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PO&N6 Problem

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Charter Member · 21 posts

Hi all,Using the 'Johnsberg Heavy' activity, I picked up 2 plywood cars at Combs Landing and then headed north to pick up 4 empty log cars and 2 plywood cars from the siding on the left.I used the front coupler to attach the log cars and then reversed to be able to switch to the next siding to get the 2 plywood cars. I am reversing at 2-5mph and I get broken coupler, or sometimes it is a car derailed.I have since changed the coupler damping values of all the cars in the siding and those on the back of the 2xGP38's. Also fixed bounding box problems with those cars.When I resume the saved activity the same error(s) occur every time.Do the changes to the coupler damping values and the bounding box take effect immediately or are the previous values saved with the saved game?Is it possible to tell which wagon has the broken coupler? I haven't been able to work this out.Any help appreciated.Ray

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RE: PO&N6 Problem - ACK!! CRITICISM!!, sniper297, Jun-07-03, 02:55 PM, (1) RE: PO&N6 Problem - ACK!! CRITICISM!!, raytuck, Jun-07-03, 05:42 PM, (2) RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!, sniper297, Jun-07-03, 06:59 PM, (3) RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!, raytuck, Jun-07-03, 07:38 PM, (4) RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!, sniper297, Jun-07-03, 07:55 PM, (5) RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!, raytuck, Jun-07-03, 08:42 PM, (6) RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!, sniper297, Jun-07-03, 09:06 PM, (7) RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!, baldwin, Jun-08-03, 02:51 PM, (8) RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!, raytuck, Jun-09-03, 08:13 AM, (9) RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!, raytuck, Jun-09-03, 08:25 AM, (10) RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!, sniper297, Jun-09-03, 11:06 AM, (11) RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!, baldwin, Jun-09-03, 03:58 PM, (12) RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!, sniper297, Jun-10-03, 06:56 PM, (13) RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!, sniper297, Jun-11-03, 02:28 AM, (14) RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!, baldwin, Jun-11-03, 03:33 PM, (15) Front Coupler Problem - *&^%$#! KUJU!!!, sniper297, Jun-11-03, 07:31 PM, (16) RE: Front Coupler Problem - *&^%$#! KUJU!!!, raytuck, Jun-12-03, 05:21 AM, (17) RE: Front Coupler Problem - *&^%$#! KUJU!!!, sniper297, Jun-12-03, 01:34 PM, (18) RE: Front Coupler Problem - *&^%$#! KUJU!!!, baldwin, Jun-12-03, 03:31 PM, (19) RE: Front Coupler Problem - *&^%$#! KUJU!!!, sniper297, Jun-12-03, 05:58 PM, (20)

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Charter Member · 4685 posts

RE: PO&N6 Problem - ACK!! CRITICISM!!

LAST EDITED ON Jun-07-03 AT 02:57 PM (EDT)

MY GOD, SOMEBODY FOUND A FLAW IN MY WORK!! Hee-hee, seriously, I never noticed any bad trackwork in the Combs Landing area, gimmee a day or two to see if I can duplicate it. What other cars did you haul up there?One item it might be, since I never had to change coupler break strength for the PO&N, is the grade itself. I was fooling around trying to make a hump yard, so that little stub yard is on a 2.6% grade. The transition is fairly smooth, but when you couple on to cars sitting on a steep grade like that, the "holding brakes" immediately release as soon as the coupler engages (yeah, I know, somebody tell KUJU). So couple on cars on a grade, away you go downhill. There are several tricky spurs like that on the PO&N, what I do is couple on, and immediately dump the air in the train brakes to stop from rolling. Then reverser to opposite (forward/reverse, depending on front coupler or back), throttle to notch 2 (or 3, 4, 5, depends on how steep the grade and how heavy the cars), then release the train brakes and throttle up more, if necessary.

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Charter Member · 21 posts

RE: PO&N6 Problem - ACK!! CRITICISM!!

Hi Jim, thanks for the quick reply.FLAW?? ........ I thought it was just the usual M$/KUJU programming style. I had one US2FREIGHT7 that I picked up in Fiddletown yard and the 2 plywood cars (US2FCARRF2 & US2FCARYF2) that I picked up at the Combs stub.I didn't seen to matter if I coupled up to the 2 cars on the right-hand siding or the 4 empty logger cars on the left-hand siding, the same thing happened. Not as soon as I front coupled though. I was moving in reverse very slowly and the back of the train was out on the mail line at the time. I did need to go to throttle notch #3 to get it moving.I would still like to know how to find out which coupler is breaking.Ray

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Charter Member · 4685 posts

RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!

