Released Racetrack comments and issues

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Re: Released Racetrack comments and issues

Unread postby _o_OOOO_oo-Kanawha » Fri Aug 14, 2015 3:26 pm

The F40PH brakes: it seems the brake cylinder pressure needle is stuck at 17 PsI while released. Likewise the EQ seems stuck at 160 PsI, which I consider a core game engine bug.
When releasing the throttle, the trains slows down quite quickly at -14 MpH/m, which leads me to think the brakes are actually stuck.

The "5" HUD displays correct pressures, but the Havner HUD from TrainSimHelper v0.8 displays the same wrong pressures as indicated in the gauges.

What is the meaning of RED- application pipe and White - suppression pipe in the rightmost brake gauge? Do these trains use a 2 line pressure differential braking system? I don't quite understand Page 6 Note 7.
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Re: Released Racetrack comments and issues

Unread postby buzz456 » Fri Aug 14, 2015 3:58 pm

The more I play with this the more impressed I am. Bravo guys.
!*salute*! **!!bow!!**
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Re: Released Racetrack comments and issues

Unread postby barnez » Fri Aug 14, 2015 4:04 pm

FanRailer wrote:None of the units I mentioned in TS (aside from the M8) have a combined power throttle handle. On the AEM-7, dynamic brake is tied directly to the automatic brake handle via a 1/2 ratio; so if the auto-brake handle is at 60%, 30% dynamic brake is commanded. On the P32AC-DM, where the throttle does not have dynamic brake positions, dynamic brake is actuated based on the amount of air reduction in the brake pipe; the higher the reduction in brake pipe pressure, the stronger the dynamic brake. Once again, all braking (dynamic & air) on the units I specifically mentioned are controlled by the automatic brake handle only; there is no separate dynamic brake handle.

On the M8, there is a combined throttle/brake joystick, but in the braking position, the joystick commands both air and dynamic, with the level of dynamic being controlled by the reduction in the brake pipe pressure.


Hmmmm ... seems it would've been nice if we could've gotten use of these scripts. We're not DTG guys. We don't get access to their entire library, and unfortunately have very little time to investigate every piece of DLC that they put out.

The P32 does appear reasonably similiar to Metra's setup.

Without the ability to see further into the P32 script, I can say that the standard braking power application is likely reduced - despite the objections that we didn't do it right - the final effect to the player is the train stops when it's supposed to and in the appropriate distance.

Trains stopping Westbound at Lisle begin braking soon after passing the signal bridge east of the station - about the time the platform comes into view around the bend near the parking lot.

At Naperville they begin braking as they pass the signal bridge just after Columbia St overpass.

Try it from linespeed.

FanRailer wrote:But I do understand your choice of not scripting it in in such a way. I am more concerned about the brake gauges being all wonky as mentioned before this post and in the post immediately after this one lol. In addition, since this is passenger equipment, I'm under the impression that the brake pipe normal pressure should be 110 psi and not 90 psi. I know JohnS has the expertise to fix it though.


90psi is correct for operations on this line.

The wonky gauges are a core bug - we've been chasing our tails with them since the start.

-barnez
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Re: Released Racetrack comments and issues

Unread postby FanRailer » Fri Aug 14, 2015 4:58 pm

barnez wrote:
FanRailer wrote:None of the units I mentioned in TS (aside from the M8) have a combined power throttle handle. On the AEM-7, dynamic brake is tied directly to the automatic brake handle via a 1/2 ratio; so if the auto-brake handle is at 60%, 30% dynamic brake is commanded. On the P32AC-DM, where the throttle does not have dynamic brake positions, dynamic brake is actuated based on the amount of air reduction in the brake pipe; the higher the reduction in brake pipe pressure, the stronger the dynamic brake. Once again, all braking (dynamic & air) on the units I specifically mentioned are controlled by the automatic brake handle only; there is no separate dynamic brake handle.

On the M8, there is a combined throttle/brake joystick, but in the braking position, the joystick commands both air and dynamic, with the level of dynamic being controlled by the reduction in the brake pipe pressure.


Hmmmm ... seems it would've been nice if we could've gotten use of these scripts. We're not DTG guys. We don't get access to their entire library, and unfortunately have very little time to investigate every piece of DLC that they put out.

