3'6" Gauge Trams?

Vern

Trainz Maverick
One of several projects on the boiler at present is some kind of tramway route (the BR/SR route having taken a back seat). Several of the prototypes I'm looking at were built to a gauge narrower than standard so with a 3'6" tram track system on the DLS that seems an ideal choice. However, while there's a fair few trams to choose from - including the extensive Sydney collection - most of these seem to be to standard gauge. Can anyone recommend some suitable vehicles on the DLS? Not too fussed about geographic origin or age, mainly that they fit the track and work in TS12!
 
Vern,

There are some narrow gauge trams from France that are up on the DLS. I think they're called Citadel trams. There are also the MAXXI trams as well. There is both a standard and narrow gauge version of this one. I remember downloading this one some time ago from the DLS.

John
 
Thanks for those. Thinking about it, some of the Japanese trams lurking on the DLS might fit the bill too.
 
One of several projects on the boiler at present is some kind of tramway route (the BR/SR route having taken a back seat). Several of the prototypes I'm looking at were built to a gauge narrower than standard so with a 3'6" tram track system on the DLS that seems an ideal choice. However, while there's a fair few trams to choose from - including the extensive Sydney collection - most of these seem to be to standard gauge. Can anyone recommend some suitable vehicles on the DLS? Not too fussed about geographic origin or age, mainly that they fit the track and work in TS12!

Would switching the bogey for a 3'6" work for you?

Cheerio John
 
That is one possibility John, but of course only I could use the resulting tram in game. Depending on the size of the carbody it might also look a bit odd.

In any event, my initial efforts to get a (standard gauge) tram related route off the ground are proving somewhat frustrating. This is one type of railway where 2D flat splines sitting 0.20m above the terrain after smoothing really do not help. You can drop the spline points but if you do that with the overlaid road section by a similar amount, it is either proud of the rails or under the terrain. Thus far I haven't been able to find any traffic free 3D/chunky mesh road splies which would avoid this problem. I know it can be done as there are several tram routes about including those built in to TS2010, but observation of these is that they seem to lie on flat ground, the problems start when laying track up and down hill.

The quality of some of the trams available varies too -an Aussie tram I tried was a lovely model with good sounds, but no cab or interior view. One of the Japanese cars I tried accelerated from 0 - 30 km/h in about two seconds and a light brake application (being Trainz there is no EP or stepped brake, just set and lap) had the same result stopping. The thing would need Starfleet inertial dampers!

Anyhow I shall continue my quest as of the three big sims, only Trainz has anything approaching a reasonable amount of tram support.
 
That is one possibility John, but of course only I could use the resulting tram in game. Depending on the size of the carbody it might also look a bit odd.

In any event, my initial efforts to get a (standard gauge) tram related route off the ground are proving somewhat frustrating. This is one type of railway where 2D flat splines sitting 0.20m above the terrain after smoothing really do not help. You can drop the spline points but if you do that with the overlaid road section by a similar amount, it is either proud of the rails or under the terrain. Thus far I haven't been able to find any traffic free 3D/chunky mesh road splies which would avoid this problem. I know it can be done as there are several tram routes about including those built in to TS2010, but observation of these is that they seem to lie on flat ground, the problems start when laying track up and down hill.

The quality of some of the trams available varies too -an Aussie tram I tried was a lovely model with good sounds, but no cab or interior view. One of the Japanese cars I tried accelerated from 0 - 30 km/h in about two seconds and a light brake application (being Trainz there is no EP or stepped brake, just set and lap) had the same result stopping. The thing would need Starfleet inertial dampers!

Anyhow I shall continue my quest as of the three big sims, only Trainz has anything approaching a reasonable amount of tram support.

Have a play with my roads (available in traffic and no traffic), using my universal waygauges, and Andi06's track. I've managed to get very good alignment on curves and slopes (and both at once). If you are looking at modern trams, then combine them with my overhead line and posts - if you are looking at Silversmith or Motorman1066's trams, then use the track with the wire built in.

example: http://i18.photobucket.com/albums/b124/paulzmay/BHM/paulzmay_20120715_0000.jpg

Paul
 
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Thanks Paul, I'll try that. I notice a few of the tram routes get round the problem by painting a road texture rather than splining and using pavements and other splines for edging (with static vehicles) which seems a reasonable workaround.
 
Update to above - the waygauges are a marvellous little tool - far better than squiggling around trying to get two pieces of straight track parallel where you're going in and out of curves.
 
Thanks Paul, I'll try that. I notice a few of the tram routes get round the problem by painting a road texture rather than splining and using pavements and other splines for edging (with static vehicles) which seems a reasonable workaround.

Yes, I do that on the flat (I've also released road marking splines and pavement splines for this purpose). I tend to use the road splines and waygauges for slopes etc.

Paul
 
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