While searching through the double-stack car's .bin I found the mass of the car and its loading mass, both seemed a bit... off. What I stumbled across was:
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<Mass d:type="sFloat32" d:alt_encoding="0000000000003340" d:precision="string">19</Mass>
and
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<CargoDef>
<cContainerCargoDef d:id="38250680">
<MassInKg d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</MassInKg>
According to the developer's wiki car mass is in tons and the cargo weight is clearly labeled in kg's. This means that the empty well car running down the rails weighs in at 38,000lbs despite being listed by Husky (just for reference) at 50,500 lbs bare table and of course the cargo weight of 0 kg means that whether or not its loaded makes no difference as you add 0kg to the weight of the car even though it has a load capacity of 169,500 lbs (again as per Husky).
On the plus side they do actually use the proper physics equations, just completely wrong values to put into the equations. For instance, in the same .bin for the double stack car it lists the rolling resistance coefficient as 0.0015 when a University of Illinois study found the coefficient of rolling resistance to be .0010 making the cars in game ~50% harder to roll once they are moving. It seems that improper values were inputted in the beginning back in the Kuju days and rather than fix the problem, they simply adjusted all the values on new rolling stock as it was produced so that everything works well and plays nice together. I think that we could actually turn this into a simulator, but it will take some serious work.
Any thoughts?
