For some reason I tend to get confused with the Asiastar train thinking it is for Monorail. It is actually an electric vehicle and needs electrified rails. There is a way to turn off that requirement for electrified rails in Advanced Settings so it can run on normal OR electrified rail. However, it cannot run on Monorail or MagLev.
Since I like the Asiastar trains and was confused about what track they needed I downloaded and installed the Asiastar Redux NewGRF that provides a couple of more advanced versions of the train. The idea behind the mod is to allow usage of electrified rails for a longer period of time and have improved trains during that time.
Asiastar Redux NewGRF
In the AsiaStar Redux mod for OpenTTD, the introduction dates for the newer generations of the train are directly tied to their real-world design inspirations: [1, 2, 3]
- AsiaStar V2 (Generation 2) arrives in 2004. It is inspired by the real-world 2004 refurbishment of the Eurostar (Class 373).
- AsiaStar V3 (Generation 3) arrives in 2015. It is modeled after the 2015 Eurostar e320 (Class 374). [1, 2, 3, 4, 5]
Context and Gameplay Impact
In the standard, unmodded OpenTTD base set, the original AsiaStar (introduced in 1992) is the final electric rail engine you can unlock. This leaves a massive technological gap if you prefer standard electric rails over switching your tracks to Monorail or Maglev in the later game.
By adding this mod, you unlock these two extra iterations on standard electric rail, giving you faster, more powerful high-speed rail options well into the 2000s without having to overhaul your entire track network.
Note: Like all vehicles in OpenTTD, the exact month of arrival can vary slightly (by a few months) per save file due to the game’s built-in randomized introduction mechanic.
[1]
From a pure financial and speed-efficiency standpoint, building Monorail and using the X2001 makes more sense than sticking with standard rail and upgrading to the AsiaStar V2 or V3.
In the base game mechanics of OpenTTD, Monorail completely outclasses standard rail by the time it unlocks.
Why Monorail & X2001 Win (Pros)
- Massive Speed Advantage: The X2001 runs at 300 km/h (186 mph) and arrives in 1999. The standard AsiaStar (1992) only runs at 241 km/h (150 mph). Even with the mod, you have to wait until 2004 (AsiaStar V2) or 2015 (AsiaStar V3) just to match or slightly exceed Monorail speeds on standard tracks.
- Higher Power and Tractive Effort: Monorail engines handle heavy loads and steep hills much better than standard electric trains, meaning your networks suffer fewer slowdowns.
- Future-Proofing: Building Monorail infrastructure in 1999 creates a seamless stepping stone to Maglev (and the 400 km/h Lev4 ‘Orca’) in 2022.
Why AsiaStar Redux Wins (Monorail Cons)
While Monorail wins on paper, players use the AsiaStar Redux mod to solve specific gameplay headaches:
- The “Deconstruction Nightmare”: Converting a massive, high-traffic standard rail network into Monorail is incredibly tedious. You cannot just run a train on different tracks; you have to use the rail conversion tool, manage temporary gridlocks, rebuild depots, and manually replace every single train. AsiaStar Redux lets you upgrade your trains in existing depots with a few clicks.
- Network Sharing: Standard electric tracks can be shared by high-speed passenger trains and slower freight trains. Monorail tracks are completely isolated—only Monorails can run on them.
- Realism and Aesthetics: Many players dislike the look of futuristic Monorail/Maglev tracks snaking through historical layouts or realistic city builds.
Summary Comparison
| Metric | AsiaStar (Base) | X2001 (Monorail) | AsiaStar V2 (Mod) | AsiaStar V3 (Mod) |
|---|---|---|---|---|
| Introduction Year | 1992 | 1999 | 2004 | 2015 |
| Top Speed | 241 km/h | 300 km/h | ~300 km/h | ~320 km/h |
| Track Type | Standard Electric | Monorail | Standard Electric | Standard Electric |
| Network Type | Shared | Isolated | Shared | Shared |
Running the Universal Rail NewGRF, the gameplay dynamic completely shifts, making the AsiaStar Redux mod functionally redundant.
Why Universal Rail Changes Everything
In the unmodded game, the biggest barrier to Monorail or MagLev is the infrastructure nightmare: you have to completely bulldoze or convert your physical tracks. Universal Rail eliminates this penalty entirely.
- Zero Track Upgrades: Your physical tracks already support every train type simultaneously.
