"He'll stop when he's finished"

Discussion about RailWorks route design.

"He'll stop when he's finished"

Unread postby SMMDigital » Wed Sep 22, 2010 7:55 am

So what are the physics involved with Railworks that keep hump yards from working? I've got a hump yard built, and a ridiculous grade leading down to it (8.6%), but when the car is pushed over and released, it only rolls (slowly) about 250ft before coming to rest. I've experimented with tilting the entire yard at a 3% grade, but the cars won't even roll on that.

It seems as if the brakes apply as soon as the car is cut loose from the consist. I'm assuming that on the prototype, the brake-pipe valve is closed before the car is uncoupled to hold brake pressure as the car rolls into the yard?

Can a setting in the game be changed to enable the car to roll further? I tried clicking the brake icon to "open" before uncoupling, but that didn't seem to help.
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Re: "He'll stop when he's finished"

Unread postby Trainguy76 » Wed Sep 22, 2010 9:45 am

I think it's limited to the distance from the player train. When you push a car down, wait for it to stop and then head in the same direction.
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Re: "He'll stop when he's finished"

Unread postby Tro1086 » Sat Oct 02, 2010 12:00 am

If RW is like MSTS, then i think theres a setting in the physics file for the wagon that determines the amount of brake when the wagon is not connected to the player. This is what holds them in place when you put them on a siding with a grade in a scenario. It seems like in MSTS most cars defaulted to 100% brake when not hooked to the player. IIRC, people were editing the physics file and reducing this figure to say 10-20%, Hopefully enough to hold the car when its stopped on a grade, but "light" enough to let it coast a ways before it stops also.
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