GreatNortherner wrote:... And besides, on all default cars this percentage setting is also very high, giving unrealistically strong (or let's call them "arcade mode") brake forces on all cars. ...
GreatNortherner wrote:However, coming to think of it, I think your assumption is absolutely right, to get really accurate brake forces for MTs and LDs one would most likely need to set up individual car blueprints for both just like we did in MSTS. So we would have to sacrifice the in-game (un)loading features, but I could easily live with this if I can get my mile-long braking distances back.![]()
Cheers,
Michael
SCLJim wrote:So browsing through the different threads on physics, I think the general consensus was 12-13% for a loadable/unloadable car, to average things out. So my question is, what percentage would you use for a flat out empty and load? I'm guessing the 12-13% still for the load but what would be a good figure for the empty version?
philmoberg wrote:That said, there could problems with a wide variety of passenger brake valve schedules in a single consist.


GreatNortherner wrote:... I'm afraid Railworks is much too forgiving to simulate anything like this, I've been running long trains with mixed extreme brake settings strewn throughout the consist, and it didn't seem to have any bad effects on train handling. Probably because the air doesn't propagate along the train. ...

Users browsing this forum: Bing [Bot], gbeenz, Shaa and 1 guest