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Hey! Today I’m showcasing a prototype of my custom train control system for the ALT:V multiplayer platform. This is a demonstration of the technical possibilities provided by this environment when combined with a modern tech stack. Project Status: Early Alpha / Prototype. The goal of this system is to prove that smooth synchronization and full control over rolling stock in GTA V is achievable with the right tools. At the heart of the system lies a physics engine based on Newtonian dynamics. Each train has a unique mass and inertia, making the experience of driving a 250-ton freight train drastically different from a light metro unit. What does the physical model include? Tractive Effort: Controlled via an 8-notch power throttle, simulating the characteristics of a locomotive engine. Resistance to Motion: Simulation of rolling friction and air resistance. Gravity Influence: Trains naturally accelerate on descents and slow down on inclines (based on track gradient analysis). Inertia: Realistic mass (e.g., 250t for freight) forces the driver to plan braking well in advance. Control System & Mechanics "Dead Man's Switch": I have implemented control systems modeled after real-world locomotive cabs. Drive & Control: 8-position Throttle. A 0.8s response delay simulates the gradual buildup of engine power. Reverser: Three positions (Forward / Neutral / Reverse). Cruise Control: Maintains a set target speed. Braking System & Safety: Pneumatic Brake: Simulation of pressure in the main pipe and cylinders. Recharging the system takes time. Dead Man's Switch: A safety system requiring driver input every 15 seconds – if no activity is detected, the train automatically initiates an emergency stop procedure. Emergency Brake: Immediate venting of air pipes and wheel lock-up. Tech Stack: TypeScript: Static typing for critical position synchronization logic and brake pressure calculations. ALT:V API: A multiplayer platform with high-frequency data updates. HTML/CSS/JS (CEF): Modern UI displaying physical parameters in real-time. Node.js: Backend runtime environment. ALT:V, GTA V Train Simulator, TypeScript GameDev, Realistic Train Physics, GTA 5 Scripts, Open Source Multiplayer, Train Physics Engine, ALTV Dev, Train Sim, Newtonian Physics Engine - Do you like this approach to GTA V scripting? Leave a thumbs up and let me know in the comments!