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Couldn't get it all correct, game currently does not allow correct max. acceleration.
Change Notes contain details.
the 40 km/h gap between the real trains just feels two little to make one a high cap commuter and the other a intercity (about half the cap).
probably gonna add something to cover tram up to slower/lower cap/cheaper which also fits the stats profile.
right know i do the IC2000 (with Re460) and the Twindexx Swiss Express (using textures already existing, for diffrent variants).
I'm not sure if really other versions of the train are needed, but I have not compared the possible configuratuons to the real ones yet. For me modding the middle car seemed to be the best compromise for the 160 km variant, as it is just one car which makes the train slower.
What I would like to see one day would be to be able to couple some MUs together and even have splitted lines. We will see...
but, with allowing players to buy trains with all axles driven, they can speed up to 200 by the time the reach the max catchment aera boundry.
because of the requirement that you can make a lot more money ingame (so you don't have to wait years to recoup the investment), i felt i should make it this way.
i don't think it's so much running costs (per pax*km) that should be higher, but rather that maintance should also be per /km and much higher). then i would make sense to send them to the depot overnight and take the sax/comp hit from people getting stuck overnight.
on the other hand, right now, short intervall and almost empty trains most of the time is the only way to make the pax happy and paying high fares.
other versions probably coming as seperate trains.