Anybody else noticed the random uncouplings while running trains?

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Re: Anybody else noticed the random uncouplings while running trains?

Unread postby Bcbuhler » Tue Feb 24, 2015 6:52 pm

I had this yesterday with a Norfolk Southern dash 9 yesterday it was working as DPU and as I was rolling through Reno I went to view 3 and it wasn't there. It was a couple miles back still on the grades so I decided it wasn't worth picking up. Good thing I read this topic so I knew what had happened to it.
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Re: Anybody else noticed the random uncouplings while running trains?

Unread postby Ericmopar » Wed Feb 25, 2015 5:38 am

Do any of the scenarios where this coupler bug is happening happen to use stock and/or engines from Sherman Hill by chance?
I've got
Marias Pass.
Donner Pass.
Cajon Pass.
Horseshoe Curve.
NEC.
RW&A
Castle Rock in two versions
for American routes and I've only ever had this happen with Sherman Hill or scenarios using Sherman Hill rolling stock.
I've also got
SD75
Dash 9
DTM SD45 and DDA40X
Mikes Connie
Callenger Pack
SP&S Northern
Various SD70s
Dicks Heavy Mike
and the Burlington Northern SD40 add on pack for Marias Pass and never have coupling problems with those either. (except for stretchy, rubber band, couplers) (Dicks couplers not included in last statement)

Caveat: I haven't actually driven much since late November, when I got involved with my Donner project...
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Re: Anybody else noticed the random uncouplings while running trains?

Unread postby drivertime61 » Wed Feb 25, 2015 3:58 pm

I had this happen for the first time a couple days ago in an NEC free roam freight scenario I created. I was on the southbound slow (outer) track of the four-track main approaching Bleigh Avenue driving from the lead cab and slowing down. I switched to the rearmost engine cab view and nothing happened! I hopped out of the cab, looked back and discovered a dozen cars and the two rear engines were gone. Had to go to the 2D map to find them. Backed up about a mile, re-coupled and continued on my way like nothing had happened - hoping no one saw me. *!greengrin!*

Fortunately no explosions! No film at 11. It's been a bad couple of weeks for railroading.

The only thing different with this train was it's length - 59 cars. I don't often run them that long. Of course, that's not long at all in the real world.

EDIT: Just read Ericmopar's post. Engines were 3 Norfolk Southern SD70M-2's from the SD70 Pack Volume II and 1 NEC default black SD40-2.
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Re: Anybody else noticed the random uncouplings while running trains?

Unread postby trev123 » Fri Feb 27, 2015 8:16 pm

Had it happen 3 or 4 years ago but not since.
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Re: Anybody else noticed the random uncouplings while running trains?

Unread postby jwtheiv » Fri Feb 27, 2015 9:43 pm

I haven't run into this for awhile - but running a long train on Sherman Hill, I was cruising along (and obeying speed limits for once) and sure enough, random disconnect and everything flying to the moon when I tried to reconnect.
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Re: Anybody else noticed the random uncouplings while running trains?

Unread postby FanRailer » Fri Feb 27, 2015 11:34 pm

This thread reminds me of that one time the secret booster engine on my cab car activated without my permission... !*don-know!*
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Re: Anybody else noticed the random uncouplings while running trains?

Unread postby _o_OOOO_oo-Kanawha » Sat Feb 28, 2015 2:11 am

Can we assume this is a core engine bug, it "forgets" about some couplings during a long run?

I've been browsing through the new documents that came with v50.5, specifically HowToUse_TSEngineScripts.pdf.
It has a section on engine and wagon scripts, which contain function calls like GetConsistLength() and GetConsistTotalMass() but nothing like GetConsistNumberOfCars().

Without the number of cars being known, one has to rely on the length to check for broken couplings in order to put the train in emergency if one whishes to implement this.
Also, SendConsistMessage constantly to and fro to check for a break-in-two involves lots of overhead than influences fps and other game play aspects.

We can only hope that proper emergency braking will be implemented in the next incarnation of Train Simulator using the Unreal core engine.
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