Odd coupling behavior

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Odd coupling behavior

Unread postby xcrosswitch » Mon Feb 10, 2014 3:25 am

I'm making another free roam activity on a cloned Pacific Surfliner route. I am getting strange coupling behavior. I have a three loco lashup of ES44's at Commerce(I am using Stevens Pass locos with 2 'no drivers' at the rear) I proceed in reverse down the track to Hobart yard to pick up a cut of huskys to take to San Diego. My peculiarity is when I approach the cut to couple up, some odd things happen. Firstly, at approximately 10 metres out, the first in line husky does this weird squat, like it's hunkering down ready to spring into action. Next, when I couple up at anything higher than 1 mph, the first few huskys flop over and it's bells ringing and game over. If I couple up at 0.2 mph as soon as the couplers engage, the whole train races down the track in the coupling direction for a few metres and I have to hit the brakes. Has anyone experienced this before? Sorry if it's been answered before. I did search but nothing relevant showed up.
I also noticed, there is a difference in the coupler height between the loco and the rolling stock. I don't know whether that's a factor? I should also mention, that the scenario plays out perfectly, once I am coupled up. !**conf**!

Cheers,

RobK
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Re: Odd coupling behavior

Unread postby PolyesterMafia » Mon Feb 10, 2014 10:59 am

This probably will not help as the situation is not the same, but maybe there is common ground.

I wanted to do a scenario where helper locomotives couple up to a broken down train. I made the broken train a Player with a simple destination. Upon coupling my locos to the rear of the train, the last six cars immediately flipped over. I tried it again, coupling up at .5 mph. The rear car rocked violently, but did not flip. I was able to complete the scenario, but was never again able to duplicate that success. All times after that the couple up flipped the last cars.

On a hunch, I removed the driver icon from the broken train, making it a static consist. Coupling from then on was perfect.
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Re: Odd coupling behavior

Unread postby Chacal » Mon Feb 10, 2014 1:00 pm

xcrosswitch wrote:couple up at anything higher than 1 mph, the first few huskys flop over and it's bells ringing and game over. If I couple up at 0.2 mph as soon as the couplers engage, the whole train races down the track in the coupling direction for a few metres and I have to hit the brakes. Has anyone experienced this before?


Yes this pops out on the forum from time to time.
If this is repeatable, try swapping cars until it stops. Then you have isolated the culprit.
This car probably has a problem with its coupling positions not matching its collision geometry.
Since you can't fix it in the asset editor because you don't have the source model, your choice is to stop using this car or fix it by changing values in the car blueprint.
You say the the coupler heights seem to not match, that would be your clue to check for coupler height in the blueprint.
The RSC dev docs (available here in the file library) have details about coupler height, collision geometry, etc.
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Re: Odd coupling behavior

Unread postby xcrosswitch » Tue Feb 11, 2014 12:52 am

I tried something different today. I placed a single loco at front of husky stack then came down to couple up with two units. I managed to stop the consist tilt error but the strange flexing of the consist and race away train still evident unfortunately.
Here's a short video of the coupling.

http://www.youtube.com/watch?v=3zK6BHhN ... e=youtu.be
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Re: Odd coupling behavior

Unread postby GSkid » Wed Feb 12, 2014 12:51 am

Interesting video. It's sort of like a very mild physics explosion. Like the cars physics are that of springs that are compressed and their energy is released when you couple to them.

I'm guessing this is just another example of the long history of physics bugs we've witnessed in this sim over the years. Dovetail in the last year or so seems to be making an effort to fix physics stuff like this. We'll just have to wait and see if this gets fixed.
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