
I recently applied the appropriate running gear animations and would like to offer a few observations.
1. The tender has two trucks oriented mirrorwise. in keeping with the prototype, so the brake cylinders face toward the center. Because of this I used two separate bogey blueprints. However, when the locomotive is selected in free roam, the rear truck reverses itself so its brake cylinders face rearward. Moreover, its wheels rotate the wrong way. Mention is made of mirrored trucks in the TechDocs, but frankly it's not very clear what one is supposed to do or not do. I've tried several variations to no avail. The trucks on the ES44AC are mirrored like this tender is supposed to be and they work properly whether selected or not. I give up! What's the trick?
2. The locomotive has three trucks (bogeys): pilot, drivers and trailing. At first the Bogey group of my locomotive blueprint had only the pilot and trailing trucks and they operated correctly in terms of both truck and wheel rotation. Then I animated everything. Unfortunately, since I added the drivers to the Bogey group, the pilot and trailing truck wheels have ceased to rotate and the trucks jitter about as if they are hunting for the track path ("hunting" in the control-engineering sense of the word). As far as I can tell, the sole purpose of the driver bogey object is to serve as a container for the wheel diameter. And in fact the drivers do appear to rotate at the proper rate in relation to the rails. The Bogey group in my template has the above mentioned three bogeys listed in front-to-back order. The driver bogey pivots are 0, 0. The bogey template lists the wheel radius and gauge, and the offset of each wheelset from the 0, 0 pivot. The IA reference is listed under the second wheel, which is the primary driver of the prototype, but it doesn't seem to matter which one you choose. Why don't my pilot and trailing trucks work?
3. The running gear animations operate smoothly in Max, but not in RS. In Max I manually keyframed the rotation of the four wheels at the prescribed 22.5 degree increments, but I rigged the other parts using IK solvers along with an assortment of look-at, position and expression constraints. Once everything was working, I collapsed the trajectory of each part, which creates a key for each of the 16 frames, and deleted all of the helper functions. The animations still performed as before, so I exported the IA file. I would expect to see a minor amount of bumpiness in certain parts, as some of them don't necessarily reach the full extents of their kinematic motion at exactly the 16 key points. But I've observed several other, possibly fundamental problems. For example, all four driver wheels jump up and down a few centimeters when their rotation reaches about 270 degrees, as if they were running over something on the track. The main rods also bounce at the same time. The connecting rods appear to follow a set of 16 straight paths instead of a circle. One of the three lubricator linkages is jerky even though they were all rigged the same way. It has been reported in another forum that what I'm seeing may be the result of a software defect. Since I'm not adept at deciphering hex code of the sort that is used in the IA files, I have no idea what's going on or how to fix it. Anybody?
Animations in MSTS behave reliably, and they are easy to create, debug and edit. Overall, Rail Simulator represents a significant improvement over its predecessor, but in the area of animation I fear it may have lost some ground. I hope it's just me!
