611 close ups through Manassas Station, 6/7/15. A lot of us fans were silently thanking the fact that she had to stop outside the station where we were standing to wait for Regional 156 to make its stop first.

Can't believe I forgot to share my recorded experience here lmao:

I'll let the video speak for me. Make sure you watch in HD and full screen to be able to see the minor details. Scored third; challenge you guys to best me lol.

Exactly why the MTA is always over budget; because the pay for crap like this when they could have just contacted one of the route developers here and given them the necessary materials to throw together an openBVE route for free...

No more excuses for out of whack train acceleration physics lol

Video Transcript: So in the game of OpenBVE, there has been a bit of uncertainty about what is the proper and accurate acceleration curve for NYC subway rolling stock. Sometimes the trains are programmed too slow, sometimes they are too fast. Well, no more. Here and now, I will show you exactly how to calculate a particular train's maximum acceleration curve JUST by knowing what the rated power (kW) and weight (m) values are.

Eventually, I will run through all of the Post-Unification stock and nail down their individual max acceleration curves, but for the sake of this demonstration, I will only focus on 4 trains (R1, R32, R142A, R160), one from each generation of stock (plus an IRT NTT train).

Above, I did state that you only need weight and power rating to calculate the max acceleration curve, but really, those are the constant variables. If you are to do the calculations, you need to also know the changing variable, which is either rated acceleration, or rated tractive effort. Since we know that the maximum starting acceleration of an NYC subway car is 2.5 mph/s (4.0225 km/h/s) for all stock R10 and newer, and 1.75 mph/s (2.81575 km/h/s) for R1-R9 stock, all our variables are accounted for. So let's begin with the R32.

For the sake of clarity, I will try to show both metric and imperial measurements. I will include a conversion table here:

Weight: 1 Kilogram = 2.2046 lbs

Power: 1 Kilowatt = 1.34 hp

Speed: 1 mph = 1.609 km/h

Acceleration: 1 ms^2 = 3.6 km/h/s = 2.237 mph/s

For each of the calculations, I will be using the values from a single car (not a full train set) since each car is motorized; acceleration curves will be constant. This is not the case for the R142, R142A, and R188, which do have unpowered trailer trucks that must be accounted for. Those values will have to be calculated by train.

Now that we have those values for the R32 nailed down, here are the two important websites that you need to remember... not so much the second one, but the first one. We will use the first website to figure out what is the starting tractive effort that is required to achieve an acceleration rate of 2.5 mph/s for the R32. The second site is simply used to convert between meters/second squared and km/h/s, since the first site calculates acceleration in meters/second squared.

After inputting the numbers, we have our starting tractive effort for the R32.

Recall in a different tutorial for TS2015, where I show how to modify train physics for acceleration, I give you the method to determine the relationship between power and tractive effort. Let's see if I can pull that up real quick... Well, it seems I did not save that text file; oh well. I'll just type out the formula really quick again:

Tractive Effort (kN) = [Power (kW) * 3.6] / Speed (km/h) or as an example (ACS-64 TE @ 201.125 km/h given 6400 kW):

114.56 = (6400*3.6)/201.125

114.56 kN of TE is produced by the ACS-64 @ 125 mph given a power rating of 6400 kW.

Now, given that equation, we can use it to determine the maximum speed at which the R32 can sustain 2.5 mph/s acceleration given its power rating of 115 hp per traction motor. See if you can follow along... By plugging in the power rating per car and the calculated starting tractive effort, we can calculate the point where continuous max power is achieved; at any speed point lower than the calculated point, acceleration will remain @ 2.5 mph/s, while at any speed point higher than the calculated point, power will be constant, but acceleration will decrease.

You now have all you need for coding in acceleration physics in openBVE. Let me demonstrate. I have the R32 already loaded into the train editor...

You will notice that after the constant acceleration range has been set, you still need to determine how quickly the acceleration drops off. For the sake of this demonstration we will set balancing speed at 55 mph (88 km/h). You must manipulate the e(2.0) value so that the right end of the acceleration curve meets the bottom of the graph @ the desired X-value (in this case, 88 km/h). A higher e value will result in a lower balancing speed, and vice versa. That is basically what you need to do. I will now perform the calculations for the remaining stock I have listed below using the same process. Just follow along if you need more clarification.

In actuality, it is possible to calculate the speed point where near 0 TE is generated, which would indicate the actual balancing speed, minus the train resistance. In order to properly determine balancing speed, you must calculate the train resistance value (kN). But that is for another time.

Now, GRANTED, these calculated values are for the MAXIMUM *POTENTIAL* acceleration curve. The actual acceleration curve in real life can be programmed at lower values by the Transit Authority (to conserve power / enhance operational safety margins). This is especially true of the NTT rolling stock.

Thanks for watching, hope this was informative and that you guys learned something new today =)

This is the Amtrak GE P30CH (Pooch) Physics Modification pack version 1.0

In order to utilize this freeware physics upgrade, you must have purchased the "Train Simulator: Amtrak P30CH Loco Add-On" pack available at Steam: http://store.steampowered.com/app/277764/

This is a freeware pack; in no way is it to be used for commercial purposes. You are free, however to further modify the physics enhancements found in this pack for personal use if you so choose.

This is NOT a sound mod pack. That mod pack will be available separately from this one.

The purpose of this pack is to adjust the physics performance of the locomotive.

List of changes: 1. Modified tractive effort and braking effort curves. 2. Modified power ratings @ alternator and @ wheel. 3. Set fuel capacity to 3600 gallons. 4. Set weight to 386,000 lbs. 5. Removed coupler slack. 6. Adjusted rpm range and rate of change. 7. Adjusted locomotive load response times.

