Update on the steamers

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Re: Update on the steamers

Unread postby jalsina » Fri Nov 20, 2015 2:20 pm

dtrainBNSF1 wrote:Interestingly enough I just got a PM from Mavadelo who has taken the physics upgrade I released and some modifications by Kevzombie to fix the sounds issue and released them here at this site: http://www.wolfdenmedia.nl/download/upb ... nd-update/

I've given him permission to distribute it, but I also mentioned that I can get a newer, more improved set of physics to him.

Until then, drop by his site and check out his download. I've already downloaded it and I'm going to make my physics tweaks to it.


Having looked at the engine bins, both from your mods and from the new update, it is obvious that what has to be updated are not your files but the DTG engine bins and incorporate your physics fixes. Otherwise we will be loosing several sounds that were not aliased in TS2015. !*hp*!
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Re: Update on the steamers

Unread postby Mavadelo » Fri Nov 20, 2015 3:17 pm

not a single sound is lost in the download on my site as it only adresses the Horn and bell and redirects the sounds to the now proper location

why am I even "defending" myself here
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Re: Update on the steamers

Unread postby buzz456 » Fri Nov 20, 2015 3:37 pm

Mavadelo wrote:not a single sound is lost in the download on my site as it only adresses the Horn and bell and redirects the sounds to the now proper location

why am I even "defending" myself here


look at it as kind of trying to clarify the facts. *!greengrin!*
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Re: Update on the steamers

Unread postby Mavadelo » Fri Nov 20, 2015 4:11 pm

buzz456 wrote:
Mavadelo wrote:not a single sound is lost in the download on my site as it only adresses the Horn and bell and redirects the sounds to the now proper location

why am I even "defending" myself here


look at it as kind of trying to clarify the facts. *!greengrin!*

lol, good point :) *!!thnx!!*
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Re: Update on the steamers

Unread postby dtrainBNSF1 » Fri Nov 20, 2015 4:19 pm

buzz456 wrote:
Mavadelo wrote:not a single sound is lost in the download on my site as it only adresses the Horn and bell and redirects the sounds to the now proper location

why am I even "defending" myself here


look at it as kind of trying to clarify the facts. *!greengrin!*


I see what Jalsina's saying (I think); it's a diagnosis of why the sounds stopped working post-DTG update and what needs to be done to fix it. Fortunately Kevzombie has figured out that bit. There is no need for a defense here.

IN ANY CASE updated physics for the Big Boy post DTG-update and after applying the sound fix included with the download from Mavadelo's site will be coming in the near future - just need to finish up class today and I can get right to work on it. It shouldn't take too long. I've also heard something that the DTG update removes functionality from the cylinder cocks again, so that will be addressed again.

As far as the headlight, does it do what it did before and just skip straight to 2 after pushing the h key once or is something else going on? (My copy of TS2016 is kept on a removable 500GB hard drive at my apartment, and my apartment has no internet access, so I haven't actually had a chance to apply DTG's update yet *!embar*! )
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Re: Update on the steamers

Unread postby jalsina » Fri Nov 20, 2015 4:28 pm

Mavadelo wrote:not a single sound is lost in the download on my site as it only adresses the Horn and bell and redirects the sounds to the now proper location

why am I even "defending" myself here

Nobody is talking about your upload today. I am going a step forward.
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Re: Update on the steamers

Unread postby dtrainBNSF1 » Sun Nov 29, 2015 9:39 am

Well, it's been one hectic week for me with the Holiday and all, but the Big Boy's been fixed.

Overall improvements:
-The power curve is more believable
-Water mass has been increased
-The particles have been readjusted
-The cylinder cocks now function again
-All new sounds now work with the mod (LOVE the new chuffs and the whistle at least is better than 2013's version; not sold on the bell however *!rolleyes!* )
-Increased the activation distance for sounds so that they can be heard from farther away (1/2 mile)
-Readjusted weight and fuel amounts again
-Overall improved boiler behavior
-Couplings should not stretch now
-Numbering scheme on tender has been corrected again
-The loco information page has been updated to reflect changes in weight and fuel amounts

Now about them headlights:
They work, and they don't. When using the F4 HUD if you push H it will go straight to 2 (rear light only). However with the F4 HUD off the headlight will go to 1, and if you press it again it will go to 2. So my advice: If driving with the F4 HUD on, just click the headlight button. With the F4 HUD off use the H key.

There does seem to be an issue with turning off the injector water similar to the Challenger. I have gotten it to shut off before, but I've never been really sure how I did it on test runs *!embar*! It's a procedural thing, not necessarily a programming issue. I'll figure it out. !!det!!

