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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So 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,
Double 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;
Not 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.
First 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!
Here'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!
After 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.
Got 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.
Despite the sharp coupling angle, hooked up first try no problem.
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! 
Using 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!