NIMBY Rails

NIMBY Rails

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Stadler KISS 200 Configurable (Best for game real stats)
   
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TRAINS: Trains
File Size
Posted
Updated
108.553 KB
Mar 4, 2021 @ 11:44am
Jan 31, 2024 @ 7:12am
4 Change Notes ( view )

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Stadler KISS 200 Configurable (Best for game real stats)

Description
This Mod allows to choose up to 4 compositions of the Stadler KISS
(=german acronym for comfortable, innovative, sprint-capable suburban train) while the compositions also can be choosen.
since the 200km/h variant is baout the same prize, the vmax is 200km/h
realistic configuration of compositions (1 head, 0-6 cars, 1 fliped head)
Bo stand for driven axles, 2 for undriven ones. (always pairs of)
Heads: either Bo Bo or Bo 2
Cars: Eiter 2-2, 2-Bo, Bo Bo.
Driven axles provide 1500 kW of power.
Capacity is 190 pax, the completly undriven one has 250.
Weights: Car 30t, Head 50t, +10 per driven axle
Price: car 1 mio, head 1,5 mio, driven axle 1,5 mio
Simply choose the heads/cars you want and set those you don't want to 0.
textures: simple.
if you play in tokyo this is what you need ;)
Looking for more option: there will be a KISS150/250/350 mod, more oriented towards fitting in the game.
7 Comments
oufa Apr 15 @ 5:21am 
why is the acceleration so high? no other trains have more than 1 m/s/s accel
mrolli  [author] Jan 31, 2024 @ 4:50am 
Updated. It's KISS not KI[default max. acc.]S. (The first S means Spurtstark, or Sprinting Strenght)
Couldn't get it all correct, game currently does not allow correct max. acceleration.
Change Notes contain details.
mrolli  [author] Mar 5, 2021 @ 11:23am 
think we should move the discussion about maintance into the suggestion thread of the forum.
mrolli  [author] Mar 5, 2021 @ 11:21am 
just uploaded the 150/250/350 mod. they now form a more consistent cover for high cap commuter, interregio express and high speed than the stock trains.
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).
KG79 Mar 5, 2021 @ 11:10am 
I wonder why there is costs per km per pax in the game. It should be only per km, because a train does not really cost more if there are any pax. An empty train has almost the same running cost as a full train, maybe despite of having to clean up the mess the pax have done... but unfortunetly we just have the fixed costs and the per km per pax costs now.

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...
mrolli  [author] Mar 4, 2021 @ 10:28pm 
i did consider to make 1 version all 160 high cap, one version 200 and with reduced capacity (IRL, train companies run 160 for local, 200 with IC furbishment, for cost/comfort reasons).
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.
KG79 Mar 4, 2021 @ 1:49pm 
This is the way how I think additional trains should be... At first configurable and second in a good balance. Okay, running costs are generally too low for all trains, but compared to other trains the balance seems to be right. The only thing I changed was to make the 2-2 middle car 160 km/h, in order to be able to have some 160 km/h configurations.