GP60M tanktrain pack NOW AVAILABLE

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Re: GP60M tanktrain pack NOW AVAILABLE

Unread postby _o_OOOO_oo-Kanawha » Fri Jan 29, 2016 3:41 pm

I cannot seem to make up a proper 12 car SP "Oil Cans" Tank Train consist/consist fragment.
There is no end car with a hose hanger.

GATX2 "C" car seems to be an end car with drain tube on the hose connector at the blind end;
GATX2 "A" car seems to be an intermediate with a hose hanger at the blind end;
GATX2 "B" car has no hose hanger at neither end and no drain tube. One of the end cars should have a hose hanger to make up a continuous Tank Train.

Judging by this photo the hose hanger is over the brake wheel end.
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The triple valve and air reservoir are probably also at the brake wheel end, but not modeled.
Some brake gear in the trucks wouldn't go amiss either, since it is prominently visible.
Last edited by _o_OOOO_oo-Kanawha on Fri Jan 29, 2016 4:08 pm, edited 1 time in total.
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Re: GP60M tanktrain pack NOW AVAILABLE

Unread postby eyein12 » Fri Jan 29, 2016 4:02 pm

_o_OOOO_oo-Kanawha wrote:I cannot seem to make up a proper 12 car SP "Oil Cans" Tank Train consist.
There is no end car with a hose hanger.

GATX2 "C" car seems to be an end car with drain tube on the hose connector at the blind end;
GATX2 "A" car seems to be an intermediate with a hose hanger at the blind end;
GATX2 "B" car has no hose hanger at either end and no drain tube. One of the end cars should have a hose hanger to make up a continuous Tank Train.

Judging by this photo the hose hanger is over the brake wheel end.
Image

The triple valve and air reservoir are probably also at the brake wheel end, but not modeled.
Some brake gear in the trucks wouldn't go amiss either, since it is prominently visible.



To set up the train I included a video and I also included instructions in the readme. C cars are the ends and A and B are interchangeable just flip so the identical ends match up. IF the long pipes match up and short pipes match up, you will get the desired effect. The location of the pipes are slightly off center which gave me headaches and I had to apply the connecting hoses accordingly. The wheels are as round as you can get them. if you're seeing an un-round wheel it might be due to the stencil shadow or the texture not the wheel model. those are perfectly round wheels. I made due with the textures I was given since I am no where near these in real life. Sorry to have disappointed you I tried to get it close to prototype as I could with the resources made available I think I still captured the effect. There is nothing like this set in the game, most other rollingstock dont even have brake hoses that connect let alone how they should connect in real life. the fact that the do connect is a step up. With regard to weights I need to figure out why there's no loaded individual cars, but you can load the whole train. I will work on what I can over the weekend. The only thing that was referenced to kuju folder was the driver model since I dont have one of my own and the cab sound which there are none for this pack. 99% is based off of my own set. The hoses above disappear when uncoupled on purpose because the ends are capped. I chose not to drape unconnected hoses. The uphill slack seems to be an old coupler slack problem that I must have missed a fix for. Maybe you know how to keep it tight on hills? The hoses and brake hoses are part of the coupler model and all function together as the coupler. I had no way of using them as a child because the script wasnt calling for them when I tried. SO this is what I came up with. I will look at the models and lower the brake hoses.
Last edited by eyein12 on Fri Jan 29, 2016 4:22 pm, edited 1 time in total.
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Re: GP60M tanktrain pack NOW AVAILABLE

Unread postby buzz456 » Fri Jan 29, 2016 4:15 pm

"C" car on the end where the instructions tell you to put it.

Screenshot_Marias Pass_48.41443--114.33031_11-31-20.jpg
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Re: GP60M tanktrain pack NOW AVAILABLE

Unread postby _o_OOOO_oo-Kanawha » Fri Jan 29, 2016 4:34 pm

Oh, these tank cars are good enough. You notice these details only for the first time in close up. When a tank train rolls by you stop counting and can't wait for it to pass. *!lol!*

I am pleased with them and consider it 15 bucks well spent. When some more assessments come in, you can always push out a service pack.

As to the weight, there is no lading defined in the <CargoComponent>, and I doubt you can load a unit tank car train in the default game as AFAIK there are no crude oil handling facilities.
I simply copied and renamed the bins to _Ld and gave them a weight of 133 tons before defining some 12 and 13 car consist fragments.
Now it needs six ES44 to pull a 72 car train over Tehachapi Pass.
Last edited by _o_OOOO_oo-Kanawha on Fri Jan 29, 2016 4:45 pm, edited 1 time in total.
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Re: GP60M tanktrain pack NOW AVAILABLE

Unread postby eyein12 » Fri Jan 29, 2016 4:42 pm

_o_OOOO_oo-Kanawha wrote:Oh, these tank cars are good enough. You notice these details only for the first time in close up. When a tank train rolls by you stop counting and can't wait for it to pass. *!lol!*

I am pleased with them and consider it 15 bucks well spent. When some more assessments come in, you can always push out a service pack.

As to the weight, there is no lading defined in the <CargoComponent>, and I doubt you can load tank cars in the default game.
I simply copied and renamed the bins to _Ld and gave them a weight of 130 tons.
Now it needs six ES44 to pull a 72 car train over Tehachapi Pass.


so you cloned them then? I will do the same and add loaded versions of each set. Not a bad idea. I'll set them to 130 as well. Very good. thank you.
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Re: GP60M tanktrain pack NOW AVAILABLE

Unread postby _o_OOOO_oo-Kanawha » Fri Jan 29, 2016 4:53 pm

eyein12 wrote:so you cloned them then? I will do the same and add loaded versions of each set. Not a bad idea. I'll set them to 130 as well. Very good. thank you.


