Mason Bogies done right, plus a fun surprise! Happy Halloween!
🕑 Added 2024-11-01 05:07:13 +0000 UTCMason Machine Works made some of the best locomotives around, well regarded in all media... and some of them ran in, interesting conditions that we wanted to make sure were modeled. We hope you enjoy the video!
Comments
Studio346
The clear semaphore glass was a hiccup that surfaced as a result of us fixing the flickering of cab window glass; this has since been fixed and demonstrated in the Modular Roundhouse & Smart Turntables dev vlog!
Andrew Porter
Some Never scroll down/up gang questions : -is the semaphore signal glass looking clear only very slightly tinted a function of how Unreal renders glass? -is a dropdown box to set up pre-defined signal rules/aspects in the cards? -are we getting battery wells and relay cabinets?
glen gui
For future videos, can we be shown the inside of the firebox of the Mason Bogie and Shay? This really is a cool feature, I'd hate to see it mostly forgotten.
Spencer
They said they will tell us when it’s ready
Spam Email
Sorry for the overasked question, just looking to see if the answer has changed. When will we get a concrete timeline for release? Will this game be going to Early Access? What percentage would you say you guys are at for "where you want it" versus where it is now?
Sean Schabeg
Man, the more I see this game the more I can't wait for it, really hope the D&RGW K's are coming in the future!
The California Poppy
They have though. In the coal firing dev blog the locomotive used is a Baldwin class 8-20D 2-6-0 which is the same class as Glenbrook. The 8-20D was also seen in the air brake dev blog.
dana
they dont know yet i have asked them like a few times and they said when its done
dana
you should make one on the glenbrook steam locomotive i want to see a vid on it
Veronica E
Any updates on a potential release date?
threeleggedshrew
Great work guys! Another amazing amount of progress The poly count spent on that chain johnson bar thing is killing me though 😭 I’d suggest using those verts elsewhere in the cab to smooth out the pipes that are in the drivers field of view 🙏
Shawn Orlowski
I keep rewatching these Devlogs because I can't get enough of them. For a bit more context, I mean I love all the details and the amount that is compacted in these videos. There is a lot to take in, however, I find it amazing to go back and learn from anything I have missed. The creative features, models, and maps that have been implemented to the game so far are absolutely outstanding!
Carlos Olivera
Check out the Shay devlog! It features an extended gameplay session behind the narration that showcases a few of the gameplay features
Carter Kissinger
It’s November first so I’m going to make this joke all I want for Christmas is for this game to come out
Studio346
As always, we are keeping our locomotive and rolling stock documentation internal, and showcasing individual examples when deemed appropriate.
Oralpha
I am truly passionate about your work, the level of detail is impressive. I have a quick question, when the game is released in stable version, do you plan to integrate community events for Halloween, Christmas, or other with the unlocking of new skins or rolling stock? Sorry for my questionable English
Carlos Olivera
This is a good write-up!
Quork Q'Tar
Am I mistaken or did the Z-fighting get worse with the current Unreal build? Actually that's a point on the video before, I only just watched it on YouTube just now, but I do feel it is an important point, even though it has been made repeatedly: Also taking in consideration that modding is not trivial to implement using the Unreal engine (though not impossible either - see Ark Survival Evolved, as much of a shitshow it was in many ways, the modding worked well), I am strongly urging towards putting it high on the priority list. Mods are what's keeping sandbox games alive. Ark would've never gotten so big on vanilla only. Transport Fever 2, as its predecessors before, is still alive and kicking, selling, keeping the community alive because of mods. Minecraft is also a crazy example. The flanges feel oversized, or is my standard gauge mind playing tricks on me? Which is the only criticism I have of those models. Absolutely stunning! And also nice touch showcasing the engine with people actually running that class(ish). Will the user input into Hyasynth be smoothed a bit? Right now you do hear every now and then that it's stepped. "Approach" means the same as "warning" in European? I might be thinking in European here, again - so correct me if the thought is wrong. But from my POV, I'd expect a slightly different behaviour: Click the points, the signal drops to danger (stop, as you say), *then* the points realign, *then* the signal goes to the corresponding proceed aspect. Circular light signal: I certainly am confused. It's showing "Ra 8 - hump at moderate speed", then "Ra 6 - Stop! Cease humping", but there's no hump to be seen anywhere 🤪
WildEyedJagoff
Will we hear any word on other oddity engines like the climax and heisler at some point in the future?
Random person
I've been really enjoying the dev vlogs showcasing the features but this one takes the cake with the signals, I cant wait to see more of the interlocking functionality with them. You and the team are doing amazing and I can't wait to see what comes next.
Emily W
Yay semaphores!! And manual interlocking? It's something I've always wanted to do! I hope we get different models for electrically and mechanically controlled signals. Dwarfs pls?
Nick Dombi
AAAA CLOVER LEAF MY FAVORITE!! Great to see one of the weirder little railroads getting its time in the spotlight. You guys are really leaving no stone left unturned.
