This mod modifies the track rule assets for the tracks of the Niddertalbahn route.
It does the following modifications:
- Allow german standard electric locomotives (15 kV, 60 hz) to run on the tracks. (This could be done with GodMode before, however use may was limited by pathing not working in Free Roam).
- Vmax of the railway is now upped to 80 km/h instead of 60 km/h. 80 km/h is the Vmax used in real life on the Niddertalbahn (at least today).
- Added rail singing component, which can be found in the core but is not used by DTG or third parties, which emits rail singing.
(Note that I experienced some bugs with it, so don't set too high expectations. The implementation is purely experimental at this moment and I might need to remove it again).
Known issue:
It could be that the mod suddenly not work anymore. Usually it works best if you started the game fresh after my experience.
Requirements

Fahren Sie ohne Oberleitungen auf den Schienen Deutschlands! Erleben Sie die legendäre BR 628.2 und fahren Sie entlang der malerischen Felder und Flüsse Hessens in der authentischen „TrainSim Germany“-Nachbildung der Niddertalbahn aus den 1990er Jahren: Bad Vilbel - Stockheim für Train Sim World®!
Installation Instructions
After downloading, copy or move the pak file "!Niddertalbahn_TrackRuleMod_E80_TS.pak"into the DLC folder under
(Train Sim World)\WindowsNoEditor\TS2Prototype\Content\DLC
For Steam, this is
(path to your steam library)\steamapps\common\Train Sim World 5\WindowsNoEditor\TS2Prototype\Content\DLC.
Uninstalling just by deleting the files or moving it in a different folder or subfolder. You can use TaskPlays's Mod Manager to enable/disable the mod easily without the need to delete it.
Files
!Niddertalbahn_TrackRuleMod_E80_TS.pak 12 KB · Added 10 days ago · Downloaded 157×Comments
Since when can electric locomotives run without contact wire?
That is so unrealistic.
OHLE catenaries/wires are basically just scenery in TSW. What matters are the values in the tracks/track rules, which determine what type of locos can run on them.
Unfortunately TSW still misses a lot of german diesel traction. So this modification gives people the opportunity to enjoy the route with different vehicles.
This modification will have no influence on the diesel traffic in the timetable.
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About this mod
- Created
- 10 days ago
- Updated
- 10 days ago
- Game
- Train Sim World
- Type of content
- Patch
- Train Sim World compatibility
- Train Sim World 5
- Train Sim World Content
- Niddertalbahn
Ooh, now that's interesting! Never seen a track rule mod before.
When it comes to track rule modding, would it be possible to change the track unevenness value? I've always felt like Niddertalbahn runs way too smooth for being an old branch line. With more bumpiness it would be fun I bet.
I can change the track unevenness value and track adhesion. For both values are possible from 0.0 to 1.0. For track evenness, I can see that the value is 0.55 for sections of 40 km/h (so basically platforms/stations). But for sections of 50 km/h and 60 km/h its 1.0. For bridges its 0.07 but I'm not sure if this track rule asset is even used. Track adhesion is 1.0 for all assets. Suggestions welcome :-)
How comes? There is no way the 60km/h section are already at max unevenness, is there? The whole route feels so smooth. Can the value go over 1.0?
No, can't go over 1.0 but I think the orientation might be in the opposite direction. 0.0 = uneven, 1.0 = even. Would make sense then a bit more I guess. But I have no idea if the parameter does much or even anything at all. Needs more testing, but testing requires time which I have not a lot. Regarding the bumpiness, I think this is what the suspension feature introduced with TSW4 probably does the most. But this depends on the loco and for the BR 628 suspension hasn't been added later on IIRC.
you can go over 1.0. the limit is 2 with 2 being quite rough
I can't go over 1.0 when editing the data asset in the PC Editor. Inserting a value above 1.0, let the value jump back to 1.0. Similarly, when inserting negative values below 0.0, it jumps back 0.0. I guess you use GodMode or even UAssetGUI to alter the value even higher? Not quite sure why it lets you alter the value higher (and has such an effect) there. Maybe GodMode can access higher Unreal dev tools?