Technical specifications: 1. GE P30CH (GE 7FDL-16; 3000 THP) a. Starting tractive effort of 88,470 lbs (393 kN) b. Continuous tractive effort of 58,980 lbs (262 kN) @ 14.7 mph c. Dynamic Brake effort of 36,000 lbs (160 kN) @ 49 mph; extended range sawtooth curve between 49 mph and 9 mph. Fade to 0 lbs @ 5 mph. d. Wheel horsepower of 2,700 hp (2,390 kW) @ 20 mph e. Maximum speed of 103 mph f. Engine RPM range = 450 - 1050 g. RPM change rate (rpm/second) = 30 h. Fuel consumption range (gph)= 4 - 155 i. Weight = 386,000 lbs (175.09 metric tons) j. Fuel capacity = 3600 gallons k. Max traction amps = 1800 l. Max brake amps = 900

IMPORTANT; Install Instructions

1. Locate P30CHPack01 (C:\Program Files (x86)\Steam\SteamApps\common\RailWorks\Assets\DTG\P30CHPack01) 2. Open DTG_Amtrak_GE_P30CH_Physics_Mod.rar 3. Drag the file folder from the .rar in step 2 into the directory you opened in step 1. 4. The installation should be complete. Run TS2015 to check. 5. If installation is botched or does not work, to back up to original files, delete the folder from step 3.

Thank you for downloading and installing. Enjoy =)

So the way the code works, you couldn't have the train loop back to Brooklyn bridge and continue all the way back to Pelham Bay since it already has objects and the tracks laid?

Yes. Like I said before, route coding in OpenBVE is strictly linear in nature. Once you pass a certain point, you can't go back to it.

This is the CSX GE AC6000CW (CW60AH/CW46AH) Physics Modification pack version 1.0

Both tests are made with identical consists of 50 loaded hopper cars.

In order to utilize this freeware physics upgrade, you must have purchased the "Train Simulator: CSX AC6000CW Loco Add-On" pack available at Steam: http://store.steampowered.com/app/277769/

This is a freeware pack; in no way is it to be used for commercial purposes. You are free, however to further modify the physics enhancements found in this pack for personal use if you so choose.

This is a physics mod; NOT a sound mod. All default sounds are kept.

The purpose of this pack is to adjust the fuel capacity, motor amperage limits, and tractive & braking effort values for more realistic operation.

This pack also includes physics for the derated version of the locomotive (CW46AH).

General Parameter Change Log: 1. Set fuel tank capacity to 6,200 gallons. 2. Maximum tractive amps is 890; maximum braking amps is 510. 1 amp = 1 kilonewton of tractive/dynamic brake effort. 3. Adjusted dynamic brake effort rating and curve for more realistic operation. 4. Adjusted two sound proxyxml files to ensure dynamic brake sound plays properly with the amperage change. 5. Weight kept at 196 metric tons (432,000 lbs)

Technical specifications for the CW60AH and the CW46AH: 1. CW60AH (GE GEVO-16; 6250 THP) a. Starting tractive effort of 200,000 lbs (890 kN) up to 10.55 mph b. Wheel horsepower of 5,625 hp (4,197.76 kW) @ 10.55 mph c. Dynamic Brake effort of 115,000 lbs (510 kN) from 20 mph to 3 mph d. DB resistor grid rating of 6,300 hp (4,701.5 kW) e. Maximum speed of 75 mph f. RPM change rate (rpm/second) = 20 g. Fuel consumption range (gph)= 5.2 - 280

2. CW46AH (GE GEVO-16; 5100 THP; Derated) a. Starting tractive effort of 200,000 lbs (890 kN) up to 8.6 mph b. Wheel horsepower of 4,590 hp (3,425.37 kW) @ 8.6 mph c. Dynamic Brake effort of 115,000 lbs (510 kN) from 20 mph to 3 mph d. DB resistor grid rating of 6,300 hp (4,701.5 kW) e. Maximum speed of 75 mph f. RPM change rate (rpm/second) = 25 g. Fuel consumption range (gph)= 4.5 - 215

IMPORTANT; Install Instructions

1. Locate CSXAC6000CWPack01 (C:\Program Files (x86)\Steam\SteamApps\common\RailWorks\Assets\DTG\CSXAC6000CWPack01) 2. Open DTG_CSX_GE_AC6000CW_Physics_Mod_Pack.rar 3. Drag the file folders from the .rar in step 2 into the directory you opened in step 1. 4. The installation should be complete. Run TS2015 to check. 5. If installation is botched or does not work, to back up to original files, delete the folders from step 3.

User's Manual: Upon installation, the pack defaults to using the CW60AH physics. In order to switch physics, follow the steps below:

1. Open the following directory: a. "C:\Program Files (x86)\Steam\SteamApps\common\RailWorks\Assets\DTG\CSXAC6000CWPack01\RailVehicles\AC6000CW\Simulation" 2. In each of those directories, you will see two folders (one for each set of locomotive physics): a. "6000 HP" b. "4600 HP" 3. Once you choose which set of physics to use, open the respective physics folder in the directory from step 1. 4. Copy (CTRL + C) all files you find in the opened folder located in directory 1a. 5. Proceed back to the directory in step one. 6. Paste (CTRL + V) the copied files; overwrite when asked. 7. If the previous 6 steps were completed properly, the physics swap should be successful; run TS2015 to check.

Thank you for downloading and installing. Enjoy =)