Captain of Industry dev stream: Trains prototype demo!

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  • čas přidán 8. 07. 2024
  • Join Captain Marek showing off an early prototype of trains in Captain of industry while answering questions from the community. To learn more about trains, see our blog post: www.captain-of-industry.com/p...
    0:00 Pre-stream
    8:00 Introduction
    11:32 Trains research availability
    12:24 Train car types recap
    13:05 Narrow gauge considerations
    14:58 Train stations
    15:26 Wagon types
    17:30 Train tracks
    19:14 Track type deep-dive
    33:10 Grade-turns
    37:28 Truck-train crossings
    39:53 Train physics
    46:36 Hill benchmark
    50:40 Wagon types deep-dive
    58:46 Steam locos!
    1:01:05 Questions & answers
    1:07:37 Signaling and traffic control
    1:23:24 Back to Q&A
    1:29:02 Q&A: Train routing
    1:37:32 Q&A: Size comparison to trucks
    1:44:25 Q&A: Clover leaf interchange
    1:46:30 Train track grades
    1:51:31 Outro
  • Hry

Komentáře • 74

  • @josuesleyer
    @josuesleyer Před 9 dny +31

    The difference between doing it with love and doing it for money, congratulations, it’s fantastic.

  • @ledhojhoj
    @ledhojhoj Před 9 dny +16

    Thank you for the stream) Showcasing the work in progress is extremely appreciated, I love the openness and the engagement with the community. Looking forward to design some train logistics in the factory)

  • @noname-lp3mu
    @noname-lp3mu Před 2 dny +1

    I like the way Trains fit in with the logistics here, I've been loving this game since i saw it on steam, keep up the great work,
    I'll throw in a few ideas i had while watching that i either didn't see mentioned or such:
    Shunting yards: instead of the train returning to the depo itself to attach/ detach cars they could be done at shunting yards, these could also have newly built cars added to them and transported via a regular train passing by or set as a way point and the Trainyard could have a wagonyard upgrade that has its own train unit to transport, additionally shunting yards could be set to have an already loaded set of wagons so a train can detach the unloading ones and attach the loaded ones, maybe as an advanced logistics thing.
    Wagon Yard: either as a seperate building or attachable building to the Trainyard, so you can build wagons faster/ more wagons and have an attachable shunting yard to set them up, that way it would be both more realistic and a bit easier to set trains up.
    Upgradable switch: Could work much like a balencer, first stage has the non priority train come to a stop, when its upgraded it consumes power but has the non primary train slow down enough to let the priority train pass then speeds up. (this could take some tinkering with code to get right though).
    Merge/pass switches: Like above but lets trains pass if one is entering a station to unload and one behind isnt or allows 2 tracks to merge, would be similar to above (maybe an advanced train logistics tech thing).
    Level Crossing: I imagine this could be done like a balencer, you could even select if the train or vehicles have priority (though it makes more sense for the train to have priority) vehicles stop and calculate with the crossing if a train is due, if no train they can cross, if train coming then stop (maybe have a special track piece that detects the train and is linked to the crossing like how mine control towers have set vehicles/ or its assigned to the trains on that track with a calculation to its estimated time of arrival).
    Flatbed Wagon (Vehicle): Could work if you have them assignable and an animation like they line then sorta teleport onto the wagon and off again, or you could have a new cargo type like "Incomplete excavator" and its loaded/ unloaded at a "Vehicle Assembler" (this would be a good way of transporting Mega vehicles around the map, so it might just be a Mega Vehicle thing).
    Water tower: Steam train building to keep water in the boiler over long distance (could also be turned off on easy or just a realistic setting thing like ore sorting) could also have coal storage upgrade/ attachment.
    Vehicle bridge train: Could be small, medium and large to allow vehicles to bridge over train tracks like the others do for pipes and belts (could be done if it was made like a track piece? just with a bridge going over at the appropriate height).
    Nuclear trains: Could be an upgrade option and the water towers could have some nuclear fuel storage to keep it fueled and watered, Possible upgrade could be molten salt reactor ( so it can be refueld like the fast breeder reactor) but that would be about the same level of research.
    Steam trains: could also have a higher polution penalty and more workers but less and lower teir of maintenence (so it won't immediatly be skipped over and it would make sense that it is less complicated to work on due to already having coal boilers and lots of coal intensive industry already).
    Upgradable Tracks: Tracks having the ability to be upgraded like belts and pipes, i.e Light Rail: can handle tier 1 trains at full speed but teir 2 and 3 trains have to reduce speed, Medium Rail: Adds canterlevers for electric trains, Teir 2 trains and lower can travel at full speed but teir 3 trains need to slow down, Heavy Rail: all trains travel at full speed.
    Electric injector (not sure what its called) : Acts like the transformer in the settlements and adds electricity to medium and heavy rails.
    Train Service yard: comes in 3 teirs corrospnding to train and rail teir and can either act like the statues of maintenence or act like the maintenence buildings in game and have a similar system (this is where the Steam train would differ as it would only drain either teir 1 or 2 maintenence (i'd say same about the same as coal boiler, maybe with an extra 5 or such if teir 1 or maybe just over half of the diesel trains).
    anyway the above are just ideas i hope may help with getting over the hurdles when it comes to implementing new stuff.
    Cheers and as i said, keep up the great work.

