Automax autorack cars?

Discussion of rolling-stock creation & re-painting.

Re: Automax autorack cars?

Unread postby PapaXpress » Thu Mar 07, 2013 12:34 pm

Did you check RailsimulatorCore? That corrected the SBHH problem for me.
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Re: Automax autorack cars?

Unread postby krellnut » Thu Mar 07, 2013 7:32 pm

Did you check RailsimulatorCore?


If you mean in the object filter, I've never seen RailSimulator Core within the Kuju folder as a option to click.
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Re: Automax autorack cars?

Unread postby PapaXpress » Thu Mar 07, 2013 7:34 pm

Maybe I am confusing it with another Kuju object. When I am online tonight I will check.
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"Just post some random unrelated text. We have members here who can help you with that." ~ Chacal
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Re: Automax autorack cars?

Unread postby danpmeyer » Fri Mar 08, 2013 12:49 am

In order to use the bar coupling you need to have the Kuju RailSimulator box checked since the bar coupling comes from the European set. In the next release I'll have it in a subdir for the AutoMax cars so you won't have to load all the European stuff that we never use...

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Re: Automax autorack cars?

Unread postby krellnut » Fri Mar 08, 2013 8:07 pm

Try as I might I can't get this to work. I've got them on the track without the; SBHH. But as soon as I put a loco down, hooked or unhooked; SBHH.
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Re: Automax autorack cars?

Unread postby danpmeyer » Thu Mar 21, 2013 1:04 pm

Hi everyone. After much testing, development and re-devlopment and learning new techniques, I have the next and hopefully final batch of AutoMax cars ready for testing. Here's the link and use the same password as before:

http://www.mediafire.com/?f1pot5fk2pgcci7

If you did not get a password from me, let me know and I'll send it to you via PM.

A short list of the changes:
1. Copied the Kuju bar coupler to a subdirectory under the car directory, so the Kuju\TrainSimulator does not need to be checked in the World\Scenario editor, so there is no big list of British equipment to scroll through and this should eliminate the SBHH errors that were happening due to couplers not showing up.

2. Using normal maps, a different shader and baking, the body panels are now "rippled" and the roof is "courrigated" even though they a really a flat smooth plane.

3. Moved some of the parts origins around to improve visibility

4. Added dynamic auto-numbering, with over 65 car numbers per model

5. Created 4 different road names, one for AOK with the AutoMax logo, 2 for BNSF with the circled cross and one for BNSF with the powerbar logo.

6. Improved car performance to fix derailment issues, however, cars may still derail at high speed. Watch your speed in turns, if the colored bullseye is going into the yellow, look out! After all these cars are 22 feet tall and their center of gravity is still like 10 feet above the rails.

Hope you guys can get them to work and like the changes. Also, on a development note, if there is anyone who wants to mess with the .bin files to move the collision box closer to the end of the cars so they can't be placed "inside" another car, feel free and then let me know how you did it. Every time I make a collision bigger than 5 long, I get errors and coupling issues.

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