Coupler Issue

Discussion of rolling-stock creation & re-painting.

Coupler Issue

Unread postby TheKman » Fri Jul 22, 2022 11:16 am

I'm having problems with my caboose I made. It's not coupling to other cars and engines. I tried several engines and cars.

I get the error message vcruntime140.dll not found when the coupler of another engine or car touches the coupler on my caboose. Does this on both the front and rear couplers. This is the same coupler I've used over and over on other cars with no issues.

I do have the vcruntime140.dll on my computer. So I'm thinking it's a blueprint error. Almost all my issues I encounter with items I've made is a error(s) within the blueprint.

Enclosed is a copy of my .xml file. Any help would be deeply welcomed, Thanks.
You do not have the required permissions to view the files attached to this post.
TheKman
 
Posts: 381
Joined: Sun Sep 25, 2016 6:01 am

Re: Coupler Issue

Unread postby TheKman » Fri Jul 22, 2022 5:01 pm

Well, I solved the issue. Took the .xml file from another caboose I made that's similar, renamed things and plugged in the data from the .xml that wasn't working, replaced .igs file, and it now couples both front and rear.

I have no idea within the botched blueprint where the error(s) are, but suspect it's somewhere in the train brake assembly data.
TheKman
 
Posts: 381
Joined: Sun Sep 25, 2016 6:01 am

Re: Coupler Issue

Unread postby GreatNortherner » Sat Jul 23, 2022 12:40 am

Hi, I took a look at your blueprint and my guess is that the error was probably caused by a mismatch between the coupler positionings. Maybe relative to each other, or relative to the offsets in the actual coupler 3D.

Your coupler attachment values look like you used the editor's preview tool to move the couplers into place, which from own experience I'd recommend against as that results in those extremely "unround" numbers that are hard to check for errors. It takes some getting used to, but I think it's better to add the coupler attachment values by hand, using measured data in your 3D program as your starting point.

Assuming you're using a coupler similar to the Kuju/DTG North American knuckle couplers, then there will be an offset of the coupled and uncoupled models' pivots on the length axis of exactly 0.75 meters. This must be reflected in your blueprints: the offset between coupler pivot and front/back pivot must also be that 0.75 on each end of the car, and the difference between collision length and distance between front/back pivots must also match 0.75. I hope I got all of this right. *!embar*!

Or probably a similar formula if your coupler is using a different pivot offset, but I haven't tried that myself yet.

I hope this makes sense.

Cheers,
Michael
User avatar
GreatNortherner
 
Posts: 1584
Joined: Sun Feb 15, 2009 11:19 am
Location: Czech Republic

Re: Coupler Issue

Unread postby TheKman » Sat Jul 23, 2022 12:10 pm

GreatNortherner wrote:Hi, I took a look at your blueprint and my guess is that the error was probably caused by a mismatch between the coupler positionings. Maybe relative to each other, or relative to the offsets in the actual coupler 3D.

Your coupler attachment values look like you used the editor's preview tool to move the couplers into place, which from own experience I'd recommend against as that results in those extremely "unround" numbers that are hard to check for errors. It takes some getting used to, but I think it's better to add the coupler attachment values by hand, using measured data in your 3D program as your starting point.

Assuming you're using a coupler similar to the Kuju/DTG North American knuckle couplers, then there will be an offset of the coupled and uncoupled models' pivots on the length axis of exactly 0.75 meters. This must be reflected in your blueprints: the offset between coupler pivot and front/back pivot must also be that 0.75 on each end of the car, and the difference between collision length and distance between front/back pivots must also match 0.75. I hope I got all of this right. *!embar*!

Or probably a similar formula if your coupler is using a different pivot offset, but I haven't tried that myself yet.

I hope this makes sense.

Cheers,
Michael


I was aware of the 0.75 meter quirk. Wayne Campbell explained that to me maybe 2 years ago. Yes, I do use the preview window to align the couplers. I looked everywhere for a better way to do so but came up empty. Many here on RWA said there was no other way, the preview window was the best bet and I'd have to fight with it to get the couplers aligned. (They are SO RIGHT!!) I'll try using the 3D program to position the couplers on the next model I design. DTG really needs to do some updating to the blueprint editor. We're at TS 2022 and the editor still looks like it did in 2012. Allowing one to see the coupler in the preview window would be a big help instead of the #$@### arrows!! !*not-ok*!
TheKman
 
Posts: 381
Joined: Sun Sep 25, 2016 6:01 am

Re: Coupler Issue

Unread postby buzz456 » Sat Jul 23, 2022 12:13 pm

Tell them. Complaining about here accomplishes nothing except making you feel better. !!*ok*!!
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 20937
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Re: Coupler Issue

Unread postby TheKman » Sat Jul 23, 2022 1:56 pm

buzz456 wrote:Tell them. Complaining about here accomplishes nothing except making you feel better. !!*ok*!!


Tell DTG they need to fix something? You and I both know Buzz they'll just ignore it.
Last edited by TheKman on Sun Jul 24, 2022 4:16 am, edited 1 time in total.
TheKman
 
Posts: 381
Joined: Sun Sep 25, 2016 6:01 am

Re: Coupler Issue

Unread postby GreatNortherner » Sun Jul 24, 2022 2:13 am

Hi,

When I started in RailSim, I didn't know about the preview function in the BPE and so I didn't find out until much later that we could use it to position child objects, etc. !*roll-laugh*!

Anyway, I actually think that adding the couplers via manual data entry is the easier method. This diagram may help to explain why:

Image1.jpg

It's quite easy to read all these data from your 3D program, be it Blender, Max, or 3DC. It doesn't even have to be all that precise, so reading an estimate off the background grid in sideview should totally suffice.

I find it easiest to start with collision length. Then add 0.375 to get the value for the front/back pivot, and substract 0.375 for the coupling pivot. Insert these into the blueprint, don't forget to make them negative for the rear coupler, and that should be it. The height of the pivots should be same as on all other US freight cars, so probably best to copy that from a DTG freight car .bin.

Cheers,
Michael
You do not have the required permissions to view the files attached to this post.
User avatar
GreatNortherner
 
Posts: 1584
Joined: Sun Feb 15, 2009 11:19 am
Location: Czech Republic


Return to Rolling-Stock Design

Who is online

Users browsing this forum: No registered users and 1 guest