  • @pxlcowpxl6166
    @pxlcowpxl6166 Před 8 dny +9

    The train physics are pretty nice. They don't have to be perfectly realistic, just approximately. One big factor that I wish will be implemented is rolling resistance in curves. Trains have almost zero rolling resistance in a straight vs in the tightest turn that CoI allows, this small locomotive would struggle to move the train at all.

    • @CaptainOfIndustryGame
      @CaptainOfIndustryGame  Před 8 dny +3

      Variable rolling resistance based on a curve radius is an interesting idea, thanks for the suggestion!

    • @pxlcowpxl6166
      @pxlcowpxl6166 Před 7 dny +2

      @@CaptainOfIndustryGame I'm glad you like it. I used to work in railroading and this immediately caught my eye. At low speed, tractive effort is really just a question of total weight, acceleration, gradient and curve radius. Air resistance is only important for high speed trains, that's why they're bullet shaped.

  • @NuclearFury8
    @NuclearFury8 Před 5 dny +2

    Critical sections instead of signals is a very interesting idea. Good luck implementing it!

  • @an_asp
    @an_asp Před 4 dny +1

    I love the talk about innovating on signal mechanics. Honestly, the idea of "non-blocking zones" is how I think about chain signals 90% of the time anyway, so it makes sense to just define those zones directly. Good luck!

  • @jacobhinger5039
    @jacobhinger5039 Před 20 hodinami +1

    I see what you mean with the signals and like the idea that you explain however I also love the visuals of a red/green light.

  • @6000Chipmunks
    @6000Chipmunks Před 9 dny +4

    Still loving the thought process and really appreciate the chance for Steam trains. I'm consistently amazed at the quality of the work and look of this game.

  • @Gnrnrvids
    @Gnrnrvids Před 9 dny +4

    Looks great Marek. I look forward to seeing these in game.

  • @alexuk2000
    @alexuk2000 Před 9 dny +3

    Amazing! I have always wanted to se this in CoI having loved Satsifactory's trains. So excited for this update :)

  • @tedeby5351
    @tedeby5351 Před 7 dny +2

    Amazing! Impressive how good it's looking so early

  • @ryanbreg5162
    @ryanbreg5162 Před 8 dny +4

    It would be 10/10 to have a modern train engine

  • @Sigma2_YT
    @Sigma2_YT Před 7 dny +3

    Feedback: THIS IS FUCKING AWESOME!!!!!!
    TLDR: I loved it.
    XD

  • @j_apollo1737
    @j_apollo1737 Před 7 dny +1

    Cant wait to see the depiction of steam vs diesel locomotives if you decide to go forward with steam. Steam having higher raw power but needing much more infrastructure and maintenance vs the simple diesel that is relatively cheap and easy to use would be a great dynamic and portray the dilemma railroads went through during the transition era

  • @showjaymayhem
    @showjaymayhem Před 6 dny +1

    Can't wait for it! Great game

  • @jojolasticot1987
    @jojolasticot1987 Před 9 dny +2

    nice work. the game is so cool now and will be perfect with trains...

  • @eugeneemerick4359
    @eugeneemerick4359 Před 6 dny +1

    I suggested this back a few months ago.

  • @b5fan504
    @b5fan504 Před 10 dny +1

    This is exciting. Great work.

  • @turionb1408
    @turionb1408 Před 3 dny +1

    awesome

  • @roadtrain_
    @roadtrain_ Před 9 dny +1

    Gonna put it out there now: factorio's chain signals are amazing, please use them as your inspiration for signals here!

    • @qwe5qwe566
      @qwe5qwe566 Před 8 dny

      I'd rather see path signals that are superior but more demanding for computing power so better have both. You can spam block signlas on simple one-way section but then you can place just a few but more powerful path singlas that calculate path rather then reserve whole block so you don't need so many block signals, chain signals and also spacing between tracks that is often even impossible for signals to be palced in most games.

