Freight Weight

Discussion of rolling-stock creation & re-painting.

Freight Weight

Unread postby JerryC » Tue Apr 19, 2016 1:54 am

I need some verification on a thought here. I'm making some mods to already-available rolling stock, and I have noticed that some of them have a Mass included in the Blueprint, but they do not have a specified Cargo Capacity. Will this not throw off the weight of a car that is supposedly loaded car, meaning it will be lighter than it is supposed to be?
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Re: Freight Weight

Unread postby ssbobz » Tue Apr 19, 2016 8:06 am

If it has no field for capacity is it even possible to "load" it?

Just asking, I really don't know much about how the blueprints work yet.
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Re: Freight Weight

Unread postby artimrj » Tue Apr 19, 2016 11:36 am

Been a while since I been in there, but there needs to be a cargocontainer section or something called similar to that. Some cars like tankers that do not show a load did not have that section of code. Find a car with a physical load like a coal hopper and check out it's bin file near the bottom. Also I beleive the weights are actually in UK tonnes.
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Re: Freight Weight

Unread postby ssbobz » Tue Apr 19, 2016 11:56 am

I do know that Mainelines PlateB and C boxcars have a mass of approximately 30 tons and a capacity of about 60'ish.
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Re: Freight Weight

Unread postby jalsina » Tue Apr 19, 2016 4:19 pm

JerryC wrote:I need some verification on a thought here. I'm making some mods to already-available rolling stock, and I have noticed that some of them have a Mass included in the Blueprint, but they do not have a specified Cargo Capacity. Will this not throw off the weight of a car that is supposedly loaded car, meaning it will be lighter than it is supposed to be?

There are two weight figures in a wagon. Mass which normally represents the empty weight of the wagon (net weight) and the Cargo component normally set as a child bp located in the car's xlm (bin) and that takes into account the load weight only. The addition of both makes for the gross weight or tare. There is a way to make that load animated via the xlm that child is pointing to. It is possible to set a cargo component with two values, but don't know how to do it yet.

However, be advised that the load weight (cargo component) will not be considered in Quick Drive (and the custom editor), meaning that any consist setthere,e will be by default fully empty (though you may edit it in the scenario builder to load fully or partially in a one-by-one wagon basis).

If the load is not to be animated (or on-off) then there is no reason why not deleting the cargo component child or set its weight to zero.
In the Abrams tank I released a couple weeks ago, I did so. I set the mass for the full weight (wagon plus tanks cargo) and the cargo component to zero metric tons. This way those flatcars will show fully loaded either in QD or elsewhere.
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Re: Freight Weight

Unread postby JerryC » Tue Apr 19, 2016 7:36 pm

Ok. The cars i'm looking at are box cars. They have a "tare" mass - the weight of the car only, but no specified cargo capacity. So, in a regular scenario, even if you check that the car should be loaded, it will not be. I can also assume that this will throw the physics on a loaded train off, causing a quicker starts and stops than would be expected.
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Re: Freight Weight

Unread postby artimrj » Thu Apr 21, 2016 9:10 am

The starts and stops of a loaded train would be slower. And yes, without the cargocontainer part in the bin it will not actually be loaded.
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