Bogie & Other Issues

Discussion of rolling-stock creation & re-painting.

Bogie & Other Issues

Unread postby ABStudios » Sat Jan 04, 2020 4:06 am

I've been having an issue thats been bugging me for awhile. The wheels tend to cave in whenever I enter the preview and in railworks. All the measurements are correct and I'm running out of ideas. Any thoughts?

Image
Image
Last edited by ABStudios on Tue Jan 07, 2020 1:58 am, edited 1 time in total.
Image
User avatar
ABStudios
 
Posts: 52
Joined: Wed Jan 25, 2017 1:51 am
Location: Chicago, IL

Re: Bogie Issue

Unread postby RailWanderer » Sat Jan 04, 2020 12:34 pm

I have had a similar situation, and have checked all my pivot points as stated in the Dev Docs on this subject and even got help from my friend Darlan and we still haven't figured out what went wrong.

Image

I use Max as my modeling tool.
RailWanderer (John)

He who walks the rails must be conscious of his environment.
User avatar
RailWanderer
 
Posts: 475
Joined: Wed Dec 14, 2016 9:00 am
Location: Ohio

Re: Bogie Issue

Unread postby thebigroyboyski » Sun Jan 05, 2020 1:45 pm

It's been a while since I built anything but I think your wheels are named incorrectly.
The wheels on your second bogie should be 03 and 04 and not another 1 and 2.
Edit; I just checked the grade crossing site and your naming looks ok.
Frontrunner in the file library now!
User avatar
thebigroyboyski
 
Posts: 579
Joined: Mon Jan 09, 2012 5:19 pm
Location: Ayrshire, Scotland

Re: Bogie Issue

Unread postby mikeadams2k » Sun Jan 05, 2020 4:47 pm

Are the Rotation (0 for all axis) and Scale (1 for all axis) for the wheels set correctly?
mikeadams2k
 
Posts: 194
Joined: Thu Mar 04, 2010 12:26 am
Location: Ocala, FL

Re: Bogie Issue

Unread postby ABStudios » Mon Jan 06, 2020 12:42 am

Thanks for the help guys. The real issue is that they were not centered in blender. BUT...... I got another issue. I cant get these guys to couple to other cars or vice versa:

Image

**!!bang!!**

Anymore insight?
Image
User avatar
ABStudios
 
Posts: 52
Joined: Wed Jan 25, 2017 1:51 am
Location: Chicago, IL

Bogie Issue

Unread postby DigitalRails » Mon Jan 06, 2020 3:34 am

I think both wagons must have same coupler configuration
DigitalRails
 
Posts: 107
Joined: Fri Aug 23, 2019 1:06 pm

Re: Bogie Issue

Unread postby ABStudios » Mon Jan 06, 2020 2:13 pm

What do you mean same coupler config? As in same height?
Image
User avatar
ABStudios
 
Posts: 52
Joined: Wed Jan 25, 2017 1:51 am
Location: Chicago, IL

Re: Bogie Issue

Unread postby thegevo5k » Mon Jan 06, 2020 2:22 pm

ABStudios wrote:What do you mean same coupler config? As in same height?


The type of coupler defined in the coupler blueprint has to be the same as the one you're connecting to
thegevo5k
 

Re: Bogie Issue

Unread postby kris120 » Mon Jan 06, 2020 4:08 pm

Regarding the couplers, read this:
https://www.christrains.com/en/ts_faq_p ... lings.html

According to your wheels:
Is your "Bogey Blueprint" setup correctly ? As I have understood, the position in Blender is not important, but I have never built waggons so far.

Kris
User avatar
kris120
 
Posts: 470
Joined: Mon Jul 22, 2013 3:19 pm
Location: Augsburg, Bavaria, Germany

Re: Bogie & Other Issues

Unread postby ABStudios » Tue Jan 07, 2020 2:03 am

Thanks for the replies but I got another issue that has to get resolved before that:
Image

I've been banging my head up against the wall the past 2 days trying to get these guys turned around. But cant !*hp*!

Here's some reference:

Image
Image

"Coupled"
Image

"Uncoupled"
Image

The uncoupled coupler seems to look fine:
Image
Image
User avatar
ABStudios
 
Posts: 52
Joined: Wed Jan 25, 2017 1:51 am
Location: Chicago, IL

Re: Bogie & Other Issues

Unread postby Chacal » Tue Jan 07, 2020 11:18 am

Compare your XML blueprint with one from a car that works correctly.
Over the hill and gathering speed
Chacal
Site Admin
 
Posts: 6509
Joined: Tue Jul 05, 2011 1:11 pm
Location: Quebec, Canada

Re: Bogie & Other Issues

Unread postby BNSFdude » Tue Jan 07, 2020 3:04 pm

Ah yea, butted couplers, it happens to me every time I make new couplers. I just flip the model in 3DS or blender in your case.
Anthony Wood
Audio Engineer - Searchlight Simulations
User avatar
BNSFdude
 
Posts: 2721
Joined: Tue Nov 29, 2011 1:46 am

Re: Bogie & Other Issues

Unread postby ABStudios » Wed Jan 08, 2020 2:33 am

BNSFdude wrote:Ah yea, butted couplers, it happens to me every time I make new couplers. I just flip the model in 3DS or blender in your case.


Yeah this worked. I thought it would be more advanced than this but I guess I'm just super dense!

Once I get the coupling issue with other cars and autonumbering down the car is pretty much releasable. I'll more than likely make a couple different versions though.
Image
User avatar
ABStudios
 
Posts: 52
Joined: Wed Jan 25, 2017 1:51 am
Location: Chicago, IL

Bogie & Other Issues

Unread postby DigitalRails » Wed Jan 08, 2020 9:27 am

There is an option in settings of the game called allow all couplings.
DigitalRails
 
Posts: 107
Joined: Fri Aug 23, 2019 1:06 pm

Re: Bogie & Other Issues

Unread postby ABStudios » Wed Jan 08, 2020 2:31 pm

I got it to work. All I had to do was rename “Buckeye” to “buckeye” (case-sensitive). That is why it only coupled to my cars, since my tankers’ couplers were the only ones capitalized. I also got the auto numbering down too and re-baked the textures. It’s lookin mighty delicious! Pics to come soon!
Image
User avatar
ABStudios
 
Posts: 52
Joined: Wed Jan 25, 2017 1:51 am
Location: Chicago, IL


Return to Rolling-Stock Design

Who is online

Users browsing this forum: No registered users and 1 guest