Leon Woestenberg
There is much emphasis on the correct locomotive models, but what's the gameplay going to be like? Can we expect a mix of Railroader plus Derail Valley gameplay or better? I remember the 2001 Microsoft Train Simulator where there were really nice challenges bringing loads uphill where careful handling of the engine and train was required. In the videos there are hints towards the industries, but not so much on the gameplay.
Studio346
I can answer the first piece! When I hinted at mechanical interlocking, that's what I meant precisely. More location-specific than global, and it won't be *required* for players to operate, but, if someone desires to pull levers to throw signals and switches, they'll be able to. - Mark
C. H. Smith
I hope those gravestones make it in the final game, odd it may be but i like the idea of an ominous graveyard
AvoBot
OMG CALUMET AND HEC REP!!!! I'm from the local area. Thank you for teaching me more about my home. Wish we could get Torch Lake up too the little loop in Lake Linden and bring her home.
Bandan
That signal spacing looks just a little short to me, lol...
MICHAEL
Articulated NG? Uintah? Lol
Sir Reginald Lee IV
Obvious question that's probably been asked a million times already: Will the signals be automatic only, or will there be an option to build interlocking towers and for players to take on the role of signalmen, a bit like what Railroader does with its CTC setup at Bryson? Historical question for the research team, appropriate for the publication date: What was the deadliest train disaster on the American narrow gauge?
VoidElder
So cool to see in game this is one of the trains I was hoping to see in the game and the linkage is amazing to see as well. Can't wait to see more.
Alex Dunn
The drop linkage to the Walcheart's looks to be exposed and could be easily bent. Have you ever heard of any such issues?
minegameman05
Will we get a mid month update on the other bogies not seen or will that come at the end of this month?
G In Oz
Another outstanding update. A true hat tip to Jake and Daniel for the modelling and animations, truly outstanding. Going to be difficult to hang out another 2 months now for the next real update - last months one was so small it shouldn't have been taken away from its mother :) Cheers to everybody involved in the CoS evolution
Brooks Moses
Indeed; even without being colorblind, I was having trouble distinguishing the reds and yellows. There were standards for the colors, which these definitely don't meet, but also those standards were rather later than these locomotives (mostly 1920s-1930s, IIRC). The original standards were for the glass that was used, and were based on comparing the signal glass to standard glass samples; in the 1930s with "modern" spectrometer technology they revised the standards by putting the standard glass samples in front of typical light sources -- both electric lamps and kerosene lamps -- and measuring the output spectrum. Also, the standards were taking into account at least mild colorblindness; the reds are very far into the red spectrum, and the greens are actually closer to cyan. There's a misconception that the reason glass from old green signals looks blue is because it combined with the yellow kerosene-lantern light to make green, but that's not entirely true.
Pauwer!
As always, everything in this one looks great so far! I love the idea of signalizing my railroad, but I have one concern. I’m colorblind, and I’m not sure if it’s just my screen, but I could not tell the difference between the lit aspects during the night time sequence. Do you guys have any plans for some sort of accessibility setting that makes it more obvious which aspect is being shown? At least in my case, a setting that saturates the colors to a more distinct palate (deep red, bright yellow, dark green kind of thing) would certainly be enough to make them easier to see.
Studio346
When I was hinting at more to come on mechanical interlocking, that's part of exactly what I mean. A lot of the functionality is already there, it leads to quite a bit of fun. :) - Mark
John Bishop
As usual, you guys go above and beyond and knock it out of the Park, South Park! Thank you
Studio346
When I was hinting at more to come on mechanical interlocking, that's part of exactly what I mean. A lot of the functionality is already there, it leads to quite a bit of fun. :) - Mark
6lefty6
I'm more of a fan of the Maine 2 foot gauge Forneys but these still look great!
ThatCrazyAssSkunkGuy
I like the fog for atmosphere, but I noticed it still needs a low-texture high-render distance fog effect. The fog seemed to stop suddenly once it was beyond a certain point. But that opening in the dark with the signals looked excellent!
ThatCrazyAssSkunkGuy
Today's special episode on "Yankee Fairlies." 😜
Billy Rueckert
Yet another amazing update! Really cool seeing the evolution of things. I mean, look back at the first update. The visuals, sounds, performance...it's like a completely different game. Forgive the foam but would love to see (cough) early access) cough....oops sorry for the allergies. I understand if this is not in the scope of things, but would love to see it for ease of bug reporting/optimizations. You all are really creating something we haven't seen before. This is taking some serious grit. *hat tip*.
Dan Silbaugh
With the addition of the weather effects (fog specifically) is the only thing implemented that real shallow ground fog, or is the weather now able to depict thicker fog (and the resultant reduced visibility) along with other obstructions to visibility?