LAST EDITED ON Jun-07-03 AT 07:01 PM (EDT)

PO&N6 Problem – image 1So much for using only default cars to avoid coupling problems. I'm reskinning a bunch of boxcars, a hopper car, a tank car, and a caboose in PO&N livery, and I wanted a gondola too. Trouble is the US2BNSFcar (bathtub gondola, I think) don't work consistently & reliably with the front coupler, and none of the 40 & 50 foot gondolas I downloaded did either. So I guess I do without a gondola.I uploaded a patch and an update that includes the patch to replace all the US2chemicars with the other tanker, the US2freightcar3, cuz I found a bug with the US2chemicar myself. Start at Texas Tea, collect all the tankcars, and drive to Stevens Point, once you start trying to add those cars you can only do it by reversing the engine on the wye (US2chemicar turns out to be one that has something that causes those random front coupler lockups), and even then the cars will only couple up if they're arranged in a cerain order. With the US2freightcar3 it's possible to do all that even with the front coupler, you can make up a ridiculously long unit tankcar train by running all over the route and collecting every tanker you see, switching either front coupler or back. Hacking US2chemicar in BBoxedit doesn't fix it, and I downloaded the default wag fix and installed all those fixes, that don't help either.Same thing with either the empty logger or the plywood cars, I have the updated wag files for those and trying to shove the empty log flats onto the loaded plywood cars results in derailment without coupling. BBoxedit shows nothing wrong with either car. Haven't experienced the broken coupler, what I'm getting is derailment the moment they touch even at less than 1mph.Guess another patch for that is in order, meantime;1. Try picking up the plywood cars first, log flats second,
2. Try hacking either the log flat or the plywood car or both, change the DerailBufferForce from 400 kN to 800 kN.

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Charter Member · 21 posts

RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!

It make no difference if I pickup plywood cars first or log flats first. I still get a broken coupler before I can reverse far enough to switch to the other stub.Going to change DerailBufferForce now and try again.How did you get the transparent train operations window (F9)? I have all except that one.Do you know if the changes I make to the .wag files will take effect when I start my saved activity, or do I need to restart tne activity from scratch?Thanks,Ray

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Charter Member · 4685 posts

RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!

"How did you get the transparent train operations window (F9)? I have all except that one."Not really sure, I D/Led and tried all the different driveraid hacks as they came out. What I have now is a mix of different ones, I have the switch window from one version and the rest from another. I think, I'll have to hunt in the file library to see what I actually do have. Obviously I have a complete backup of my GUI folder so if I have to reinstall I don't have to hunt it all up again and try to remember what I changed!"Do you know if the changes I make to the .wag files will take effect when I start my saved activity, or do I need to restart tne activity from scratch?"Nope, altho my experience has shown that when you change something that does affect a savegame you'll get an error message, "unable to restore due to this or that or the other or something else has changed", and usually what did change isn't on the list. So my best guess would be that it does take effect if you can reload the save at all.

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Charter Member · 21 posts

RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!

The two loose consists that I am pickup with the front coupler now have this in their .wag files: Coupling (
Type ( Automatic )
Spring (
Stiffness ( 1e6N/m 5e6N/m )
Damping ( 1e6N/m/s 1e6N/m/s )
Break ( 3.2e6N 3.2e6N )
r0 ( 20cm 30cm The break value was 1.1e7N 1.1e7N.The DerailBufferForce is now 800kN. and I am not getting the broken coupler anymore.The bad news is they have all changed to 'car derailed' when drive forward to couple onto the second loose consist.I also ran BBoxEdit of these wagons and fixed any problems. I also checked the gp38 and came up with this which I didn't change as when I clicked the fix button it came up with a red value in the box size X
width.Ray

Attachments
PO&N6 Problem – image 2
http://www.train-sim.com/dcforum/User_files/3ee284d51a1b96d3.jpg

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Charter Member · 4685 posts

RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!