Look for this in the library here and at Mavadelo's site sometime in the near future. If you haven't dropped by yet, go ahead and check him out here: http://www.wolfdenmedia.nl
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Re: Update on the steamers

Unread postby dtrainBNSF1 » Tue Dec 22, 2015 12:33 pm

Well, it's been a while guys, and a lot has happened.

When I finished up the business of the BB mod for Mavadelo I seriously had to rearrange time to finished end of semester stuff (projects, exams, music juries, etc.) then after all that was finished I caught the flu (a couple of days' rest and I'm feeling much better thanks), then I had to go Christmas shopping and now just today my external hard drive where I keep my installation of TS2016 and all the mods went on the fritz and my laptop stopped recognizing it. So next wednesday I'm heading into Geek Squad to have it checked out and figure out what the exact issue is.

Simply put, depending on what's wrong, how much $$$ it takes to fix and how long it takes to fix I'll be on a forced hiatus for a while until everything gets straightened out. *!sad!* I'll be back, but it could take a bit.

Until I get my drive back, have a Merry Christmas and a Happy New Year and here's hoping that next year will be better than this one *!greengrin!*
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Re: Update on the steamers

Unread postby dtrainBNSF1 » Fri Jan 01, 2016 6:01 pm

So about the hard drive:

I figured out what was the problem. It had developed a short right at the point where the USB cord enters the drive, and if I applied direct pressure to that point then the drive would work just fine. It was going to cost me $50 just to drop by geek squad, and then the base price for repair would start at $250, and more than likely climb from there and then I'd be out a drive for at least a month. That didn't sit well with me !*not-ok*! .

I decided it would be easier and cheaper to temporarily move everything from the drive onto my computer and then buy a new drive. So TS2016 is back up and running on my end, and all mods are removed as this is a brand new install (luckily I've got backups of most of my recent work; the rest of it is stuff I meant to tweak on anyway).

So once I get everything put back together mod-wise, work will continue.

Happy new year y'all! !*cheers*!
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Re: Update on the steamers

Unread postby jalsina » Fri Jan 01, 2016 7:46 pm

Happy New Year, David! !*cheers*!
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Re: Update on the steamers

Unread postby dtrainBNSF1 » Fri Jan 22, 2016 12:38 pm

Alright guys, I've been back in business for a bit now. School's back in session, so any work on mods will have to be done on weekends.

A bit of a discussion about the mods:

Most of the improvements I make on the mods nowadays for locos like the Challengers, Big Boys, Berks, etc. are little things here and there. I'm getting to the point that there's not much else I can mod without having to be a professional developer/programmer and tearing the model completely apart and sticking it back together again.

For the base models of the steam locomotives available in the steam store, I am planning one last round of mods. This next and last round will be the best that I've figured out how to do over the last year-and-a-half working in game and studying other outside sources such as archives, footage, official sites, and even horsepower to speed charts from ALCO, Lima, and Baldwin for various locomotives. In addition over the last month I finally discovered an official rule of thumb used by locomotive builders to approximate the top speed of a locomotive pre-1910, post-1910, and during the Superpower era (which if you've been following the thread you'll know that that particular bit of information has been very hard to come by). Based on these calculations, I have settled on the following for top speeds for the following locomotives (in projected release order):

SP AC 10-12: 87mph
PRR K4s: 100mph
NKP S-2: 96mph
SP&S E-1: 106mph
SP GS-4: 110mph
UP Challenger: 86mph
UP Big Boy: 85mph

Each of these are actually pretty close to what I originally estimated, but it's nice to finally have something a bit more exact for these mods *!greengrin!* . This figure is important because it helps to better put together the appropriate distribution of power given the speed.

Based on this information, the power curves will need to be adjusted (heck I've never programmed the Big Boy to go over 80 before). Also, last summer I made a big deal about figuring out how to calculate exponential functions in applications to steam locomotive mods. I've decided for this last round to go with a more linear model because in TS tractive effort is determined not just by the speedvste file but also in tandem with the speedvscutoff file. Both of these files working together will probably make the bell curve without the exponential function anyway.

To preserve the integrity and experience of scenarios already written for the workshop by users who probably over 90% of the time don't use the mods and for any career scenarios already written by DTG, this next round of mods will not replace the base models. They will create an alternative that will have the prefix MOD in the scenario editor. For locos such as the Big Boy and the Challengers which had at least 1 sub class, I will also be making alternatives to represent each sub class (so for example for the Big Boys you'll have locos that represent the 4884-1 class and the 4884-2 class).