    • @roadtrain_
      @roadtrain_ Před 8 dny

      @@qwe5qwe566 path/chain signals are the same. I simply pointed out the factorio ones as a good example

  • @brutus1014
    @brutus1014 Před 9 dny +2

    great stream, will we ever get the ability to make tunnels ? both for vehicles and for trains.

  • @peterknutsen3070
    @peterknutsen3070 Před 9 dny +1

    42:29 I would expect air drag to also be affected by the surface area of the train carts, maybe especially the front surface area: i.e. more carts, more air drag, but also replacing smaller carts with fewer large carts should reduce air drag.

    • @CaptainOfIndustryGame
      @CaptainOfIndustryGame  Před 8 dny

      Air drag is currently affected by frontal area as well as the number of wagons, longer train having slightly more air drag than shorter ones. Air drag also depends on wagon shapes slightly.

  • @FreestylerAlbert
    @FreestylerAlbert Před dnem

    openTTD based trains are perfect. signals can be there. :)

  • @Slye_Fox
    @Slye_Fox Před 7 dny +1

    "Steam engines can't take tight curves"
    Sir let me introduce you to the Garratt locomotive, a steam engine designed to emulate the massive US engines, on the tight rails of the UK.

  • @jantrnka1462
    @jantrnka1462 Před 6 dny

    How do you plan to handle tracks construction?
    Currently, everything is constructed by trucks delivering materials. However, I think there will be situations that you want to build train tracks in areas unreachable by trucks.

    • @CaptainOfIndustryGame
      @CaptainOfIndustryGame  Před 4 dny +1

      We are not sure yet. However, unreachable segments can be always constructed by unity so truck construction might be working fine.

  • @kristof9497
    @kristof9497 Před 9 dny

    Thanks. ChooChoo Hype !

  • @kaesden
    @kaesden Před 6 dny

    i didnt get to ask live, but would love to know if trains can cross spans of water/ocean?

    • @CaptainOfIndustryGame
      @CaptainOfIndustryGame  Před 4 dny +2

      Bridges will come eventually, we are not sure if we'd be able to make them happen for Update 3.

  • @erglis4323
    @erglis4323 Před 8 dny

    Does it count emty cargo so train go faster and loaded is slower.
    Do we have rail signal to have control by trains.

    • @CaptainOfIndustryGame
      @CaptainOfIndustryGame  Před 8 dny

      Yes, loaded train have more mass, thus more inertia and more rolling friction, resulting in slower acceleration and deceleration. We are still working on signal systems.

  • @user-pq7sh7dh9u
    @user-pq7sh7dh9u Před 8 dny

    Interesting, but I have some questions:
    1) what about rail+road crossing? or only briges will be awailable?
    2) routing of trains, how it will work?
    3) logistic automatization of trainz? will it be? how it will look like (as LTN in Factorio or "Train distribution office" in Workers&Resourses )?
    4) will You make some kind of "logistic zones" to prevent car from serving faraway industry?

    • @CaptainOfIndustryGame
      @CaptainOfIndustryGame  Před 8 dny

      1) Some ramps/bridges or level-crossings. We are not sure yet but it will be definitely possible to cross railroad with trucks.
      2) Either via list of stations, or automatic truck-like train logistics, or both.
      3) Too early to tell, we will share more details as these systems are more refined.

  • @erglis4323
    @erglis4323 Před 8 dny

    If we put 2 locomotives dos it still can hold a power claiming hills on highest speed?

    • @CaptainOfIndustryGame
      @CaptainOfIndustryGame  Před 8 dny

      Multiple locomotives combine their power as if it was one. If you put enough locomotives, they will be able to climb hills fast, but likely not on max speed.

  • @jarquafelmu
    @jarquafelmu Před 6 dny

    will rain affect train wheel slippage and therefore drag?

    • @CaptainOfIndustryGame
      @CaptainOfIndustryGame  Před 6 dny

      Interesting idea, perhaps on "realistic trains" difficulty, but not by default. Rain should probably lower the starting tractive effort and perhaps reduce rolling friction a little. Would that mean that on flat track trains would go faster due to less rolling friction? :)

  • @peterknutsen3070
    @peterknutsen3070 Před 9 dny

    57:51 Can you use multiple locomotives to pull one train like in Factorio?
    EDIT: I mean, with each locomotive contributing traction.

    • @TROPtastic
      @TROPtastic Před 8 dny

      Yes, that was what was shown/talked about live. Some longer trains will need multiple locos to go up hills.

  • @diegodesouza8984
    @diegodesouza8984 Před 22 hodinami

    Queremos construcao de tubos na diagonal.

  • @-YEET
    @-YEET Před 9 dny

    Factorio Signals allow Long trains, trains can occopie multiple Blocks.

