BNSFdude wrote:From Cesar:
"It will be updated with all the other packs in a few days. I made a heavy improvement in the script of the selctor and dynamic brake for this engine, so now I have to add it to the SP and UP liveries. So I will add the last version of your sound then. Unfortunately I had no time to include it in this release. Fixing the lua's bugs was a very hard task."
The sounds in them are temporary. The horns I included in the final version are much much better than whats in there now.
Have you had this conversation with Lord Mannu recently?
Meaning that after Lord Mannu has fixed the sound, we will have to wait for RSC and STeam to deliver the fixes?
We also need three axle bogie sound, BTW.
After reading the manual this morning, I found some switches high up in the cab that make the numberboards and class lights light up.
Who supplied the car models to this package, they reside in the DTM/SD45-NS/RailVehicles/Freight folder but look like Stephan's? The red NW caboose has no rear coupler, tail light or interior view, which is a pity.
I did put the car coupler files into the loco coupler folder and renamed them accordingly, so now both cars and loco's have connecting brake hoses. The couplers are still springy and get pulled out of their sockets so more tweaking is in order until RSC fixes them permanently and settles on
one Buckeye coupler for all rolling stock both old and new.
I usually add a tractive effort pseudo controller to the engine.bin file for readout using the Control List Dialog window, but serz.exe refuses to recompile my edited engine.bin.
In the menatime I have run my new SD45's up and down the COARW a couple of times. They look right at home in those West Virginia mountains pulling endless coal drags.
I don't know if the engine parameters, rpm and power curves are correct.
The engine.bin has 166.92 as mass, 0.5 as dry friction and 1.3 as sand friction multiplier listed. Max TE in the graph is 365.2. Everything appears reasonably normal to me, perhaps only the mass is a little too low, depending on units of measurement.
This web page list some other fugires not available on wikipedia:
http://www.thedieselshop.us/Data%20EMD%20SD45.HTMLSetting up a 14000 ton train with 3 SD45's up front and 1 pushing, gives me a 1 HP/ton "dog train".
Having played Run8 for a couple of weeks now, I know the difference that specific power figure makes.
Starting this train from level track, I can only go up to run 4 with sand applied before slippage will occur. RPM is only 608 and amps only 357 and the train barely crawls away.
So after some minutes, I throttle up to 6 and then 8 and finally the trains pulls away roaring under full power and reaches 25 MpH in a couple of minutes.
Sand needs to be applied often in the many curves along the Greenbrier River in any notches above run 4 while trying to reach and maintain timetable speed of 30 MpH.
Forwards visibility is quite bad from the engineer's seat due to the bulging cooling duct right in front of the cab. Constant switching between the seats is in order to call every signal.
You can slide the cab windows open. but then need to fold back the mirrors to view forwards with Shift-2. Even then many left hand curve's signals are barely visible in time.
Once on the .6% continuous grade, no amount of send can prevent slippage, only throttling back, so the speed falls as well, barely maintaining 10 MpH by the time of reaching the Eastern watershed and COARW's summit at Allegany, Va. Amps remain constant, which is wrong and is a fault of RSC's simulation model.
Going down the other side in dynamic brake mode, I suddenly got an "unknown derailment" error.

Game over.
Shouldn't the prime mover rev up when increasing DB power, especially on the SD45 where you flip the Selector handle and increase the throttle? I tried to hack this into the Kuju SD40, but found the sudden rmp changes unrealistic, another fault in RSC's simulation model.
Speaking of SD45's, anybody has this 3D model?
http://www.turbosquid.com/3d-models/emd-sd45-engines-locomotive-max/682250Interesting to see the texture sheet specifications and poly numbers. The 2K texture sheet means the whole length of one side the model must not exceed 2048 pixels (folds, nooks and crannies and all, before the sheet is stretched/distorted? Or should both sides fit into 2048 pixels because of front and rear end textures?