We shall build a locomotive not because it is easy...

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Re: We shall build a locomotive not because it is easy...

Unread postby PapaXpress » Mon Feb 27, 2012 4:47 pm

Another resource (Thanks to Lord Mannu):
http://www.rr-fallenflags.org/manual/MI-1010.pdf
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Re: We shall build a locomotive not because it is easy...

Unread postby Kali » Mon Feb 27, 2012 6:26 pm

I would recommend working in metric anyway - this is from someone in a country where we use both interchangeably but most old blueprints are still in imperial. Far easier to adjust the model if it's in metric, you only have to convert the measurements once.

Would love to do a MLW C-series ( or that gigantic 40's Baldwin ), but alas no time :(
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Re: We shall build a locomotive not because it is easy...

Unread postby PapaXpress » Mon Feb 27, 2012 7:49 pm

Put me down for the U25B.

I'll figure out the SD38-2 later.
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Re: We shall build a locomotive not because it is easy...

Unread postby Csxgp38-2 » Mon Feb 27, 2012 8:25 pm

I'm slowly attempting a Fairmont speeder, I need to learn how to make it run and put in ingame though, so I'd be willing to learn.
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Re: We shall build a locomotive not because it is easy...

Unread postby thecanadianrail » Mon Feb 27, 2012 11:26 pm

you know what, for the heck of it i will get 3DC, and hop on board with a SD60F!!! (or 50F depending on which i can get more info on...)
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Re: We shall build a locomotive not because it is easy...

Unread postby SMMDigital » Tue Feb 28, 2012 2:15 am

I don't find that conversion feet to metric in Railworks is all that much of a problem. I build my stuff in feet, then if I need to convert it for a blueprint, simply divide by 3.33. It hasn't caused any problems so far.
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Re: We shall build a locomotive not because it is easy...

Unread postby PapaXpress » Tue Feb 28, 2012 2:33 am

HAHAHAHHAHHAHAHHAHHA

ITS ALIVE!

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yea, ok... so its just the simple engine example. I am revising my estimate to 4 to 5 hours if you have never had the pleasure of using the engine blueprint.

For those rivet counters out there... yes I did change the size of the bogies. It made more sense to use whole numbers for all the centers than their 7.802 stuff.
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Re: We shall build a locomotive not because it is easy...

Unread postby Chacal » Tue Feb 28, 2012 8:27 pm

I did the simple engine in Blender. It's fully functional.
I will eventually publish a Blender version of the "Create an engine" dev document.

Screenshot_Bay of Quinte Railway_44.24878--76.98175_10-04-37.jpg
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Re: We shall build a locomotive not because it is easy...

Unread postby PapaXpress » Tue Feb 28, 2012 8:43 pm

Do your wheels turn? I just noticed on my simple engine that they do not. I wonder if I did something wrong.
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Re: We shall build a locomotive not because it is easy...

Unread postby Chacal » Tue Feb 28, 2012 8:57 pm

No they don't. Need to set an animation I guess.
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Re: We shall build a locomotive not because it is easy...

Unread postby PapaXpress » Tue Feb 28, 2012 9:04 pm

I know I am getting ahead of the tutorial, messing around and experimenting... but I want to tease. *!greengrin!*

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Re: We shall build a locomotive not because it is easy...

Unread postby SMMDigital » Tue Feb 28, 2012 11:38 pm

Exxxxxxxcellent! The more you guys play with this, the easier twill be when the tutorial starts up.

I haven't actually done the locomotive tut, so I don't know how they set up the wheels, but there is no animation involved that you have to set up. If your wheels are named and set up in your bogie blueprint correctly, they should turn without any further effort on your part. Something about six-axle locos and 3DC did catch my eyes over at UKTS just now though, so I will have to investigate that to see if there is a problem there.

I have had a few minutes today to work on the tut. Over forty points have been listed so far, up to this point...

locotut1.jpg
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Re: We shall build a locomotive not because it is easy...

Unread postby eyein12 » Wed Feb 29, 2012 10:25 am

SMMDigital wrote:Exxxxxxxcellent! The more you guys play with this, the easier twill be when the tutorial starts up.

I haven't actually done the locomotive tut, so I don't know how they set up the wheels, but there is no animation involved that you have to set up. If your wheels are named and set up in your bogie blueprint correctly, they should turn without any further effort on your part. Something about six-axle locos and 3DC did catch my eyes over at UKTS just now though, so I will have to investigate that to see if there is a problem there.

I have had a few minutes today to work on the tut. Over forty points have been listed so far, up to this point...

locotut1.jpg


Since making a loco is busted wide open feel free to toss questions at me too and I will help with somethings.
wheels are simple. the game engine is responsible for the animation. its all in the naming convention and blueprint set up. in order for your wheels to spin, simply create sperate parts and name the parts as follows:

bogies = trucks assuming you have 2 trucks, and 3 wheels per truck:

1_xxxx_bo01
1_xxxx_bo01wh01
1_xxxx_bo01wh02
1_xxxx_bo01wh03

1_xxxx_bo02
1_xxxx_bo02wh01
1_xxxx_bo02wh02
1_xxxx_bo02wh03

must be named this way and the wheels linked to their respective trucks. In your BP editor bogie blueprint simply plug in the measurements for distances each bogie is from center of unit. and you need to put the measurements of the distance your wheels are from centre of truck. must be as accurate as possible, so your trucks rotate. You must reset transform on each part and center to object otherwise you will crash.
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Re: We shall build a locomotive not because it is easy...

Unread postby PapaXpress » Wed Feb 29, 2012 12:12 pm

OK so may be this is where I got it wrong. Here is how I have my bogies grouped:

Grouping.jpg


Does this look correct?
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Re: We shall build a locomotive not because it is easy...

Unread postby eyein12 » Wed Feb 29, 2012 12:21 pm

why is there another 1_500_bo01 and bo02?

I have max but you have what looks like 2 parts in your hiearchy with the same Level LOD and tranform name. is that normal for your program? if it is then the first one looks good. you only need 1_0500_bo01 and the 3 wheels underneath linked up and same for the 2nd truck. you may need to fix your 2nd bogie so that it is at the top of the heirarchy. I think you need to change 500 to 0500 to express you want it to be seen in 500 meters or it may disappear when you camera around.
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