Huh. Never thought to check the default gp38, usually has less problems that any other engine once I jack up that 200kN to 800kN for the derailbufferforce. I got the same thing tho."The correct value is: Box Size less than or equal to Car Size"Only one says "box size" and the other says "bounding box size", which does he mean for "car size"? Height probably don't have any effect anyway, so that can be ignored, but then at the bottom;
"The correct value is: Inertia tensor less than or equal to size", I thought it was supposed to be greater than or equal to, unless I'm misunderstanding what he means by that.Well, make a backup copy of the GP38 folder then play around with it, might do some good. Might try doing as suggested with the inertia tensor and change it to the same length (Z) 18.879 as the size. One thing I have noticed playing around with these gondolas, if there's a gondola in the middle of the consist the front coupler of the engine just bounces off. Take that gondola out and you can couple onto the rest of the cars, uncouple and pull out and shove the first one onto a side track, pull the next one out etc., until you completely reassemble the train in reverse. If the gondola is coupled anywhere in the consist you have to use the back coupler of the engine.
Reason I mention that is because front/back coupler differences have effects beyond the car/engine itself, any bugs project thru the train and affect all the couplers.

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Charter Member · 545 posts

RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!

Have you tried with two couplers in each eng fileCoupling (
Type ( Automatic )
Spring (
Stiffness ( 1e6N/m 5e6N/m )
Damping ( 1e6N/m/s 2e6N/m/s )
Break ( 5.1e8N 5.1e8N )
r0 ( 5cm 25cm )
)
Velocity ( 0.1m/s )
) Coupling (
Type ( Automatic )
Spring (
Stiffness ( 1e6N/m 5e6N/m )
Damping ( 1e6N/m/s 2e6N/m/s )
Break ( 5.1e8N 5.1e8N )
r0 ( 5cm 25cm )
)
Velocity ( 0.1m/s )
)
All of my default stock is now set like this, and am slowly working through the rest. It seems to iron out most if not all problems with using the front coupler on the engine, which also now has the dual coupler entry. I have also deleted the Buffer section from them, didnt seem to do much anyway.I seem to be able to handle mixed sets of the chemicar and gondola OK with this setup, tried it with the dash9, although the chemicar seems not to like curves when coupling.mervyn@madasafish.com

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Charter Member · 21 posts

RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!

Jim, I tried something else which seemed to work.I reversed into the stub where the plywood cars are and dropped the boxcar (US2freight7), then pulled forward and was able to get both the empty log cars and the 2 I-beam cars from the double siding without derailing.After running around and re-coupling to the front of those cars I was then able to reverse back to the stub and get the boxcar and the 2 plywood cars.My conclusion from that is that it was not a track problem near the double siding, rather some problem with the boxcar. (maybe not, but just my thoughts)I previously noticed when reversing with the boxcar coupled directly to the rear of the 2nd engine, that the boxcar appeared to move so close to the engine that the coupler was not visible at all.Ray

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Charter Member · 4685 posts

RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!

"Have you tried with two couplers in each eng file"Nope, but copied all that and I'm gonna try it out. Dunno, Ray, never had a problem with US2freight7, my thinking is it's more on the lines of the front coupler bug (KUJU is still under the impression that the 1.1 patch fixed ALL the front coupler "issues", and I always get "service not currently available" on the feedback link). One thing I had noted prior to hacking all my .eng files for derailbufferforce 800kN was that the front coupler would at least engage most default cars on straight level track, but on curves or grades it was considerably more touchy. It still is more sensitive to the back coupler, and curves and grades make it worse. One obvious solution is to use the activity editor to move the loose consist plywood cars a few feet further into the siding, so when the coupler touches it will be straight rather than on an angle. I think I'm gonna try Baldwin's hack first tho, more prototypical if the front coupler behaves like the back coupler and you don't have to do all this KUJUing around.

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Charter Member · 545 posts

RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!

LAST EDITED ON Jun-09-03 AT 03:59 PM (EDT)

You need to do the wag files as well.I got the double coupling thing from a thread on the UK trainsim site. The thread didnt run, but I decided to try it. With the modded throttle things work fine. The r0 line is probably the one which does the most, because I think this is what defines the spring length in both directions. The bigger the second figure is, the longer it is going to take to reach full stretch or compression.
mervyn@madasafish.com

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Charter Member · 4685 posts

RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!

