Trolleybus Showcase
Yes, working trolleybus system in Teardown
⚠️Notice⚠️
Update your script if you made local copy BEFORE 06 Mar 2023 20:57pm (UTC)[dencode.com]
FAQ
- Spawn?
Yes - TDMP?
No (at least now) - Would trolleybus follow the lines?
Yes, trolleybus poles would move along overhead cables - Are poles connected to cables?
No, mod uses constrain function to hold them in place - Are trolleybuses forced to drive along cables?
No, you can manually disconnect or just pull it off - Could I connect a trolleybus to a line?
Yes, but on within range of capturer - How do you get the path of a rope?
It’s impossible to get path of ropes under existing modding framework. This mod uses nodes to approximate path of ropes. This is also the reason for cables all under tension. - I want to make some trolleybuses, any tutorial?
This mod includes PDF guidance, you can make local copy and view it. - Does it work with articulated vehicles?
Yes, as long as the vehicle is setup correctly.
Features
- Realistic trolleybus simulation
- Manually connect / disconnect
- Working intersections and switches
- Keybind support (require Trolleybus Keybinds)
- Good vehicle compatibility
- Simple and easy to setup routes
- Modding support
Plans
- Power simulation
- Maybe more…
Limitations and Known Issues
- If a trolleybus is connected to a cable, this vehicle would keep active (game would simulate physics). Therefore if there’s too many trolleybuses connected it might cause performance issue.
- Cannot get path of ropes, which have mentioned above.
More about Modding
- Pantograph
In my opinion, pantograph and trolleybus pole are basically same. Only difference is that pantograph doesn’t move with overhead cables. Therefore I think implantation of pantograph should be before middle of April. - Tracks
Trolleybus overhead cables and tracks are logically same: two sets of parallel lines with objects moving along. Therefore it’s possible to make realistic tracks (and trains) in game. If I have time, this would become a mod no earlier than July.