Passenger cars refuse to couple to each other

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Re: Passenger cars refuse to couple to each other

Unread postby Chacal » Tue Feb 26, 2013 6:30 pm

This problem may be because the coupling points are inside the car's collision box, so they can't be reached.
Here's an excerpt from the developer's docs (9.01 Create an Engine.pdf).
It gets interesting at item 10, and especially the final note.


5.1 Create the Engine Blueprint
1. Open up the Asset Editor from the shortcut you have create
2. In the Blueprint Editor window, find your SimpleEngine in the folder structure
3. Right click the Engine folder name and select New Blueprint from the list
4. Select Engine Blueprint from the menu that appears and then click OK
5. Right click on the Engine blueprint000 file in the folder tree
6. Rename the file SimpleEngine
7. In the top Name field type SimpleEngine
8. In the Browse Information section type SimpleEngine in the language fields
9. In the Mass field, type 50. This is the weight in Tons
10. For the front pivot X, input 9.2 and the back -9.2
11. For Collision Centre Y, we need the centre of the main body sat on the wheels. This is
calculated by taking the full height of the vehicle (3.75m) subtracting the value below the main
body (1.25m), dividing the remainder my 2 (2.5m) and adding back the height below the main
body = 2.5m
12. For the Collision width, type 2.5
13. For the Collision height, type 2.5
14. For the Collision length, type 18m
Note - this is less than the pivot points at either end. This is so the coupling points are not inside the hit
box.


EDIT: Also this from 2.07 Wagon Blueprints.pdf:
3.1.18 Collision Length
The Collision Length should be slightly smaller than the real dimensions of the
vehicle, so that tight corners don’t cause Collision Boxes to overlap. This value
should be over the buffer beam, but not the buffers. The front/rear pivot points
take the buffers into account.
If your collision length includes the buffers the vehicle will struggle to couple up
as it will bounce off other vehicles.
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Re: Passenger cars refuse to couple to each other

Unread postby OlPaint » Wed Feb 27, 2013 11:54 pm

@Chacal

Finally, someone has made reference to a SDK for Railworks...The Developer's Docs... I have been struggling with the .BIN/.XML structures in the passenger car design trying to fix the couplers of the ACF cars. I have figured out how to correct the coupler knuckle height to AAR Std. ATOR to 34.5 inches in the .BIN. But I have been unable to decode the critical coupling mating distance settings.

Where can one obtain a copy of The Developer's Docs? A newly minted "Nugget" wants to learn the Secrets of the Railworks Priesthood!!!

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Re: Passenger cars refuse to couple to each other

Unread postby PapaXpress » Thu Feb 28, 2013 12:02 am

Just a warning that those docs are as old as RailSimulator, and they have not been updated.
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Re: Passenger cars refuse to couple to each other

Unread postby OlPaint » Thu Feb 28, 2013 12:38 am

@ PapaXpress

I understand that the Developer's Docs may be dated. But I am flying blind right now. Where can I get a copy?

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Re: Passenger cars refuse to couple to each other

Unread postby Chacal » Thu Feb 28, 2013 1:00 am

On the official Railworks site, in the support page, scroll down all the way to the bottom until you find this:

RSDev Tools
Documentation for developers
Please click here to download the RSDevDocs exe file (20 megabytes).


It is an exe that will create several pdf files.
They are dated but are still relevant, in fact the best information available.
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Re: Passenger cars refuse to couple to each other

Unread postby OlPaint » Sat Mar 30, 2013 11:08 am

Relief has arrived!!! The Kuju ACF Coach and the IHH ACF Baggage and Dome coaches coupling issues have been repaired and a fix has been posted. Through the efforts of QRFan3 at COARW. He has left us this gem. (http://www.coarw.com/forum/viewtopic.php?f=14&t=289). Look for QRFan3's post on the second page of the thread towards the end. He requests that anyone who installs his modified .BIN files to report any problems.

I have been patiently awaiting this fix for a few months. Thanks QRFan3 for posting it.

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