- Instant Technological Leap: In 1999, you do not need to convert a single piece of track to use the X2001. You simply open your depots, buy the Monorail X2001, and let it run on the exact same rails your older trains are using.
- Flawless Stepping Stone: When 2022 arrives, you can seamlessly buy MagLev trains on that exact same universal track.
The Verdict on using Electric
Holding onto standard electric trains (like the AsiaStar V2/V3) while using Universal Rail actually holds your network back. Because you do not have to worry about track compatibility, sticking with electric rails means you are voluntarily accepting lower speed limits and lower horsepower for no mechanical benefit.
The most optimal strategy with Universal Rail is to completely bypass late-game electric trains, jump straight to the Monorail X2001 in 1999, and then smoothly transition into MagLev in 2022.
When compared to both Monorail and other high-end Electric mods, the AsiaStar variants are drastically underpowered.
Their biggest weakness is not actually their top speed—it is their miserable tractive effort and horsepower.
Why “Underpowered” Breaks The Network
In OpenTTD, horsepower determines how fast a train accelerates, but tractive effort determines how well it fights gravity and friction.
- The Hill Problem: Because AsiaStars have low power, they slow down to a crawl the moment they hit a slope.
- The Length Problem: If you build realistic, long passenger trains (e.g., 7 to 10 tiles long), an AsiaStar will take miles of flat track just to reach its top speed.
- The Gridlock Effect: Slower acceleration means they spend more time clearing junctions, which causes a ripple effect of traffic jams across your busy mainlines.
The Stats Deficit (AsiaStar vs. X2001)
To see just how underpowered they are, look at how the standard AsiaStar and its modded versions stack up against the base Monorail engine:
| Train Model | Engine Type | Horsepower (HP) | Tractive Effort | Top Speed |
|---|---|---|---|---|
| AsiaStar (Base) | Electric | 4,000 hp | Very Low | 241 km/h |
| AsiaStar V2 (Mod) | Electric | ~4,500 hp | Low | ~300 km/h |
| AsiaStar V3 (Mod) | Electric | ~5,000 hp | Medium-Low | ~320 km/h |
| X2001 (Base Game) | Monorail | 9,000 hp | Very High | 300 km/h |
The Monorail X2001 has double the horsepower of a standard AsiaStar. It flies up hills without losing a single kilometer per hour, even with a massive train load attached.
Why the Redux Mod Fails the Power Test
Even though the AsiaStar Redux mod bumps up the top speed to 300+ km/h to match the late-game eras, it does not sufficiently fix the engine’s power-to-weight ratio. It feels like putting a supercar engine inside a heavy transport frame—it has the theoretical speed, but it lacks the muscle to pull anything substantial efficiently.
If you are using Universal Rail, you have zero track restrictions. Running a low-power AsiaStar when you could be running a 9,000 HP Monorail beast on the exact same line would essentially hamstring your network’s throughput.
X2001 9,000 HP Advantage
Because the X2001 has a massive 9,000 HP reservoir, adding extra passenger or mail wagons barely impacts its performance.
With an AsiaStar, adding even one extra wagon can ruin its acceleration curve. With the X2001, you can confidently build much longer trains to maximize your station throughput.
The Math Behind Train Length
In OpenTTD, every extra wagon adds weight.
- AsiaStar Limit: Generally struggles if you push past 4 to 5 tiles total length (approx. 8–10 wagons) without choking on hills.
- X2001 Capability: Can easily pull 7 to 10 tiles total length (approx. 14–20 wagons) while maintaining its blistering 300 km/h top speed, even on inclines.
Maximizing Universal Rail Stations
Since you are running Universal Rail and can now use longer X2001 trains, you can scale up your network’s capacity using these layout rules:
- Match Station Length: Ensure your primary passenger hubs are long enough to fit the new, longer X2001 configurations. If a train is longer than the platform, loading times slow down drastically.
- Dual-Headed Power (The “Double X”): If you want to build truly massive, map-spanning passenger liners (e.g., 10+ tiles), you can put an X2001 at the front and the back. This gives you a ridiculous 18,000 HP, allowing the train to hit 300 km/h almost instantly out of the station.
Conclusion
I hope you enjoyed following my journey and discovery of a better choice for tracks and trains, and that you learned something in the process. In another article, namely Railroad Exploits, I get into more details about Electric Rails and the Universal Rail Type mod and show how to
- a) turn off electric rails, and
- b) how to upgrade your tracks, stations, and trains easily with Universal Rail.