_o_OOOO_oo-Kanawha wrote:The SD70 amps needle is broken, the SD40-2 has fallen back to an older, cruder cab interior, the ES44 has some non-functional switches. None really back breaking, and some more easily rectifiable than others.
I am not really sure the exhaust smoke emitters respond to engine load, the exhaust seems fairly clean and even.
_o_OOOO_oo-Kanawha wrote:One does wonder how DTG will implement advanced braking in the XBOX version of TS2017. Are the Konsole Kiddies really patient enough for and appreciative of advanced braking? And even more advanced releasing where it could take up to 15 minutes for a 120 car train's brakes to release sufficiently to allow you to start moving? Run8 added a cheat, not without reason, to immediately refill the entire train's reservoirs.
_o_OOOO_oo-Kanawha wrote:Also, is it wanted by players of UK and German trains? So far I haven't read a thing about it on UKTS board or rail-sim.de.
So perhaps DTG will imply it in TS2017 as default and stipulate its use on all future USA content?
buzz456 wrote:I have watched a hell of a lot of trains in my day and I've never seen one that took fifteen minutes for the brakes to release. Granted that most trains that long around here particularly in the Winter months usually have a locomotive midtrain or on the rear to help keep the air up, but I have never seen one that had to stay stopped for that long after coming to a stop.
buzz456 wrote:I have watched a hell of a lot of trains in my day and I've never seen one that took fifteen minutes for the brakes to release. Granted that most trains that long around here particularly in the Winter months usually have a locomotive midtrain or on the rear to help keep the air up, but I have never seen one that had to stay stopped for that long after coming to a stop.
_o_OOOO_oo-Kanawha wrote:I don't know exactly how much actual air must be pumped in the car's aux reservoirs for the brakes to fully release themselves.
mrennie wrote:However, there's no option in the script to deliberately start the scenario with a dry train, because nobody would really want to sit there looking at the screen for 15 minutes or more while the train line is recharged (just like they wouldn't want to wait for two hours while a cold steam locomotive is fired and brought up to steam).
jalsina wrote:As I understand the GTEL has the advanced brakes. I notice they brake pretty well and have that detente notch at 17%. However there is something I don´t think should be that way.![]()
When applying (easy) brakes (watching the HUD), the brakes normally set into a first stage at 24%, crossing from Release to Apply and to Hold Lapped (thus applying what seems to be a correct braking force). In many cases that would be enough to reduce speed to keep with the road max values.
However when you want to apply more brakes and go from 24% to about 40%, you watch alternate animated multi-jumps between "hold lapped" and "apply" states and back at a fast rate, until the pressure equalizes. Once it equalizes if you want to apply more brakes, in some cases it will do those jumps but most of the time it won´t.
Sometimes you may even "kill the brakes" . You watch the left pressure gauge with the needles going down to zero and staying there. In some of those cases the turbine (spooled at high rpm) will loose gear or switching (It will not respond when applying throttle - no amps). I have recovered from some of those situations applying emergency and then back to normal, but it may not respond fast. But if this happens in a grade you may have a non-controlled train going downhill with no brakes.
Mavadelo wrote:fisher price hud, i keep falling off my chair everytime i see that and so a well deserved name it is too![]()
i know you are familiar with havners trainsimhelper Hud, so do you have any idea if the values in his hud are accurate when it comes to the brakes?
i can't imagine running that fisher price Hud anymore after having used that plugin but i also wonder if it might interfere somehow with other scripting in the gtel as sometimes during a run i suddenly get a message pop in (top right) telling me the turbine is already spooled up, or on the BR155 9perhaps other PZB enabled engines as well but i play them not enough0 that PzB can't be enabled or disabled while driving
Perhaps Havner is reading this as well and might provide insight in this? (one can try right?)
I for one am a huge fan of the adnvanced braking systems, so much better than the old one
mrennie wrote:You mustn't look at the F5 HUD at all when using the advanced brakes - as it explains in the manual, the F5 HUD values only give some small insight into what the script is doing in order to make the simulated cars' brake cylinder pressures behave correctly. As far as the brakes are concerned, the only meaningful value in the F5 HUD is the "brake cylinder pressure" which is actually a measure of the average pressure in the brake cylinders of all the cars in the consist - keep in mind that when releasing or applying the train brakes, they don't apply at exactly the same time on all the cars (instead. it happens as the pressure wave travels down the train). The other brake values in the F5 HUD have some meaning only to the person who wrote the script but they don't correspond at all to what you see in the gauges in the cab.
The constant switching between release and apply, and eventually resting in hold/lapped, that you see in the HUDs (including the Fisher Price HUDs) is because they show the notches of the TrainBrakeControl, which is what the script does after reading the VirtualBrake and then doing its calculations. It's not the position of the lever that you can see in the cab or the HUD, but something that is manipulated by the script and used by the core code to govern the brake cylinder pressure.
The really annoying (for me anyway) thing about the HUDs is that, although the levers now correspond to the virtual controllers (that is, to the levers in the cab that the player operates), the notch names that appear alongside in the HUDs, and in the F5 HUD, are the names of the notches of the "internal" controllers. At the moment, there's no way for the script to substitute those for the positions of the visible levers, thus hiding the value of TrainBrakeControl from the HUDs. So for now, it leads to confusion. I'll suggest that as an improvement for TS2017.
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