    • @CaptainOfIndustryGame
      @CaptainOfIndustryGame  Před 9 dny +5

      You are right, but if a train is longer than the size of the first block after the last chain signal, the train may still block the chain-signal-protected area, diminishing the advantages of chain signals for longer trains.

  • @Locomotor1979
    @Locomotor1979 Před 9 dny

    dont forget Double traction whould benefit heavy consist

  • @erglis4323
    @erglis4323 Před 7 dny

    1 more thing I hope to see some underground x ray tool. I like to bery my pipes underground is little bit difficult but it's posable. Make thing more cleaner. + this one it be really nice when doing some strategy build witha blue prints it's stays in place wahil ground works going on instead of they demolish by tham self cuz ther is no ground support jus for laying pipes.

  • @erglis4323
    @erglis4323 Před 7 dny

    I intrested if be posable transferring mix resources to sorting plant. Instead of separate and then move it. It be more realistic in life.

    • @CaptainOfIndustryGame
      @CaptainOfIndustryGame  Před 6 dny

      Mixed resources are though as they are very special, we will see what can we do, but trains may not be able to support them.

  • @AGWittmann
    @AGWittmann Před 9 dny

    Wonder, if the game will use the Advanced steam technology too ... not just use copies of preexisting steam locomotives ...

  • @Jackthat1
    @Jackthat1 Před 7 dny +1

    We ask for roads that make the trucks move faster, they give us trains…..👍

    • @eugeneemerick4359
      @eugeneemerick4359 Před 6 dny

      That would bad idea, if you play captain of industry

    • @Jackthat1
      @Jackthat1 Před 6 dny

      @@eugeneemerick4359 yes I play the game, why would that be a bad idea

  • @Jean_Mi
    @Jean_Mi Před 7 dny

    Promising...
    Why not use splines to trace the paths?
    I don't have the GOD and remove all trees functions in the console, is this only for developers?
    How can you have more workers (2059) than population (1140)?

    • @CaptainOfIndustryGame
      @CaptainOfIndustryGame  Před 6 dny

      This was discussed on the stream at 19:14, main reason is blueprinting and other grid-based mechanics. God mode is dev-only tool, sorry!

    • @Jean_Mi
      @Jean_Mi Před 6 dny

      @@CaptainOfIndustryGame Thanks

  • @joec4685
    @joec4685 Před 9 dny

    Would love the option for my excavators to mine another material in the mine if lets say iron gets full instead of sitting with a full bucket for ages

  • @arthurjanotta4977
    @arthurjanotta4977 Před 8 dny

    The next step should be a base defense, like in factorio 😊 some pirates or something else who are attacking the Island. ❤

    • @Benjogeejessejacket
      @Benjogeejessejacket Před 7 dny +1

      No please not. The difficulty in this game comes entirely by managing your resources and pollution because it affects health. This game doesn't need some sort of Factorio like enemies artificially stamped on it.

  • @eugeneemerick4359
    @eugeneemerick4359 Před 6 dny

    Awesome

  • @Locomotor1979
    @Locomotor1979 Před 9 dny

    lol H0 track size

  • @erglis4323
    @erglis4323 Před 8 dny

    You sholde let a train go back if is to steep an heavy

  • @davidstocker2278
    @davidstocker2278 Před 9 dny

    Nooooo. Trains ruined factorio. Please God no

    • @TROPtastic
      @TROPtastic Před 8 dny +1

      Usually when people (including the Factorio devs) complain about a particular transportation method 'ruining" gameplay, it's drones. I've never heard people complain about the existence of trains, only occasionally the tedium of setting up signal networks which the COI devs want to eliminate.

    • @pxlcowpxl6166
      @pxlcowpxl6166 Před 8 dny +1

      you can just not use them lmao, just keep using trucks and belts/pipes

    • @davidstocker2278
      @davidstocker2278 Před 6 dny

      @@pxlcowpxl6166 you know that isn't gonna be an option to be able to play COI to end game

    • @davidstocker2278
      @davidstocker2278 Před 6 dny

      @@TROPtastic that's because we all quit playing when trains came out. Train enthusiasts kept playing after drones came out

    • @pxlcowpxl6166
      @pxlcowpxl6166 Před 6 dny

      @@davidstocker2278 Of course you will be able to play to the endgame without trains. A bunch of tier 3 belts/pipes are gonna do the same job as a tier 3 train. If you're worried everything gets balanced so that you'll almost be forced to use trains in the late game, download a mod that adds tier 4 belts and pipes.

  • @wdukes50
    @wdukes50 Před 9 dny +1

    im so exitced like mavis when she got the fluffy unicorn

  • @talescave2006
    @talescave2006 Před 8 dny

    What about britons?
    Poor creatoures