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Reading Topic #2122

Member since Nov-12-03 · 10 posts

When I place loose consists in my Oklahoma Central route and try to pick them up they won't move. They act as if they have unlimited mass or brakes are locked. The same cars and loco work fine when I create activities in other routes. Using cars and loco's from default routes in my OC route have the same problem. I have run Horace and RouteRiter etc with no change. My route opens fine in both AE and RE and shows no errors. Any Ideas? Has Anyone run into this before?

Oklahoma Central

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RE: Loose consist, Stuz, Apr-29-04, 00:08 AM, (1) RE: Loose consist, Oklahoma Central, Apr-30-04, 09:37 PM, (2) RE: Loose consist, Stuz, May-01-04, 00:09 AM, (3) RE: Loose consist, Oklahoma Central, May-01-04, 04:46 PM, (4) RE: Loose consist, renevanh, May-10-04, 08:19 AM, (5) RE: Loose consist, sniper297, May-16-04, 01:24 AM, (6) RE: Loose consist, Oklahoma Central, May-16-04, 01:31 AM, (7) RE: Loose consist, sniper297, May-16-04, 09:06 PM, (8) RE: Loose consist, Oklahoma Central, May-17-04, 12:16 PM, (9)

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Charter Member · 45 posts

RE: Loose consist

Yes, I had that trouble today. Initially I thought it might have been something to do with the front coupler, as I was trying to connect using that. The loco has updated coupler physics so I dont think its that now. However I could not move the wagon either way even under full throttle. I just kept bouncing off. I had the same problem some time ago and solved it by reversing the consist in the AE. This time however that solution did not work. I would be interested in what is causing this too.
regards Stu

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Member since Nov-12-03 · 10 posts

RE: Loose consist

The problem I have been having is in the physics. I just read "How to run trains in reverse" by trenes and made a few changes. My cars now move! although still slugishly. I need to bone up on bounding box inertia tenser and loco and car physics. Dumb me. I thought that if cars move in a consist with engine that the same should be true of loose consists on sidings. Not all GP-38's are created equal and some are a LOT stronger than my little mogul!

Oklahoma Central

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Charter Member · 45 posts

RE: Loose consist

I found that I had installed a loco recently and this was the item that was causing the problem. The model maker had realized that a problem existed and fixed what ever it was with a patch of the eng. file. All is well now.
Regards Stu.

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Member since May-10-04 · 3 posts

RE: Loose consist

LAST EDITED ON May-10-04 AT 08:19 AM (EDT)

http://www.train-sim.com/dcforum/DCForumID7/2126.htmlI've given an answer there, on a problem that's exactly the same.Greetings,René
-----------------------------
A day may come, when the courage of men fails...
But it is not this day!!
This day we fight!
Ride for ruin and the world's ending!!!

www.freewebs.com/renevanh/

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Charter Member · 5785 posts

RE: Loose consist

Possibly we're assuming something here that ain't necessarily so.
Check your \Train Simulator folder and look at the date of the train.exe file, is it May 7th, 2001, or December 11th, 2001?

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Charter Member · 5785 posts

RE: Loose consist

Well, that's the right one. The original, dated May 7th, wouldn't release the "holding brakes" when coupled on with the front coupler, any engine any car. The 1.1 patch fixed that issue and caused a whole bunch of other problems. "Running in reverse" was written before the infamous patch, and my experience with that method was it didn't do anything good.Adjusting the size, inertia tensor, and bounding box correctly is the first step.Previous Topic | Next Topic – image 1Place one of the cars in an activity, and when you start the activity hold down the CTRL key and hit the keypad plus, that brings up the red bounding box lines. The fore and aft lines should hit somewhere around the base to the center of the coupler knuckle. Here's the default US2chemicar.sd:SIMISA@@@@@@@@@@JINX0t1t______shape ( US2ChemiCar.s
ESD_Detail_Level ( 0 )
ESD_Software_DLev ( 3 )
ESD_Alternative_Texture ( 0 )
ESD_Bounding_Box ( -1.40227 0.44231 -7.47888 1.39724 4.61893 7.45818 )
)And in the .wag file:WagonShape ( US2ChemiCar.s )
Size ( 2.79951m 4.61893m 14.93706m )
Mass ( "117.57t #24.298t empty, 117.57t full" )
WheelRadius ( 36in/2 )
InertiaTensor ( Box (3.1m 2.1m 15.7) )KUJU's techdocs say the size and inertia tensor should be the same, they didn't practice what they preached in a lot of the default stuff tho. The US2chemicar is notorious for not coupling up when reversed, so I start with the bounding box (in the .sd file):ESD_Bounding_Box ( -1.40227 0.44231 -7.47888 1.39724 4.61893 7.45818 )The numbers are width/height/length, so it's the third and sixth number group I look at. -747888 is length in meters behind the center, 7.45818 is meters forward of center. For any freight car these numbers should be exactly identical, since freightcars are symetrical. After adjusting then looking at the bounding box in the game a few times, I get this:ESD_Bounding_Box ( -1.40227 0.44231 -7.85 1.39724 4.61893 7.85 )That extends the bounding box out to the couplers and fixes the off-center pivot point. Then I open the .wag file, add the two length numbers together, 7.85 + 7.85 = 15.7. I've been using an inertia tensor 0.1 meter shorter than the size value, that's been working well so far:WagonShape ( ARLChemiCar.s )
Size ( 2.79951m 4.61893m 15.7m )
Mass ( "117.57t #24.298t empty, 117.57t full" )
WheelRadius ( 36in/2 )
InertiaTensor ( Box ( 3.1m 2.1m 15.6 ) )One thing to bear in mind in all this, the coupler numbers are also a factor:Coupling (
Type ( Automatic )
Spring (
Stiffness ( 1.2e6N/m 4.7e6N/m )
Damping ( 1.3e6N/m/s 3.4e6N/m/s )
Break ( 5.4e7N 5.4e7N )
r0 ( 20cm 30cm )
)That last bit, the r0, defines where the couplers hit, so if you change that all the other stuff is affected too.

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Member since Nov-12-03 · 10 posts

RE: Loose consist

Thanks very much!
This is a very consise explanation. The best I've seen so far.

Oklahoma Central

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