LAST EDITED ON Jun-10-03 AT 07:04 PM (EDT)

http://www.train-sim.com/dcforum/DCForumID5/6748.html#6I was fooling around with that, still didn't get to trying the double coupler in any of the wag files. Worst car I have, forget where it came from (not a default, I just looked in the 1.2 default backup) is the US2crgon. You can stick it in a consist, but once uncoupled even with the back coupler it just bounces off, won't couple. So I used the venerable GP38 without your double coupler hack (front coupler works most times without it), combined with the worst case test, the US2crgon.According to KnightTrain,"(1) In the eng-file, the overall length of the model as given in the Size ( x-value, y-value, z-value) value should measure from the center of the coupler to the center of the other coupler and not from the very extremes ends of the model."In the US2crgon.wag I find:WagonShape ( US2crgon.s )
Size ( 3m 3m 15.41m)
comment( 27.657t empty, 98.163t full )
Mass ( "28.03t" )
WheelRadius ( 36in/2 )
InertiaTensor ( Box (3m 3m 16.4m) )
Coupling (
Type ( Automatic )
Spring (
Stiffness ( 1e6N/m 5e6N/m )
Damping ( 1e6N/m 1e6N/m )
Break ( 1.1e7N 1.1e7N )
r0 ( 20cm 30cm )"(2) The centre pivot point of the model must be dead-centered on the model. This is extremely important if the unit is to couple correctly both front and back. If the pivot-point is off centered, MSTS will not accomodate for this until you uncouple and then re-couple the units after the sim has started."I dunno where you find the center pivot point (gotta go over to the other thread and ask), but that could be the key to why front/back couplers on some wagons work OK and not on others, maybe this next is a clue:"(3) The z-values in the Sd-file should be exactly 1/2 of the Z-value given in the eng-file and exactly equal to each other."OK, opening the SD file for the US2crgon I find:ESD_Bounding_Box ( -1.1605 1.065 -8.362 1.606 4.498 8.251 )This is the actual bounding box that shows up as red lines in the sim when you hit CTRL and the keypad arrow, on this one it sticks out way past the ends of the coupler. Grabbing my handy-dandy calconfuser, I find that the last of each string of 3 numbers (length) is 8.362 + 8.251 (wrong already, they should be the same) = 16.613, which is longer than both the size box (15.41m) and the inertial tensor (16.4m), which explains why it won't couple with the back coupler, the engine collides with the bounding box about 6 inches before it gets to the coupler.Not really sure how this all goes together, but using the size length of 15.41 divided by 2 I get 7.705, so I change the sd file so it reads;ESD_Bounding_Box ( -1.1605 1.065 -7.705 1.606 4.498 7.705 )And that works, now the back coupler will couple on. Something has to be different for the actual appearance, but all in due time, first priority is to fix the couplers so they actually work the way they're supposed to. Front coupler still don't work, *&^%$#!
Baldwin surmised "The r0 line is probably the one which does the most, because I think this is what defines the spring length in both directions.", so I tried that next, in the US2crgon.wag I changed r0 ( 20cm 30cm ) to r0 ( 5cm 30cm ). That was all it took;PO&N6 Problem – image 3Double coupler entries may not be necessary (assuming they actually do anything, jury's still out), that r0 change did the trick. I uncoupled one gondola from the other, shoved #1 into a different yard track, pulled out #2 and coupled it to #1 so they were in reverse order, dropped them on the yard ladder and reversed the engine on the wye, and went at them with the front coupler from the other direction uncoupling and reversing the order (don't you wish KUJU beta tested like I do? ).Now the only thing that remains is fixing the appearance, ESD bounding box, size box, and inertial tensor box are all interrelated somehow to do that. But the key seems to be (1) Baldwin's hack for the r0, gotta find out what that is, and the front and back length values in the .sd file should be exactly the same.Here's what I currently get appearance-wise with those values;PO&N6 Problem – image 4PO&N6 Problem – image 5Not much difference in the runout length, seems to me the actual coupler slack for a real train is about 3 feet.Anyway, this is starting to look good, somebody uploaded a default wag fix in the file library, and I tried that and it didn't work, if we can find an ironclad bulletproof guaranteed works every time formula, maybe we can finally do away with these *&^%$#! random lockups and crashes when using the front coupler.

