Arma 3
Advanced Train Simulator (ATS) Livonia & SOG Rails Compatibility (Unofficial)
70 Comments
Mrakos 1 Oct @ 5:57am 
@Dive - Would it be possible to have the train(s) be respawnable? I tried to add to my respawn script but sady the new train respawns on top of the old one! I guess I could add some custom scripting to delete the old train, just wondering if you had plans to make the mod more versatile in that way... Anyway, great fun being had with trains on our server, so thanks ;)
Mrakos 1 Oct @ 5:53am 
@Dive - I've also experienced the 'nats_tracks_A2' missing on my dedicated server (map: Chernarus_2035) but only when I tried to use A3 tracks. Once I replaced the tracks with the A2 type from the ATS mod, the problem was solved.
Ace 24 Sep @ 3:39pm 
nats_tracks_a2 sounds like it is or was a CUP asset.

If you're unable to reproduce the issue, try running on a dedicated server. I'm told it doesn't happen in local missions.
Dmitrij 12 Sep @ 2:24am 
Can you make just the S.O.G. CDLC separated? Please
=_X_=™© 4 Aug @ 11:59am 
basically i need a " schwerer gustav " rail gun , please and thank you .
Cowboy 3 Aug @ 1:13pm 
Golf Coast map is one I would like to see added, since it already has lots of tracks!!
Dive  [author] 8 Jun @ 2:10pm 
@colemanerik I've had a couple of reports of this error but I could not reproduce it yet. It's likely coming from an incompatibility with some other mod. Is there any chance you could share your full modpack?
colemanerik 4 Jun @ 8:48pm 
I get an error on Šumava on my dedicated server where it say I cant play a mission because its dependent on \nats_tracks_a2. I have the mod and dev build loaded. Any ideas?
Suchy85 25 May @ 11:15am 
GR8 mod! :steamthumbsup: Awsome work! :cleanhourglass: I be waiting for next maps :steamhappy: <br> I have question - if that code <br> [this, carriageName, [0,0.5,0]] call ATRAIN_fnc_attachToTrainCar;
<br> is like attach so... what code is to detach ?
B3nI. - R - 22 May @ 2:16am 
Krajina Express :lunar2019crylaughingpig:
majjjooooo 13 May @ 5:52am 
hello we want normandy and all spearhead map
please
Dive  [author] 11 Apr @ 9:50am 
@ 🩷Cynder The Bunny🩷 this would have to be added by the authors of the original ATS, this mod only adds a small compatibility patch so that trains could run on modern maps
Cynder The Bunny🩷 5 Apr @ 9:48pm 
can you make it so we can walk around inside the bullet train?
Dive  [author] 5 Apr @ 1:55pm 
@ Zombie Killer from the looks of it you're doing everything correctly, unfortunately the original ATS is really janky when it comes to attaching objects to trains so it is at good as it gets :( The issue comes from how the original ATS is implemented so I won't be able to fix it unfortunately.

A few things you could try is first to to fiddle with the offset vector to see if nudging it helps, or if you have a particular part of the track that causes the tank to explode you could try replacing it with manually placed rails using the Hide Terrain Objects module.
Daniel 2 Apr @ 7:44pm 
[tank1, carriageName, [0,0.5,0]] call ATRAIN_fnc_attachToTrainCar;

as i drive the train, tank1 turns into a wreck still attachto the train car though, can you help ??
Daniel 2 Apr @ 7:08pm 
thanks im try it now
Dive  [author] 27 Mar @ 12:29pm 
@John Helldiver thank you, link fixed!
@ Zombie Killer @Ciasteczko
There is a way to attach things to train cars, though it's a bit glitchy and afaik only works in singleplayer. You need to add this to the init field of whatever you're trying to attach:
[this, carriageName, [0,0.5,0]] call ATRAIN_fnc_attachToTrainCar;

You need to replace carriageName with the variable name of the train car you want something to be attach to.
You might need to replace the offset vector [0,0.5,0] with a different vector if your object appears to be hovering above or below the train car. To move it up or down you'd need to change the middle value so you could try [0,0,0] or [0,1,0] or [0,1.5,0] and so on until your object sits nicely on top of the train car.
Daniel 27 Mar @ 11:50am 
yes yes we need to be able to haul vehicles on the flatbed train cars
Ciasteczko 27 Mar @ 9:13am 
Is there any way to attach an object or vehicle to a train?
Garuda XIII 27 Mar @ 7:44am 
Btw, the ATS Discord link expired.
Dive  [author] 26 Mar @ 5:04pm 
@IrishAviator @zxmng
ok I did manage to get my hands on the Gabreta map and checked it out. It seems like this DLC uses a custom set of rails that is substantially different from all of the other maps use. I don't have a ready template for those rails so adding them would be much more labor intensive. I will try to do it eventually when life permits and I have time, will update the mod when it happens but no specific timelines for now.
zxmng 24 Mar @ 3:50pm 
@Dive
is it possible do make Gabreta (CLSA Iron Curtain) Rails compatible?
Dive  [author] 24 Mar @ 3:09am 
@tommi.1978 trains do work on the Archipelago map :)

@azilium trains work well on Chernarus Redux as is, though you might have to clean up the tracks from the debris here and there

