Locomotive Physics...

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Locomotive Physics...

Unread postby tplowman91 » Mon Aug 31, 2015 2:02 pm

Is anyone good with Physics edit(s)... I know how to edit line by line in RW Tools, and set the forces, etc.... but I still can't seem to get my locomotive correct with Acceleration.. Seems to me that the locomotive is accelerating way too fast, and then starts to slow down in it's acceleration as it continues on the move. Notch 1 seems to also allow the train to accelerate on a 0.0% grade, when at speeds of 50 MPH +.... Also seems that the brakes are applying too fast, and not hard enough at Minimal reduction, but also too hard at Suppression or CS....,

Basically, I'm using the FanRailer Physics mod for the GE P42's, but it seems that either the Game itself doesn't simulate the physics settings he applied, or they are not correct... I know based on his information about the Physics that he set all the numbers to real-world, but they still just don't perform right..

I've looked through the Railworks Wikia about physics editing and it really doesn't go into detail too much and much the lines that you need to edit, it doesn't even give a description as to what it does.
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Re: Locomotive Physics...

Unread postby Chacal » Mon Aug 31, 2015 2:43 pm

Just a reminder, you must clear the blueprint cache after modifying blueprints, otherwise no change will be applied.
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Re: Locomotive Physics...

Unread postby mrennie » Mon Aug 31, 2015 2:51 pm

tplowman91 wrote:Is anyone good with Physics edit(s)... I know how to edit line by line in RW Tools, and set the forces, etc.... but I still can't seem to get my locomotive correct with Acceleration.. Seems to me that the locomotive is accelerating way too fast, and then starts to slow down in it's acceleration as it continues on the move. Notch 1 seems to also allow the train to accelerate on a 0.0% grade, when at speeds of 50 MPH +.... Also seems that the brakes are applying too fast, and not hard enough at Minimal reduction, but also too hard at Suppression or CS....,

Basically, I'm using the FanRailer Physics mod for the GE P42's, but it seems that either the Game itself doesn't simulate the physics settings he applied, or they are not correct... I know based on his information about the Physics that he set all the numbers to real-world, but they still just don't perform right..

I've looked through the Railworks Wikia about physics editing and it really doesn't go into detail too much and much the lines that you need to edit, it doesn't even give a description as to what it does.


Regarding minimal reduction, the initial quick application of the train brakes isn't simulated by the core code. It works in the SS SD40T because I scripted it, overriding what the core code does.
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Re: Locomotive Physics...

Unread postby tplowman91 » Mon Aug 31, 2015 3:04 pm

Chacal wrote:Just a reminder, you must clear the blueprint cache after modifying blueprints, otherwise no change will be applied.



Well I never used the blueprint editor to edit the physics bin... I used RW Tools, saved, copied and replaced it. Would I still need to refresh the cache?
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Re: Locomotive Physics...

Unread postby Chacal » Mon Aug 31, 2015 3:25 pm

Yes.
The game will always use the cached blueprint instead of the bin or xml file.

The simplest workflow is: open in RW-Tools, edit, save, then delete provider/product/blueprint.pak.
Some blueprints are not cached, e.g. camera blueprints, so you don't have to do this.
But engine blueprints definitely are.
In addition, you may have to restart the game (not sure about this).
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Re: Locomotive Physics...

Unread postby tplowman91 » Mon Aug 31, 2015 4:20 pm

Chacal wrote:Yes.
The game will always use the cached blueprint instead of the bin or xml file.

The simplest workflow is: open in RW-Tools, edit, save, then delete provider/product/blueprint.pak.
Some blueprints are not cached, e.g. camera blueprints, so you don't have to do this.
But engine blueprints definitely are.
In addition, you may have to restart the game (not sure about this).



Still didn't do anything.... Also I noticed, when the train is at stand still, and the brake even set an Emergency, if you use view "8" and zoom into the wheel, you can see the train moving ever so slightly, it's not even enough to show up at 0.1 MPH on the HUD, but it's enough to see it moving up close. Why is this?
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Re: Locomotive Physics...

Unread postby mrennie » Mon Aug 31, 2015 6:56 pm

tplowman91 wrote:
Chacal wrote:Yes.
The game will always use the cached blueprint instead of the bin or xml file.

The simplest workflow is: open in RW-Tools, edit, save, then delete provider/product/blueprint.pak.
Some blueprints are not cached, e.g. camera blueprints, so you don't have to do this.
But engine blueprints definitely are.
In addition, you may have to restart the game (not sure about this).



Still didn't do anything.... Also I noticed, when the train is at stand still, and the brake even set an Emergency, if you use view "8" and zoom into the wheel, you can see the train moving ever so slightly, it's not even enough to show up at 0.1 MPH on the HUD, but it's enough to see it moving up close. Why is this?


That's a physics bug in the TS core code. All locos do it (even the FEF-3) ... there's no way around it.
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