Page 1 of 2

Sherman Hill Turntable Derailment

Unread postPosted: Sat Sep 03, 2016 11:39 am
by ZekTheKid
The problem is kinda weird. There is a section in the turntable where there is no track in front, making it speed up to the next track, but that apparently causes the locomotive on the table to shake and derail.

Does anyone know how to fix this? And is ther a way for the table to spin in the opposite direction? All help is appreciated. *!!thnx!!*

Re: Sherman Hill Turntable Derailment

Unread postPosted: Sat Sep 03, 2016 11:59 am
by buzz456
What locomotive is de-railing?

Re: Sherman Hill Turntable Derailment

Unread postPosted: Sat Sep 03, 2016 12:03 pm
by ZekTheKid
buzz456 wrote:What locomotive is de-railing?

Every single one that hits the open area with no track.

No, I don't mean I let the locomotive fall into the turntable. !**duh*!!

Re: Sherman Hill Turntable Derailment

Unread postPosted: Sat Sep 03, 2016 12:15 pm
by buzz456
Where are you Cheyenne?

Re: Sherman Hill Turntable Derailment

Unread postPosted: Sat Sep 03, 2016 12:16 pm
by ZekTheKid
buzz456 wrote:Where are you Cheyenne?

Yes.

Re: Sherman Hill Turntable Derailment

Unread postPosted: Sat Sep 03, 2016 12:25 pm
by buzz456
I can't even get the thing to turn.

Re: Sherman Hill Turntable Derailment

Unread postPosted: Sat Sep 03, 2016 12:25 pm
by ZekTheKid
buzz456 wrote:I can't even get the thing to turn.

Not even by clicking it?

Re: Sherman Hill Turntable Derailment

Unread postPosted: Sat Sep 03, 2016 12:27 pm
by buzz456
I tried clicking on it and using the g key neither worked so I guess I can't help you.

Re: Sherman Hill Turntable Derailment

Unread postPosted: Sat Sep 03, 2016 12:30 pm
by ZekTheKid
buzz456 wrote:I tried clicking on it and using the g key neither worked so I guess I can't help you.

Maybe the loco was too close to the edge of the turntable?

Re: Sherman Hill Turntable Derailment

Unread postPosted: Sat Sep 03, 2016 12:38 pm
by buzz456
I got out of the game and re-started. Now it works. I used the shift+g key just tapping the g key as quick as I could and ran it around twice and it worked without running away. Stopped at every track and went by the space without running away.

Re: Sherman Hill Turntable Derailment

Unread postPosted: Sat Sep 03, 2016 1:02 pm
by ZekTheKid
buzz456 wrote:I got out of the game and re-started. Now it works. I used the shift+g key just tapping the g key as quick as I could and ran it around twice and it worked without running away. Stopped at every track and went by the space without running away.

Eh? Here's my problem:
https://www.youtube.com/watch?v=QQ3agN6 ... e=youtu.be

Re: Sherman Hill Turntable Derailment

Unread postPosted: Sat Sep 03, 2016 1:04 pm
by Ericmopar
It has to do with the actual track physics, so a person has to make sure the engine is perfectly centered on the turntable. If the engine isn't centered, it will be off balance when the turntable turns, and get thrown off.

Re: Sherman Hill Turntable Derailment

Unread postPosted: Sat Sep 03, 2016 1:17 pm
by ZekTheKid
Ericmopar wrote:It has to do with the actual track physics, so a person has to make sure the engine is perfectly centered on the turntable. If the engine isn't centered, it will be off balance when the turntable turns, and get thrown off.

Would be easy with a diesel. So you need to even out the weight with the locomotive and tender in order to avoid the derailment?

Re: Sherman Hill Turntable Derailment

Unread postPosted: Sat Sep 03, 2016 3:12 pm
by _o_OOOO_oo-Kanawha
In the prototype, turntable bridges come in one piece spans and twin span styles.
The locomotive needs to be balanced on single span bridges which relied on a heavy center pivot and non-load bearing wheels at the ends.
Larger bridges were of the twin span style, with the bridge hinged close the center. On these, the locomotive doesn't need to be balanced, as its weight was divided over the center pivot and heavy rollers at either end running over substantial circular rails inside the pit.

One would assume Big Boy needs to be turned at Cheyenne, so a twin span style would be prototypical.
Interestingly, this article states it was a continuous span, i.e. single span type? http://www.rgusrail.com/wyuproundhouse.html
The thin shape suggest however the ends were load bearing, so the locomotive doesn't necessarily have to be balance precisely.
https://www.youtube.com/watch?v=4rJ2kUDm9Y8
https://www.youtube.com/watch?v=UFD07mJQH6k note how fast it rotates the Big Boy and the front pilot overhang (err, is Big Boy a male or female since steam locomotives are usually referenced as a 'she', much like ships).
'
In the game however, there is no such distinction. There have been problems with turntables reported before, concerning too rapid acceleration/deceleration and an incorrect high center of mass of the locomotive to be turned.

EricMopar could very well be right, large steam locomotives and 'empty' tenders could lead to imbalance. And since Big Boy is considered two engines by the sim, the distribution of mass might be even more off.

You could experiment with FEF, Challenger and Big Boy and find out which gets thrown off.
Perhaps the rotational speed of the bridge can be lowered as well?

The tracks don't necessarily have to be visually aligned for the locomotive to be able to enter or leave the bridge. When in "9" view the blue track line matches, the game thinks the tracks are aligned.

Re: Sherman Hill Turntable Derailment

Unread postPosted: Sat Sep 03, 2016 3:13 pm
by Ericmopar
ZekTheKid wrote:
Ericmopar wrote:It has to do with the actual track physics, so a person has to make sure the engine is perfectly centered on the turntable. If the engine isn't centered, it will be off balance when the turntable turns, and get thrown off.

Would be easy with a diesel. So you need to even out the weight with the locomotive and tender in order to avoid the derailment?


I've always had luck just centering a steam engine and tender.
I agree with the thoughts on the turntables starting and stopping too quickly as well.