buzz456 wrote:Pretty interesting. Just a first impression. It seems that if you like are in a fifteen mph zone and you get going too fast and you go back to idle you slow down much faster than you used to, however if you go back to say notch two or three it will go over the speed limit momentarily as it pulls the slack out then back to the right speed. Very nice and I am sure much more realistic.
The change to the speed being on the head end was done to make everything consistent. Before, you had the F5 HUD and the gauges in the cab showing the locomotive's (that is, the "head end") speed while the F4 HUD was showing the speed at the tail end of the consist. The code that checks the "stop at" instructions was also using the tail-end speed. With very long consists and less-than-ideal physics, the tail end would forever move back and forth slightly (or sometimes not so slightly!) even when the head end was at a dead stop. That meant the "stop at" instruction would never complete. The answer was to make everything refer to the locomotives speed (so it wouldn't matter if the last car in the consist was dancing about long after the loco had come to a stop).
The other fixes were to the couplings, CoG and masses of the coal gondolas to correct the problem of them rocking from side to side, especially when loaded.
Then there's the advanced brakes simulating the way that the cars react one after the other, not all at the same time, as the pressure wave travels along the brake pipe from the head end to the tail end. That leads to the brake force of the entire train increasing and decreasing much more smoothly and realistically, again improving the overall physics.
Those three things were instrumental in improving the way long consists work in the game.