A little question about the brake physics of the freight car models (US stock).
Except for the hand brake, they don't have a "fixed" brake force setting, instead they use the" Max Force Percent Of Vehicle Weight" value, which sets the brakeforce in kN. According to the Wiki, a 100t car would then have 70kN max brake force with the default 70% setting of this.
Now my question is this: 70kN for a 100t car seems to be (quite a bit) too much.
Some of the state-of-the art MSTS brake settings (by Bill Prieger) have these values:
100t rail car, comp brake shoes, max. brake force: 23.8kN (that's a THIRD of the RW car!!!)
27.5t rail car, comp brake shoes, max. brake force: 12.2kN
Now, trying to get a single % value from these two numbers is a bit tricky. The loaded car would have 24% MaxForcePercentOfVehicleWeight, but the mt car would have 44%.
So what do you think would be the most sensible approach here when we have only one percentage number available in the RW wagon BIN file? Overbreak the loaded car, or underbreak the empty car by using the % value of the ld car?
Edit: I don't know how an actual train 'handles', nor do I understand much of maths and physics, so I can't properly test these tweaks. My only point of reference is how a fine-tuned MSTS train feels like (in general: much heavier, more 'sluggish' than anything RW can offer). Maybe somebody else can pick up here?
If I may daydream a little: if a sort of "realistic brake physics consensus" could be reached in the community, maybe it would even be possible to create a tool that could automatically edit a big number of cars' BIN files in one go? (If such a tool is even possible, my programming skills are on par with my maths skills
)Thanks,
Michael
PS: Here's how a modified brakes section could look like:
- Code: Select all
<TrainBrakeAssembly>
<EngineSimulation-cTrainAirBrakeBlueprint d:id="21415960">
<BrakeType>
<EngineSimulation-cTrainAirBrakeDataBlueprint d:id="21784744">
<EquipmentType d:type="cDeltaString">eAirSinglePipe</EquipmentType>
<MaxForcePercentOfVehicleWeight d:type="sFloat32" d:alt_encoding="0000000000805140" d:precision="string">24.0000</MaxForcePercentOfVehicleWeight>
<Control/>
<Handbrake>
<EngineSimulation-cHandbrake d:id="16118080">
<MaxForce d:type="sFloat32" d:alt_encoding="000000000070C740" d:precision="string">57000.0000</MaxForce>
</EngineSimulation-cHandbrake>
</Handbrake>
<GraduatedRelease d:type="cDeltaString">eTrue</GraduatedRelease>
<ProportionalBrake d:type="cDeltaString">eTrue</ProportionalBrake>
<MaxReleaseRate d:type="sFloat32" d:alt_encoding="000000608FC2ED3F" d:precision="string">0.9300</MaxReleaseRate>
<MaxApplicationRate d:type="sFloat32" d:alt_encoding="00000000295CDF3F" d:precision="string">0.4900</MaxApplicationRate>
<MaxCylinderPressure d:type="sFloat32" d:alt_encoding="0000000000004940" d:precision="string">50.0000</MaxCylinderPressure>
<PressureForMaxForce d:type="sFloat32" d:alt_encoding="0000000000004940" d:precision="string">50.0000</PressureForMaxForce>
<MaxSystemPressure d:type="sFloat32" d:alt_encoding="0000000000805640" d:precision="string">90.0000</MaxSystemPressure>
<MinSystemPressure d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</MinSystemPressure>
<Distributor/>
<EmergencyBraking>
<EngineSimulation-cBaseAirBrakeBlueprint-cEmergencyBraking d:id="16125440">
<TriggerRate d:type="sFloat32" d:alt_encoding="0000000000002440" d:precision="string">10.0000</TriggerRate>
<ReservoirPressure d:type="sFloat32" d:alt_encoding="0000000000805640" d:precision="string">90.0000</ReservoirPressure>
<ReservoirCapacity d:type="sFloat32" d:alt_encoding="000000A03A810040" d:precision="string">2.0631</ReservoirCapacity>
<ReservoirVolumeMultiplier d:type="sFloat32" d:alt_encoding="00000000295CF73F" d:precision="string">1.4600</ReservoirVolumeMultiplier>
<ApplicationRate d:type="sFloat32" d:alt_encoding="0000000000002440" d:precision="string">1.0000</ApplicationRate>
<ChargeRate d:type="sFloat32" d:alt_encoding="0000004033330340" d:precision="string">1.6800</ChargeRate>
</EngineSimulation-cBaseAirBrakeBlueprint-cEmergencyBraking>
</EmergencyBraking>
<AuxiliaryBraking>
<EngineSimulation-cBaseAirBrakeBlueprint-cAuxiliaryBraking d:id="23275320">
<MaxChargingRate d:type="sFloat32" d:alt_encoding="000000E0A370CD3F" d:precision="string">0.2300</MaxChargingRate>
<MaxReservoirPressure d:type="sFloat32" d:alt_encoding="0000000000005940" d:precision="string">100.0000</MaxReservoirPressure>
</EngineSimulation-cBaseAirBrakeBlueprint-cAuxiliaryBraking>
</AuxiliaryBraking>
<PressureUsedFromPipePerPoundGained d:type="sFloat32" d:alt_encoding="000000403333D33F" d:precision="string">0.3000</PressureUsedFromPipePerPoundGained>
<PressureGainedFromOnePipePounds d:type="sFloat32" d:alt_encoding="0000000000005940" d:precision="string">100.0000</PressureGainedFromOnePipePounds>
<RetainerType d:type="cDeltaString">eNoRetainer</RetainerType>
<TripleValve d:type="cDeltaString">eTrue</TripleValve>
<TripleValveRatio d:type="sFloat32" d:alt_encoding="0000000000000440" d:precision="string">2.5000</TripleValveRatio>
<RetainerSlowReleaseRate d:type="sFloat32" d:alt_encoding="0000000000002E40" d:precision="string">15.0000</RetainerSlowReleaseRate>
</EngineSimulation-cTrainAirBrakeDataBlueprint>
</BrakeType>
</EngineSimulation-cTrainAirBrakeBlueprint>
</TrainBrakeAssembly>

The one thing I can tell you is, at a full application of the automatic brake handle each cars brake cylinders will have approx. 63 - 65 lbs of pressure. If the empty car is light enough or if the track is wet / icy the wheels will actually slide. When you do get a skating condition, you'll actually pickup speed because of the loss of friction, but that's a little off topic for this thread. If the car is loaded, then everything will slowly come to a halt. Under ideal conditions a empty train will stop in a shorter distance with a lower brake application than a loaded train, so my way of thinking is to setup the cars for loaded weight, then maybe back that value off a percent or two as an adjustment for the empty weight?