The P32 does appear reasonably similiar to Metra's setup.

Without the ability to see further into the P32 script, I can say that the standard braking power application is likely reduced - despite the objections that we didn't do it right - the final effect to the player is the train stops when it's supposed to and in the appropriate distance.

Trains stopping Westbound at Lisle begin braking soon after passing the signal bridge east of the station - about the time the platform comes into view around the bend near the parking lot.

At Naperville they begin braking as they pass the signal bridge just after Columbia St overpass.

Try it from linespeed.

FanRailer wrote:But I do understand your choice of not scripting it in in such a way. I am more concerned about the brake gauges being all wonky as mentioned before this post and in the post immediately after this one lol. In addition, since this is passenger equipment, I'm under the impression that the brake pipe normal pressure should be 110 psi and not 90 psi. I know JohnS has the expertise to fix it though.


90psi is correct for operations on this line.

The wonky gauges are a core bug - we've been chasing our tails with them since the start.

-barnez

hmmm ok. I just tested a switch over option to 110 psi brake pipe rating, and the gauges seem to play a little more normally; but I haven't completed my rounds of testing out the mods I've done to the equipment yet. Most likely, until JohnS finishes a finalized brake fix (like the one that we jointly released for the Coaster equipment and Amtrak California Pacific Surfliner Equipment; they work very well, I'd recommend checking them out), I may include the option to switch between 90 psi and 110 psi in the mod I'm working on now.
Last edited by FanRailer on Fri Aug 14, 2015 5:20 pm, edited 2 times in total.
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Re: Released Racetrack comments and issues

Unread postby barnez » Fri Aug 14, 2015 5:18 pm

FanRailer wrote:hmmm ok. I just tested a switch over option to 110 psi brake pipe rating, and the gauges seem to play a little more normally; but I haven't completed my rounds of testing out the mods I've done to the equipment yet. Most likely, until JohnS finishes a finalized brake fix (like the one that we jointly released for the Coaster equipment and Amtrak California Pacific Surfliner Equipment; they work very well, I'd recommend checking them out), I may include the option to switch between 90 psi and 110 psi in the mod I'm working on now.


The UI display might like it better, but BNSF/ Metra runs with 90psi as we have modeled.

That said, mod as you like - great thing about RW.

-barnez
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Re: Released Racetrack comments and issues

Unread postby FanRailer » Fri Aug 14, 2015 5:23 pm

barnez wrote:
FanRailer wrote:hmmm ok. I just tested a switch over option to 110 psi brake pipe rating, and the gauges seem to play a little more normally; but I haven't completed my rounds of testing out the mods I've done to the equipment yet. Most likely, until JohnS finishes a finalized brake fix (like the one that we jointly released for the Coaster equipment and Amtrak California Pacific Surfliner Equipment; they work very well, I'd recommend checking them out), I may include the option to switch between 90 psi and 110 psi in the mod I'm working on now.


The UI display might like it better, but BNSF/ Metra runs with 90psi as we have modeled.

That said, mod as you like - great thing about RW.

-barnez

!!*ok*!!
I also noticed that if brake pipe pressure is left at 90 psi, when you create a custom train set in consist builder with the cab leading, the train won't move when you notch up. However, changing the PSI to 110 fixes that problem.

I also want to note that the cab car bell is really fickle. Sometimes when the train loads, the bell won't play, but other times, if I re-load it after exiting the game and restarting the game, it will play lol. I'm wondering if that's a known issue.

Mod preview (updated traction physics for the locomotive, unpowered the cab car so that it does not provide tractive effort, removed coupler slack, locked prime mover RPM to 900 to simulate "screamer" mode):


This should be out later tonight after I eat dinner lol.
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Re: Released Racetrack comments and issues

