Newer braking

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Newer braking

Unread postby shadesman89 » Sat Aug 16, 2014 2:34 am

Does anyone know how to use the new braking Physics. Like the braking included with the Norfork Southern coal routes and the Canadian Pacific mountains?

ain't to input that system into my bnsf es44dc
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Re: Newer braking

Unread postby OldProf » Sat Aug 16, 2014 4:34 am

Hello! There's this thing called a "users' manual" that comes with every DLC package. For engines, it contains images and descriptions of the controls. Beyond that, there's usually at least one tutorial scenario, especially for newer features, such as an advanced braking system. Step 1: read the manual and look at the pictures. Step 2: run the tutorial scenario until you feel comfortable operating the engine (in this case). Step 3: try driving the engine in another scenario.

Simpler than this it does not get.
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Re: Newer braking

Unread postby mrennie » Sat Aug 16, 2014 5:15 am

If you mean you want to add those physics into another locomotive that doesn't have it at the moment, then you'd have to learn LUA scripting, work out how to fiddle with the brake control values in the engine blueprint through the script, and substitute its existing script for your own one (all without breaking what was scripted before - tricky if you can't actually read the existing script because it's in .out format).
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Re: Newer braking

Unread postby Chacal » Sat Aug 16, 2014 10:37 am

Yes, DTG has made sure you can't easily learn how to do that, by obfuscating the lua script.
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Re: Newer braking

Unread postby FanRailer » Fri Aug 22, 2014 10:03 pm

Chacal wrote:Yes, DTG has made sure you can't easily learn how to do that, by obfuscating the lua script.

Lol, so does anyone know how you would go about un-obfuscating the lua script? I've been toying with the idea of fixing the M8 braking so that it's dynamic only until under a certain speed, but obviously, that command is in the lua file... =_=
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Re: Newer braking

Unread postby Chacal » Sat Aug 23, 2014 1:11 am

No, presently I'm not aware of any practical way to decompile lua.
Some decompilers exist but none of them worked for me.
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Re: Newer braking

Unread postby Kali » Sun Aug 24, 2014 3:00 am

If it's not compiled with debugging symbols ( and the BPE strips those ) then there's no practical way other than reverse engineering by looking at the control values. You can write your own replacement script that encapsulates the existing one if you just want to add more functionality.
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Re: Newer braking

Unread postby _o_OOOO_oo-Kanawha » Sun Aug 24, 2014 4:30 am

Kali wrote:ou can write your own replacement script that encapsulates the existing one if you just want to add more functionality.


Is this the same Kali that was here a couple of year ago, and a master in blueprints and all matters physics?

How hard is it to write a lua script in modular sections: i.e. brake script, cab signals script, HUD/gauges srcipt, lights and particle emitter script? And put these sections together to match every engine so we have the same behaviour and consistent controls over a range of engines?

There are quite a few older engines with full scripts still in cleartext lua, like the old G-Trax Genesis?
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Re: Newer braking

Unread postby FanRailer » Sun Aug 24, 2014 7:50 am

Kali wrote: You can write your own replacement script that encapsulates the existing one if you just want to add more functionality.

Of course, but then this begs the question of where does one find the information to learn how to do such a thing? ;)
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