Pantograph Heights

Discussion of rolling-stock creation & re-painting.

Pantograph Heights

Unread postby ArcticCatZRT » Fri Dec 09, 2011 9:16 pm

Hello everyone!

Tonight I just got the GG1 and I am very happy, but I have a question. I would like to run it on some of the european routes(I know, not prototypical, but thats why I like the game, you can do almost anything with it) and I was wondering is there anything that I can do to edit how far the pantograph goes up, since the heights are different between US and European routes in terms of overhead wires. I do have RW-Tools, so editing files will not be an issue.

Thanks for any help that can be given! *!!thnx!!*

Best Regards,
Cat.
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Re: Pantograph Heights

Unread postby Kali » Sun Jan 01, 2012 6:08 am

Might have been me who mentioned it, might not; anyway you'd have to completely script the pantograph animation & make it stop a bit earlier.
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Re: Pantograph Heights

Unread postby robbit » Sun Jan 01, 2012 6:03 pm

I have a Pantograph question But it is for the Class 86.
proper configuration of a consist is if you have a rear engine it is suppose to be dead with the pantograph staying down. Portraying the second engine being there in case of one of the front engines breaking down.
I am trying to accomplish this but can not figure out how.

The rear engine is attached when the scenario begins. there is no connecting anything by the player. You just get in and drive.

Anybody have any Ideas or know if it is even possible?
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Re: Pantograph Heights

Unread postby Kali » Sun Jan 01, 2012 6:09 pm

Set the rear engine dead in the flyout. You'd provide a diesel as a backup engine btw, only ever done for railtours.
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Re: Pantograph Heights

Unread postby robbit » Sun Jan 01, 2012 7:17 pm

Tried that did not work Could not get in the engine so It was dead but Pantograph still went up. I suppose a diesel as backup would work, might even make sense lol. But still would like to use it my way
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Re: Pantograph Heights

Unread postby arizonachris » Mon Jan 02, 2012 12:15 am

OK, time for a dumb question. Does the pantograph height even matter? Or is it (no offense intended, guys) just a rivet counter thing? Does the locomotive still run? Reason I ask is I would love to put the GG1 on several different routes, but I have been reading about this pantograph thingy. So does it matter? Really?
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Re: Pantograph Heights

Unread postby robbit » Mon Jan 02, 2012 12:22 am

The tracks have to be electrified whether it is overhead or third rail but the pantographs are just eye candy as far as I know, but I could be wrong
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Re: Pantograph Heights

Unread postby Hawk » Mon Jan 02, 2012 10:24 am

What the heck. Let's get technical about this.
The pantograph adds to the realism. *!greengrin!*
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Re: Pantograph Heights

Unread postby secondhandhero » Mon Jan 02, 2012 10:29 am

arizonachris wrote:OK, time for a dumb question. Does the pantograph height even matter? Or is it (no offense intended, guys) just a rivet counter thing? Does the locomotive still run? Reason I ask is I would love to put the GG1 on several different routes, but I have been reading about this pantograph thingy. So does it matter? Really?


Through my own experience, yes, it does. The GG1 (and RSC does state this) will only run on the NEC, the Aceala will only run on the NEC and the SEC won't run the NEC but will run on the test trak and probably the British routes, though I haven't checked those.

Not to mention, Dick had to change the height of the Pantograph on his GG1 to work on the NEC when the route was released.
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Re: Pantograph Heights

Unread postby arizonachris » Tue Jan 03, 2012 11:19 am

OK, so unless it's an electrified track, I can't use the GG1 on it, overhead wires or not. That answers several more questions! !*salute*!
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Re: Pantograph Heights

Unread postby Kali » Tue Jan 03, 2012 3:44 pm

Well... no, you'd hope not :) you can drag it of course.

If anyone wants to investigate making the pan height adjustable, you get to a particular frame of the animation by using time,rather than frame number. So if the pan is the right height after 3/4s and the animation is called "pantograph" - that's the entry in the blueprint - then you'd use Call("AddTime", "pantograph", 0.75 ) in your script. You could pre-program a few different wire heights in and just switch between them.
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Re: Pantograph Heights

Unread postby Kali » Wed Jan 04, 2012 8:14 am

Electric track is electric track, the game doesn't distinguish between overhead/3-rail/4-rail/two-rail(!)/dc/ac. You can run your GG1 on the IoW route if you want.
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