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Charter Member · 4685 posts

RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!

Yo, Ray! Try this:http://www.train-sim.com/dcforum/User_files/3ee6b8d1321f6f0e.zipDownload, unzip, paste into the trains\trainset folder, that's the GP38 hack with the funkadelic cabview, and incorporates Baldwin's r0 fix (still don't know what that does) and TrackDancer's bounding box corrections. Looks good, works better. I can't say for sure that this is it (knock on wood throw salt over shoulder luck be a lady tonight), but without hacking the coupler break values or fixing anything for the default log flat or plywood car, it worked first try with just the hacked geep.
PO&N6 Problem – image 6First thing I did after pulling out of the shed was to back into the yard to pick up a train, didn't wanna run up the South Pass without one. Then I pulled ahead onto the bridge, threw the switch straight, backed down the main to Johnsburg station so I could throw the left switch and head onto the South Pass. I just love Johnsburg, it's so evil to those who don't like switching! PO&N6 Problem – image 7Here's why I never caught this bug before, took some serious willpower to throw the switch for the Fiddletown/Combs Landing cutoff instead of heading into them mountains to tackle that 4% grade! I've always come at Combs Landing from the other end!PO&N6 Problem – image 8After stopping by the sawmill and backing into the stub to pick up the first two plywood cars, I pull ahead past the second switch, back onto the south track, and pull forward into the hump yard. Gotta drag that drunken MOW crew outta Dugan's and put them to work one of these days.PO&N6 Problem – image 9Got the log flats no trouble, you can see from this view why the plywood cars are so difficult, the front coupler has always had problems with grades and curves, and this is a long car on both grade and curve.PO&N6 Problem – image 10Despite the sharp coupling angle, hooked up first try no problem.
PO&N6 Problem – image 11 Dragged them up and out. Again, it looks good so far, but until it's tested by a bunch of people for a few months with no problems at all I'm not about to call it the solution. For now I am gonna incorporate it into my 0-8-0 steamers, SD40s, and Alcos tho!

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Charter Member · 545 posts

RE: PO&N6 Problem - EEECK!! BUGS-BUGS-BUGS!!!

'tis nice to see you in full flow again Sniper. Loads of luverly piccies to show what you are explaining.Right, the r0 line. I decided to try something with this because of the problems I was having at Piegan westbound in all versions of MP. It didnt matter how far the train had travelled, or what speed it was travelling at, as soon as the train reached the crossover it began to uncouple in sections, no broken couplers, just sections of train running along the line. I took the coupler strengths up to ridiculous levels but still no luck. The only thing left was the r0 so I tried different settings and arrived at the 5cm 25cm which now allows me to traverse Piegan with a complete train at any speed with just a slight shimmy/telescope effect from some of the cars. The two figures I believe relate to the points of compression/expansion of the coupler spring in use, and the lines above are used in these positions when calculating the strain forces. A longer run out would mean a softer spring, and therefore more probable to suffer from breakage. I think that it should be possible to run with a max runout/in of 20cm at the max, and use the length statement to get the correct car spacing. Still, its early days with this one yet and more testing is needed.
mervyn@madasafish.com

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Charter Member · 4685 posts

Front Coupler Problem - *&^%$#! KUJU!!!

LAST EDITED ON Jun-11-03 AT 07:33 PM (EDT)

