering wrong - but since he has me on ignore can't benefit.
The hydrofoil in Nomads of the World Ocean is not grav locomotion, it is a hydrofoil/submersible.
 
F=ma

regardless of the local gravity and its weightless status, to move a 20,000 tonne ship you are going to need a lot of propulsive force
 
CHEK%20project_Hero_Pyxis_Ocean_Aug_2023%20%C2%A9Cargill.jpg


It also depends on how fast you want to go.

Give it a push, and with minimum resistance, that should go a lot further.

Then, you could occasionally accelerate.
 
F=ma

regardless of the local gravity and its weightless status, to move a 20,000 tonne ship you are going to need a lot of propulsive force
Keep your acceleration low and it doesn't use as much Force. The problem is water/air resistance. You need a minimum acceleration to overcome the natural deceleration due to water/air resistance. On an airless world, I can use a 0.00001g of acceleration and eventually be going 16,000/km/s. On a world with an atmosphere or while driving a boat in water, that is not possible.
 
Keep your acceleration low and it doesn't use as much Force. The problem is water/air resistance. You need a minimum acceleration to overcome the natural deceleration due to water/air resistance. On an airless world, I can use a 0.00001g of acceleration and eventually be going 16,000/km/s. On a world with an atmosphere or while driving a boat in water, that is not possible.
Remember it takes you just as long to slow down and stop...
 
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