SMMDigital wrote:Progress... of sorts. I went back and made changes to 3DC file, turning the engine around so the front and back are faceing the right directions. I also made some minute adjustments to the wheels, and did some recalculations for the front and rear pivot points, and shortened the collision box by two meters (I didn't know when I started this project that I needed a degree in mechanical engineering and drafting!). For future reference, the general front and back pivot points in blueprints are not bogie pivots. They govern the couplers and how far apart the locos are placed when coupling.
I've added couplers aliased to the GP9, along with their pivot data, as well as the engine simulation scripts and control data. Now, the unit tracks the curvres properly, and I can couple the unit to other locomotives and cars in the World Editor without repulsion. I can also couple to locomotives and cars in the game. But, when I try to move the slug, I get the SoBHH. Better than launching them into the sky, but still not where it needs to be. Back to the forge!
SMMDigital wrote:I was aliasing the files in the GP9 Simulation and Engine folders, but i've decided to make my own in the Asset Editor, pluging in the values from the GP9. Same results, it will just keep the end user from having to copy over files from a DLC they may or may not have.
I did see at UKTS that you had asked a question concerning why the locomotive will not show up in the Asset Editor. Their answer was that it won't unless it was hooked to a simulation file. How did that work out?
PapaXpress wrote:I can't wait!
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