Juxen wrote:Fanrailer's mods make the physics more bearable for sure, but the core physics in this game are quite bad, especially when running a heavy freight. Kind of hard to mod that. Mike Rennie's brake script has made the physics more tolerable, I'll admit.
Agreed. Sorry, but the brakes are just horrible. The way brakes work is that you move the brake and then it applies air. The sim currently runs such that the brake lever moves after you try to apply effort. Basically, the game tries to make a backwards way of applying brakes instead of how it actually works. Best sim I've seen that represents how brakes actually work is MSTS, especially on a long train.
As a side note, hoping TSW allows you to kick cars. TS currently freezes and crashes if you try to kick cars.
mrennie wrote:It sounds like you have no idea how air brakes work.
Juxen wrote:..............
.............. In the case of the SD80MAC, this is emergency. What it should do is let you move the brake handle to the desired position, then the sim starts applying air.
..........
Juxen wrote:mrennie wrote:It sounds like you have no idea how air brakes work.
As a former conductor and engineer, I certainly hope I do. My beef is that if you try to apply the brake (I'm assuming keyboard shortcut), the game waits a second, then moves the brake lever slowly until it reaches a random application point. In the case of the SD80MAC, this is emergency. What it should do is let you move the brake handle to the desired position, then the sim starts applying air.
The sim slowly applies/releases the brake handle to simulate the application of air, instead of having the handle move and other scripts handle the air application/release. My reference to MSTS/Open Rails is that you move the brake handle to whatever position you desire, then the air slowly releases throughout the train. When you move the brake handle to release, the air charges throughout the train.
mrennie wrote:Ah, the SD80MAC doesn't have my advanced brake scripting, that explains it. Try it with one of the Sherman Hill diesels, or better still, with the FEF-3 or Connie (they have the most advanced air brakes in the game).
JerryC wrote:I think the penultimate ( i love big words that I dont know what they mean but sound really cool ) improvement would be the ability to create a working hump yard. Doesn't work to well when the brakes lock down when you uncouple the car. I would imagine this would work better if the game were set up so that upon uncoupling the brakes were only applied if you set them by hand.
Penultimate. Giggity!
buzz456 wrote:Shortly this wish list and speculation will have the DTG people running screaming from the room.
JerryC wrote:buzz456 wrote:Shortly this wish list and speculation will have the DTG people running screaming from the room.
Wishes are like Moon Dew on a meteorite. It's nice to wish and speculate, but it's tempered with reality. After six years with the TSX engine (someone back in 2010 predicted it would go five), we are getting nicer graphics and long sought after muddyplayer. I suppose we should be happy with that, but you know we foamers are a most critical lot. Maybe a bit more info from DTG would quench the fires of want and yearing?
Penultimate. Heh. Heh heh.
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