Numbering schemes for all locos will be overhauled (where necessary) to represent every member of their respective classes.

Due to how long it takes to write scenarios, no scenarios will be written for the release of this next round of mods.

I'll start with the release of the AC 10-12 class since that's been on the back burner the longest. Then I'll release the K4s, etc. like the list above. I want locos that haven't had a physics mod applied to them yet put out there for everyone to enjoy and give you guys something new to play with.

The GS-4, E-1 and S-2 will come in one download that will update all of them at once. Same for the Big Boy and the Challenger. That will be a total of 4 downloads for this last round.

When these are out of the way, I can finally get to work on the repaints here in the library, which I've intended to do for a while now, but have continuously been sidetracked on. I'll start on the GN 4-8-4 repaints, then the Kanawha, the Pere Marquette berks, and the Erie + weathered berks. Other repaint physics mods will be done by request.

I'll also take some time once the mods for the base models are released to write some scenarios. BTW, anybody know of a good route where I can take a berk for a decent fast freight scenario? Horseshoe curve is okay for modern excursions, but the wrong area for period scenarios. Same for Castle Rock. The berks probably wouldn't do too well over on Donner Pass and Marias Pass, and the same goes for Stevens. Also, it just doesn't "look" right on Cajon Pass. Any suggestions from the library?
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Re: Update on the steamers

Unread postby dtrainBNSF1 » Fri Jan 29, 2016 4:51 pm

Progress report:

Last weekend work progressed very smoothly on the Cab Forward. I left off doing some physics tests over Donner Pass with a loaded train. Top speed's good; tractive effort's good; improved some figures relating to friction; about all that's left is to make some adjustments to the injectors and I think she'll be all set hopefully by next weekend.

I expanded the scope of the upgrade; a new coupler fix will be included to eliminate floating couplers and rubber band-like slack action. Also weights will be adjusted on the included freight stock; the reefer will have the same base weight as printed on the side of the car and will have a capacity equivalent to what's printed on the side of the car - I would think reefers were usually run at full tonnage due to the nature of reefer service and the popularity of the PFE. The boxcar will have its base weight adjusted to what's printed on the side of the car, but as far as the loaded weight I don't know if I should adjust it to full capacity or something more like 2/3 printed capacity.

Any thoughts? *!question!*
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Re: Update on the steamers

Unread postby dtrainBNSF1 » Fri Jan 29, 2016 5:08 pm

Also I'm just now watching Matt Peddlesden take the S-2 on a workshop scenario. His reaction to the "missing texture" in the firebox around 8 minutes in made me grin admittedly and then at 26:25 or so he made the biggest understatement about this dlc ever: "This things runs out of steam quickly." I thought to myself "Be glad you're not going uphill - you thought you were running out of steam quickly before!"
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Re: Update on the steamers

Unread postby railroadman » Wed Feb 10, 2016 7:00 am

*!!thnx!!* for your hard work i love i see i got bigboy and challenger upgrade from a friend on this site and it may have been you how made it he didnt say who made it he told me a fix was on the site and came here to get it and he helped me install it i wanted to say thank you for your hard work *!greengrin!*
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Re: Update on the steamers

Unread postby jalsina » Wed Feb 10, 2016 12:47 pm

About three or four months ago there was a thread in Steam related with the bug that cause the "ran of water" error when steamers are used in double headers. We are sure this is a core bug that has no solution so far. Mike Rennie participated himself and he posted some results obtained with his Connie.

However some people realized the Challenger has that issue when used as a single loco, normally pulling a hard consist in hard grades.
There is a Cajon Pass scenario where some people and myself realized about the problem. I did several tests with more water fill, less water and other variables which was documented in that thread.

In my case I am using the Challenger physics mod that is here in the library:
http://railworksamerica.com/index.php/download-library/accessories?view=document&id=1566:challenger-physics-upgrade&catid=24:accessories
I don´t know if others used the original physics or a modded one, but I know at least of the author using the same mod as me.
I never was able to reach the Cajon summit.

In case you want to try the issue, this is the workshop scenario I am referring to:
http://steamcommunity.com/sharedfiles/filedetails/?id=474081883

During those events, I tried also the Big Boy in the same scenario pulling the same consist and it did very well to get to the summit.
I currently use a mod for the Big Boy that includes all your physics information (not the mod that was promoted in Steam after TS2016) plus several additional and modified particles and the horn and bell I uploaded here (with recordings by others). But at that time I was only using the two mods you posted in RWA.

If I can be of any help please feel free to contact me. !!howdy!!
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