@Johnnyboy while ATS trains seem not to care much about being shot/blown up, there is a script command that forces them to be derailed. You can find it in the description of the original mod https://gtm.steamproxy.vip/workshop/filedetails/?id=1249410807
For your mission you could potentially make a script that that detects an explosion near tracks and if a train is nearby it forces it to derail.
azilium 23 Mar @ 2:00pm 
is there a way to make the trains work on chernarus redux?
Johnnyboy 23 Mar @ 9:40am 
Love the video. Functioning trains in ARMA are beautiful! Would these scripts work well as a tactical objective like blowing up a train bridge and then train falls with cars separating etc.?
tommi.1978 23 Mar @ 12:11am 
Hi! Could the trains work on Archipelago map? It has extensive railways on one of its islands.
buko c5 22 Mar @ 12:00pm 
amına ke
manfrint 22 Mar @ 3:55am 
Love you Dive:steamhappy:
FreeSoldja 21 Mar @ 6:45pm 
I love new mechanics... 💋 💋 💋
[EC] HAWK 21 Mar @ 5:42am 
BTW you can use my ASIA railway network - but it was done manually on map so must be loaded with deformer and this template map (about 200km), https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2987122342
[EC] HAWK 21 Mar @ 5:38am 
Please BI DEVs look for that, I know that I am banned already but this guy is another modder trying to make something new in A3 - alive trains in ARMA3, why until now nobody in Bi even think about implement train simulation model to it - all those stuff what you thinking about like transport of goods/tanks/cars/etc will be possibile and could be even chance for Bi to make new money on old title by relase it like DLC (i would buy it imidatelly if will be done and make trains/rails etc on maps will have practical sense). And this are only few most obvious things what can it bring to arma. (But as always it is only dreaming of old man - i wish you succeses with this - maybe you will do it and show that is possibile without gigantic CPU usage and tons of scripts on it - and without BI help). Good luck.
Oliver South 21 Mar @ 5:12am 
Just when you thought arma couldn't get anymore autistic
Shadow Marshall 21 Mar @ 3:47am 
Great Mod! Thanks!
IrishAviator 20 Mar @ 3:23pm 
Ahhh okie dokey, fantastic work regardless! Thanks for this!!
Dive  [author] 20 Mar @ 12:59pm 
@CTPEJLOK Green Sea support added!
@IrishAviator I'm not sure about Gabreta, I don't own the required CDLC :(
IrishAviator 20 Mar @ 11:48am 
Amazing! Any chance we could get support for Gabreta?? Great work!!!!
Joe Stalin 20 Mar @ 10:37am 
aumtism ? :steamhappy:
Garuda XIII 20 Mar @ 6:41am 
Oh woah, perfect. Thanks Dive!
CTPEJLOK 20 Mar @ 2:46am 
Pls make green sea comp
Dive  [author] 20 Mar @ 1:51am 
@ Garuda Thirteen Tanoa works with the original mod so you can just download ATS Dev build, you don't even need this compatibility patch.
Dive  [author] 20 Mar @ 1:50am 
@ Corporal Ray Person haha thanks, rotting my brains away making AI slop was a good relaxation after the anguish caused by debugging the mod to make it work :D
カーマ 20 Mar @ 12:08am 
yeaaaaaaaa:SpookyInbound::SAM7:
Garuda XIII 19 Mar @ 9:32pm 
Hello! Would it be possible to do this for Tanoa?
Cyberwolf 19 Mar @ 7:46pm 
ENEMY TEAM IS BEING REINFORCED BY ARMORED TRAIN
Corporal Ray Person 19 Mar @ 3:25pm 
BRO I just watched the video and was like, "this sounds like turbofolk." Then I started listening to the lyrics and had to do a quintupple take, it's just all the compat maps turns into a song that's gold haha
Desk Human 19 Mar @ 2:47pm 
RAHHH CAM LAO NAM ADDED RAHHH
Dive  [author] 19 Mar @ 11:35am 
@elpedrochicoraulalfonsotejada good question. Thing is, the ATS trains abide to compeltely different game laws than regular vehicles (in a sense they have their own micro-game engine) so any kind of compatibility with GRAD Civillians would have to be written from scratch. I currently have no plans to do so, so unless GRAD team would be interested in implementing something like that it won't happen.
Dive  [author] 19 Mar @ 11:13am 
By popular demand Cam Lao Nam Compatibility has been added!
Dive  [author] 19 Mar @ 10:47am 
@EC Hawk I had no idea that your mod exists but I took a look at it now. Your mod appears to be a modified copy of Advanced Train Simulator (did you get a permission for that?). ATS is not set as a dependency of your mod.
My mod uses the original ATS as a dependency to respect its license. I make no changes in the original mod but add a few track definitions on top of it using the public functions the mod provides. The definitions I'm adding are publicly available on github https://gist.github.com/nomisum/f9d4dddef043ce00c057406e04c4ae8b

I'm sorry if you think that your mod was stolen but that is not the case. Your mod includes all content from ATS and is like 200mbs, my mod is just a couple hundred lines of code, literally 50kbs. The source code of my mod is available on github so you can see for yourself if you have doubts.
Lulu56 19 Mar @ 10:05am 
best song in armaverse ever!