It is the simplest way and only way to get proper train weight in consist fragments and quick drive consists, since these cannot be set loaded or empty in the editor.

Without crude oil loading and unloading points one cannot load/unload your cars in game. Also, the game presently only takes to loading a single car at a time. That's not what the Tank Train was designed for.

Six ES44's really need to slug up those 2.2% grades so you'd better beef up your QD consist using Marias Pass or default Sherman Hill locomotives.

Your GP60M's were designed for Santa Fe's "Super Cee" freight service, and probably never hauled oil trains. SP sometimes did take the empties back to Bakersfield tied to the end of a premium intermodal.

EOTD's are mandatory, so please look into these. Once you've mastered the trick of popping up a node, you can apply that to your other freight cars as well.

I'll look into the couplers over the weekend, I believe it is best to set the pivot and strike points to the same distance, so you cannot push in the couplers.
It should be in the documentation on how to set up a wagon blueprint. European wagons with sprung buffers need this effect, you don't need it in US stock.

Also, uniformity of brake hoses is important, otherwise omit them. DTG set a bad example by having Sherman Hiil different hoses on some engines and cars than the already established by then Briskets. And of course DTG never applied those same brake hoses to other DLC. You can surely do better in this respect, Ian.
Last edited by _o_OOOO_oo-Kanawha on Fri Jan 29, 2016 5:38 pm, edited 5 times in total.
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Re: GP60M tanktrain pack NOW AVAILABLE

Unread postby BNSF650 » Fri Jan 29, 2016 5:00 pm

Yea they only downfall to this pack there is no EOT (FRED) with these cars. But other then that they are fine to me. *&!welcome!&*
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Re: GP60M tanktrain pack NOW AVAILABLE

Unread postby eyein12 » Fri Jan 29, 2016 5:03 pm

I will create an EOT
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Re: GP60M tanktrain pack NOW AVAILABLE

Unread postby Nitsujy12345 » Fri Jan 29, 2016 5:16 pm

eyein12 wrote:I will create an EOT


Just a question, will the EOT be one where the last car always has an EOT? I sometimes don't always want an EOT because shortlines don't use them.
And man, amazing looking! I will be buying these ASAP! Can't wait, looks great!
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Re: GP60M tanktrain pack NOW AVAILABLE

Unread postby eyein12 » Fri Jan 29, 2016 5:17 pm

That's actually my question: is this applied as a child object or made to be a part of the coupler?
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Re: GP60M tanktrain pack NOW AVAILABLE

Unread postby _o_OOOO_oo-Kanawha » Fri Jan 29, 2016 5:32 pm

eyein12 wrote:That's actually my question: is this applied as a child object or made to be a part of the coupler?


I believe in Sherman Hill the EOTD'a are nodes to the car's shape file. They only pop up when cars are coupled to a locomotive and sometimes you need to switch on the headlight as well to indicate a train with a crew on board. They are not scripted IIRC.

IMO it should be easier to have them as a node to the coupler, or part of the coupled geometry. So you can give any car an EOTD without altering the shape file, only by substituting couplers. But why haven't all cars been given EOTD's if it were that simple?
You'd best take apart a EOTD car and coupler from Sherman Hill to see for yourself.

When EOTD's only flash at night, you should take the day/night cycle variable into account. Much alike the few automobiles that have headlights and taillights that come on at night.
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Re: GP60M tanktrain pack NOW AVAILABLE

Unread postby eyein12 » Fri Jan 29, 2016 5:45 pm

_o_OOOO_oo-Kanawha wrote:
eyein12 wrote:That's actually my question: is this applied as a child object or made to be a part of the coupler?


I believe in Sherman Hill the EOTD'a are nodes to the car's shape file. They only pop up when cars are coupled to a locomotive and sometimes you need to switch on the headlight as well to indicate a train with a crew on board. They are not scripted IIRC.

IMO it should be easier to have them as a node to the coupler, or part of the coupled geometry. So you can give any car an EOTD without altering the shape file, only by substituting couplers. But why haven't all cars been given EOTD's if it were that simple?
You'd best take apart a EOTD car and coupler from Sherman Hill to see for yourself.

When EOTD's only flash at night, you should take the day/night cycle variable into account. Much alike the few automobiles that have headlights and taillights that come on at night.


If they are nodes then they need to be called upon by a script I would guess otherwise how will the game know to remove them from coupled cars...
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Re: GP60M tanktrain pack NOW AVAILABLE

Unread postby Nitsujy12345 » Fri Jan 29, 2016 5:58 pm

Has anyone ever tried making an EOT as a railcar so that way you could couple it to any car you wish? Just a thought, I don't know much about all that stuff...
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Re: GP60M tanktrain pack NOW AVAILABLE

Unread postby eyein12 » Fri Jan 29, 2016 6:38 pm

Nitsujy12345 wrote:Has anyone ever tried making an EOT as a railcar so that way you could couple it to any car you wish? Just a thought, I don't know much about all that stuff...


I thought about this route. it actually has merit and might end up being the best route, it resolves all of the issues. Just need to make a selection box big enough since it would overlap cars and adding some invisible couplers(easy).
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Re: GP60M tanktrain pack NOW AVAILABLE

Unread postby BNSF650 » Fri Jan 29, 2016 9:09 pm

video of this unit if you all want to see how nice it is.

https://youtu.be/gZ_a4fhOlig
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