Unread postby ex-railwayman » Fri Aug 14, 2015 5:32 pm

Well, firstly, I think we all must say thank you Buzz, for getting some branded textures out very quickly, so, we can all play our trains properly, not quite got the GP38-2s sorted out yet, but, there's no rush in that department.
The route itself is brilliant, although, personally I will make a few cosmetic changes with the scenery as I would like to add a few more trees and some ballast for the trackwork that has raised itself slightly in Cicero yard, and add a few more skyscrapers as I'm sure Chicago and the suburbs could do with building up a bit more, but, no problems with the operational side of things at all. Had some great fun in the Cab Car swaying along at 85mph with the warning lights flashing intermittently as I oversped on purpose, it's like Saturday Night in the Disco. *!lol!* I like some of the weathered look around the route, and the various eye candy that's been included on the layout, the kids play areas, the concrete blocks in the yards, it all adds to the 'feel' of the route and it runs as smooth as silk on my system. All the yards are very impressive and will cater for the small switching possibilities and running the major consists between them all, a huge thank you for the low poly rolling stock as that will populate certain areas and make the route look a bit more authentic, the stations and roads look very good and I can't really think of anything that's out of place, or, completely wrong, so, it looks like you've nailed it then Gents, many thanks to all concerned, I'm positive this will keep everyone amused for the foreseeable future, and would recommend it to those who haven't got it just yet. !*salute*!

Cheerz. ex-railwayman. !!howdy!!
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Re: Released Racetrack comments and issues

Unread postby barnez » Fri Aug 14, 2015 5:43 pm

FanRailer wrote:Mod preview (updated traction physics for the locomotive, unpowered the cab car so that it does not provide tractive effort, removed coupler slack, locked prime mover RPM to 900 to simulate "screamer" mode):


This should be out later tonight after I eat dinner lol.


A HEP mode is already present. Read manual.

Bell is a known issue, looking into it is a core issue.

-barnez
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Re: Released Racetrack comments and issues

Unread postby buzz456 » Fri Aug 14, 2015 5:50 pm

OK guys please take this insane brake discussion over to the problems or rolling stock design thread. It's not part of the route. I have been running this thing for two days now and have no problems with the way the brakes behave. If some of you want something else great. Go for it but please stop cluttering up route discussion here.
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Re: Released Racetrack comments and issues

Unread postby buzz456 » Fri Aug 14, 2015 6:05 pm

A couple of the West Chicago branch plus a few more running the main route.
Screenshot_The Racetrack - Aurora to Chicago_41.84795--88.30312_12-19-24.jpg
Screenshot_The Racetrack - Aurora to Chicago_41.87335--88.22776_12-04-27.jpg
Screenshot_The Racetrack - Aurora to Chicago_41.79666--87.95578_07-49-27.jpg
Screenshot_The Racetrack - Aurora to Chicago_41.86258--87.63706_08-06-44.jpg
Screenshot_The Racetrack - Aurora to Chicago_41.87838--87.63937_08-15-32.jpg
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Re: Released Racetrack comments and issues

Unread postby dr1980 » Fri Aug 14, 2015 7:03 pm

Fanrailer, any chance of an option to not "force" the HEP mode in your mod or instructions on how to leave it as is? I like the sounds of everything else you are including in the mod, but would like to retain the built in HEP options.
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Re: Released Racetrack comments and issues

Unread postby FanRailer » Fri Aug 14, 2015 7:15 pm

dr1980 wrote:Fanrailer, any chance of an option to not "force" the HEP mode in your mod or instructions on how to leave it as is? I like the sounds of everything else you are including in the mod, but would like to retain the built in HEP options.

Based on the fact that there is an HEP mode, I may leave the engine RPM as it is.

EDIT: just tried out the HEP feature, and I'm glad the time was taken to code it in.
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Re: Released Racetrack comments and issues

Unread postby barnez » Fri Aug 14, 2015 7:58 pm

The Workshop is already up & running. Spotted at least one scenario already:

http://steamcommunity.com/sharedfiles/f ... =499294994

!!*ok*!!

!*cheers*!

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Re: Released Racetrack comments and issues

Unread postby gtw5812 » Fri Aug 14, 2015 9:15 pm

This is a GREAT route! You guys have done an awesome job creating the feel of the area! Well worth the money! Thanks! !!*ok*!!

Best Regards,

Galen
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Re: Released Racetrack comments and issues

Unread postby dr1980 » Fri Aug 14, 2015 9:37 pm

Wow, I'm just running one of the all-stops scenarios, I can't believe how close a lot of these stations are, probably closer to typical subway stop spacing rather than commuter rail. No wonder Metra changes their brake pads so frequently :D

Must be hard on the engines too.
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