Mich Geeson
i really look forward to these update videos and the progress is amazing, though as a career signaller in england, three aspect semaphores are sure weird, anyway are we likely to see some ground frames or a signalbox/"tower" to group signals together? also single fairlie who? lol
HumanityKILLS
I hoped after watching this glorious explanation of the Bogey that I would start to like them. It didn't happen, LOL! Great work guys!
sBinotto
Love seeing the motion of the valve gear. Walschaerts is always a genuine treat for the eye, when it's fully animated and done correctly - Unreal goofiness not withstanding. Also loved hearing from the engineer and fireman of Torch Lake as well. It's mighty high praise and mighty glowing testimony to hear that Torch Lake is a very smooth rider and one of the easiest engines they've ever run. When the point of comparison, D&LN #7, is an engine that's 24 years Torch Lakes' junior... that's mighty high praise indeed.
Studio346
We trimmed a bit for brevity, but some of the other customization examples which we'll find a way to show elsewhere included additional modernizations of the Mason. That said, the myth that they all disappeared early is yet another to debunk, as it should be noted that the Boston Revere Beach & Lynn ran a large fleet of modernized bogies as late as 1928, a full 53 years of commuter service since the railroad opened! The BRB&L championed the design so much that they ordered copies from Manchester and even ALCo after Mason Machine Works ceased locomotive construction in 1889.
Emil Persson
Will we get the ability to build a central control for the signals? More like a single Control box for a specific yard.
Dwight Morrison
articulated engines on narrow gauge, so Hyce is going for Big Boy here? (note this is a joke.)
The.Soviet.Tankist
This is really shaping up to be something huh? Looking great you all, keep up the good work! I only have one question in regard to the Bogies. Given that there's going to be some eclectic weirdo (that weirdo being me) who wants to run his engines as long as physically possible and likes seeing old engines get modernized, are there any planned upgrades for the Bogies in regard to modernizations such as electric lighting and the likes. If not, I completely understand (especially given how early they got torn asunder) but I still thought it'd be a neat question to ask.
TheUndeadHooligan
Can’t wait to hear about some other articulated engines (nudging intensifies), and that other ALCO thing.
Pontus Häggström
this discord call was a mess lmao
Brooks Moses
Why are Masons only semi-articulated? The drive wheel unit articulates under the boiler, and the trailing truck is also articulated; they don't have any fixed wheels.
MrKlamma
As a dispatcher I love to see signal and yeah, that they are dependet to the situation is so f**king awesome. 😍 Your work is just beautiful. You should be proud of it 🥰
Pug P
The geared engines are also all single engine articulated, and the only "true" articulateds! Everything like Masons and Mallets et al are merely semi-articulated.
Studio346
Chuffs are a significantly different challenge compared to whistles, unfortunately!
Violet S.
Great work as always! If I may ask, why aren’t the loco chuffs generated like the whistles using hyacinth? I’d assume they’d at least be a similar in certain ways…
Violet S.
Well, uintah comes to mind…
Ridgeeway Spark Arrestor
Mark: We've got the Oro City and the Kenosha... The Oro City and the what!?
Rex Anger
That high bellcrank setup for the reversing gear is wild. But clearly it worked well. I am unrepentantly a Garratt (and small, classical Mallet) man, but I can guarantee there will be a lot of mileage got out of Masons in any and all of my saves...
Jim Yeetast
Well done team! Love the new loco and history. Was not expecting a signal addition, tis but a pleasant surprise. Can't wait to use them with my buds!! ❤️🚂🚂🚂
Tp
Got chills with that whistle and the fog rolling over the tracks - a true spooky vibe indeed! Thanks for another great devlog and happy Halloween to the team!
Jared Stafford
unsurprisingly fantastic work
Logan Thurman
I can't wait to see some Mikadoes in this game too!
Potatonotosaurus
Great job guys, I was real excited for this month and you never disappoint me. Keep it up, but first enjoy your Halloween. I cannot wait to see what you have in store for us next.
Studio346
We didn't end up covering it in this video, but the Ridgeway stack is far newer than the last Mason's service on the C&S/DSP&P. Only one Mason, DL&G 57 "Buena Vista" survived into C&S years and was stored in inoperable condition, but by 1902 it was sold to Ames College in Iowa for static display. It retained its UP diamond stack until it was cut up for the WWII scrap drive in 1942. The remaining C&S fleet did not receive Ridgways until around 1917. Then factor in the articulated engine truck's potential to strike the cinder chute in curves, and there is both historical and mechanical reasons why Ridgway stacks do not make sense for this locomotive type.
Studio346
Like the 60 ton shay we showed off? ;)
kyle pennypacker
Clearly the big articulated will be Mountaineer. I cant possibly think of another 3 foot articulated ;) but in all seriousness excellent work as always and heres to the coming updates (i still want Mountaineer)
RF3985
Speaking of big choo choo's, I wonder seeing as ponderosa is going to be the logging map if there will be anything big and articulated that'll be added to the game that'd do really well in tight curves...
Sean D.
YES!! Pennsy signals!!!
Derek
No Ridgeway spark arrestor? Denied! Lol thanks for all the effort and headaches you guys go through to make these!
Andrew Bauer
I’ve never clicked so fast in my life! I’m going to watch the entire thing tonight x3