GaryG wrote:Hi
The storm scenario crashing at start is definitely being caused by your replacement file. Don't know what the cause is but replacing with the original file allows that scenario to start.
GaryG
For clarity, by "replacement file" I mean the autorack file only. As that's the only file used in that consist, I only replaced that one file.
BNSFdude wrote:Once I get internet again, I can send you my changes to the locomotives on Sherman for the brake controls.
GaryG wrote:Hi
Well, a bit of modding of your changes shows it is the "MaxForcePercentOfVehicleWeight" value causing the problem.
With the other three changes at your new setting, and "MaxForcePercentOfVehicleWeight" set to 50, the scenario starts but if at 40 I see the failure, still a long way from the wanted 13.
The strange bit is that with that value set to 12 for the boxcar, there's no problem.
I'll continue digging...
GaryG
GaryG wrote:I am starting to think you may have found a programming logic error in the program...
This train is made up entirely of autoracks. If I decreased the car Mass to 50, I could get the scenario to run with the "MaxForcePercentOfVehicleWeight" set at 42 but if I had the Mass at 80, the scenario startup fails with 42 for the percent.
I am guessing that the program's consist force calculator might be summing some values and in this scenario we might be causing an overflow and the scenario startup fails. If this is the case, we have hit another brick wall at least with this method of trying to achieve more accurate train handling.
I know other scenarios will run with these new settings for the autorack but there aren't as many of that type of car in those consists. Perhaps someone could start modding the failing consist by removing cars to see how many autoracks could be used in a consist with these new settings.
For now, I will use the 43% which is somewhat better than the original 70%
This is all the testing I can do today...
GaryG
Kali wrote:Published figures from various US rail manufacturers give about 14% of vehicle weight as the top end for brake force. The issue with RW arrives when you have a loadable vehicle, you have to decide if you want it braking correctly when it's loaded or empty because the load mass isn't taken into account in the brakeforce figures. I've never managed to break the game by putting strange physics values in - it worked fine accelerating & braking from 2000mph, even - but it's quite easy to screw up blueprints even when they look ok.
I would be careful when you say "These real life resistance figures say this, and RW has something else!" because you might well not be looking at the same resistance calculation. There are tons more factors given RW does not have a very sophisticated physics model anyway. Brakeforce seems ok because it would seem the physics engine is doing a reasonable attempt at modelling real values, but even then ( clasp ) brakes work differently at different speeds, mostly due to the difficulty of shedding heat fast enough at higher speed.
Return to Problems and Peculiarities
Users browsing this forum: No registered users and 10 guests