Yep, I just copied the original .act files for PO&N 6 back in, copied the original 1.2 trainset back in, so now I got the PO&N6 activities with the US2chemicar, and all the .wag and .sd files are back to their KUJU Korrectness. (HA!) So now, with nothing more than the GP-38 with the corrected bounding box values, Plainsman's Physics 4.5 coupler break values, and your r0 hack, I'm gonna try my Texas Tea "gather the tankcars" activity, following Ray's route to get the plywood cars and empty log flats with the front coupler, then head into Stevens point to cut out all the US2chemicars in there with the front coupler.I did try the double coupler entry without the r0 changes in both .eng and .wags, and found that it makes no difference that way. I still believe it merely ignores the second coupler datablock, altho it's difficult to prove a negative. That r0 5cm bears the bell away tho, I tried this;Coupling (
Type ( Automatic )
Spring (
Stiffness ( 1e6N/m 5e6N/m )
Damping ( 1e6N/m 1e6N/m )
Break ( 1.1e7N 1.1e7N )
r0 ( 5cm 50cm )
)
Velocity ( 0.13m/s )
)And got plenty of slack action, but no breaks, derailments, or lockups using the front coupler on those unmodified plywood and log flats. So far so good (knock on wood cross fingers Luck be a Lady tonight), now I gotta start TexasTeaHEAVY, grab all the tankers, head to Northland Grain and pull all the graincars out with the front coupler and add them to the train, drop the train in Johnsburg and grab all those tankers. Head up the South Pass, pick up a Dash9 at South Pass helper shed, take the Fiddletown cutoff and haul the whole mess up Topatchame Loop to Combs Landing. Drag the plywood and log flats out with the front coupler, take the right exit to the North Pass eastbound, left exit into Newcastle, probably more tankers and log flats and plywood cars there. West from Newcastle, left exit Armstrong, Stevens Point, drop the train and cut all the US2chemicars out of Stevens Point yard, add to train, into Fowlis and grab all the grain hoppers and cut out the lone tanker, no runaround track so push/pull the whole enchilada into Anderson yard.If I'm still running by then and haven't crashed/locked up/send-don't send, I may rearrange all that with the front coupler, run around to the head and drag it up to Sundermeyer, do more switching there, and on and on. See ya in a couple days, hopefully, or maybe I'll be back in 10 minutes if I trigger the bug anyway.

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Charter Member · 4685 posts

RE: Front Coupler Problem - *&^%$#! KUJU!!!

Yeah, I've heard that one before. Keep your hands where I can see them, step out of the cab and blow up this little balloon.Well, turns out the engine is not the whole story, I didn't even get as far as Combs Landing with the old .act files, I grabbed the two cuts of US2chemicars closest to the main at Huff Refinery, which are facing opposite directions. Those coupled together OK, so I headed into Johnsburg, and started to cut out the two tankers in the mixed consists and add them to the string of five on JB yard track 2.PO&N6 Problem – image 13Using the back coupler of the engine, since the two chemicars in the loose consists are facing the opposite direction, they refuse to couple onto the five tanker cut. The one time I tried it using Joe's dfltwags.zip from the file library don't fix it either, not sure why yet. The US2chemicar.wag from dfltwags.zip has the length as 15.655m, divided by two would be 7.8275, he's got 7.8271 in the SD file. Is this thing really that persnickety that a 0.0008 meter difference would make it screw up?! Dunno, guess I oughtta apply TrackDancer's magic formula to it and check it out.Anyway, those of you using the PO&N6 activity pack update with the invisocar AI train horn sounds, here's the corrected SD file and wags for invisocar;http://www.train-sim.com/dcforum/User_files/3ee813291f0a0fb8.zipIf I don't get any gripes on that patch in the next few days I'm gonna assume everything is perfect, shoot Nels an email and replace all the invisocar and activities using it with the patched files. So speak now or forever hold your peace!PO&N6 Problem – image 14

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Charter Member · 545 posts

RE: Front Coupler Problem - *&^%$#! KUJU!!!

JimThe chemicars I am using are different in length, and are the default replacements from Enocell.The car length is 12.4, the inertia tensor is 11.95 and the sd is -5.981 and 5.982163. This is the car I have been using with no problems apart from coupling on curves, and I think that is down to the length being a bit on the short side. I'll open it out a bit over the weekend and see what happens.mervyn@madasafish.com

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Charter Member · 4685 posts

RE: Front Coupler Problem - *&^%$#! KUJU!!!

Yeah, if the length is 12.4 then ESD bounding box should be -6.2 and 6.2. Since I've been playing with this I'm hitting it from the opposite angle, start with the correct bounding box in the SD file (looking at it in the sim with the CTRL-keypad + to turn on bounding boxes, add a little take away a little (keeping both values equal!) until the bbox centers over the middle of the coupler knuckle), and then adjust the size in the .eng or .wag to match. For that one, -5.981 + 5.982163 (you gotta be kidding!) = 11.963163, round the little rascal off to 11.963. Divide by 2, ESD bounding box should be -5.9815 and 5.9815, gives the same size bounding box with the pivot point correctly centered.Biggest thing is that r0 value tho, I can definitely confirm your suspicion that the r0 5cm makes the largest difference, at least in the engine.

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