Eyein has soundtransit repaints for Seattle to Tacoma
*Whispers to myself* I can do what dad has to do on some days! IM FREEEEEEEEEEEEEEEEEEEEE!

BNSFdude wrote:The dynamics are only really effective until 60MPH.
BNSFdude wrote:The dynamics are only really effective until 60MPH.
mrgreen wrote:Okay I did some counting.
In the simulation file (not sure if this is prototypical since I can not find any sources on the Internet) the F59PHI has 155kN of dynamic brake-force (35 * 1000 lbf = 155kN).
155 divided by 405 (Locomotive weight + 5 cars or 120 + 5*57) gives a deceleration of 0.38m/s^2, so to get the 2mph/s (0.89m/s^2) deceleration that Kanawha was talking about the average MaxForcePercentOfVehicleWeight would have to be 51.
I'm not sure the 2mph/s figure was with a single locomotive or a whole trainset.
EDIT: Do dynamic brakes follow the same "rules" as traction, i.e. available traction is never more than power divided by speed?
If that was true 155kN (or 100% of dynamic brake force) at 60mph would require ~ 4.2MW.
BNSFdude wrote:i did a lot of the setting up, but I wasn't given the time to LUA Script anything advanced.
Dynamic Brake force, and Tractive Effort are taken from real world values.
The Dynamics reach maximum force at the same speed of Maximum Continuous Tractive Effort, around 12.4 MPH. The maximum effective speed is 60MPH.
With practice in the game, I've learned to make quite smooth stops. What I do is start using my dynamics from about a mile or so away when uner 79, just to bring my speed down to around 50, then I start blending it with air brakes to really slow it down for the platform.
mrgreen wrote:Kanawha: was the 2mph/s figure in your OP from a single unit or a trainset? And was it full service and full dynamic?
buzz456 wrote:I did discover that the instructions about waiting ten seconds before engaging the dynamic brake seems to make it work a whole lot better. Made it down the big hill with just one little touch of the brakes on the 2% grade. Working as advertised I think.
_o_OOOO_oo-Kanawha wrote:mrgreen wrote:Kanawha: was the 2mph/s figure in your OP from a single unit or a trainset? And was it full service and full dynamic?
I assume it is the maximum desirable service rate, using the blended brakes, i.e. dynamics and train brakes combined for the whole trainset.
The cars also have some sort of blended braking, one would assume the self ventilating disc brakes come in first and deliver about 60% of the braking power, the thread brakes come in later and deliver 40% of the braking power. What the cut-in point of the thread brakes is I haven't found out yet, I assume from a certain train line reduction. They certainly must have come in at the full service reduction of 26 PsI.
I follow the same procedure as BNSFdude after a few rounds of practice with the first three scenarios. But I ease off on the train brakes before they bite the train to a halt, making the final stop on the independent with the train brakes already releasing. So when the highball comes, my train is able to start right away without the wait for the train brakes to release. Therefor I value correct pressure gauges.
According to this blog, parts of the Surfliner route have ATS: http://www.metrolinktrains.com/news/?id=4341
surflinerstories.blogspot.nl/2012/09/remote-control.html
or read in on trainorders.com, railforum.com or westcoastrailforums.com and probably more. There is a lot of info I haven't yet perused.
[quote "buzz456"]I did discover that the instructions about waiting ten seconds before engaging the dynamic brake seems to make it work a whole lot better. Made it down the big hill with just one little touch of the brakes on the 2% grade. Working as advertised I think.
Return to DTG DLC Development & WIP
Users browsing this forum: No registered users and 1 guest