Soldier's Summit Route released

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Re: Soldier's Summit Route released

Unread postby mrennie » Fri May 22, 2015 10:20 am

buzz456 wrote:Hey! One thing I just noticed along with the fact that the speed now is on the head end which makes for some interesting differences in driving technique is that I just loaded up sixty loaded coal cars and powered away NO STRETCHY COUPLERS!!!!!!!!!!!!!!!!!!!!!!!! Cool beans.


You're welcome *!!wink!!*
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Re: Soldier's Summit Route released

Unread postby buzz456 » Fri May 22, 2015 10:45 am

mrennie wrote:
buzz456 wrote:Hey! One thing I just noticed along with the fact that the speed now is on the head end which makes for some interesting differences in driving technique is that I just loaded up sixty loaded coal cars and powered away NO STRETCHY COUPLERS!!!!!!!!!!!!!!!!!!!!!!!! Cool beans.


You're welcome *!!wink!!*



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.
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Re: Soldier's Summit Route released

Unread postby mrennie » Fri May 22, 2015 11:33 am

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.
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Re: Soldier's Summit Route released

Unread postby _o_OOOO_oo-Kanawha » Fri May 22, 2015 11:37 am

The pressure gauge in the repainted CSX caboose doesn't seem to work.
Was its function scripted in the U36B add-on, which I don't have?
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Re: Soldier's Summit Route released

Unread postby buzz456 » Fri May 22, 2015 11:46 am

_o_OOOO_oo-Kanawha wrote:The pressure gauge in the repainted CSX caboose doesn't seem to work.
Was its function scripted in the U36B add-on, which I don't have?


This is a million miles off topic but how do you get that caboose to show up in game if you don't have the U36B?
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Re: Soldier's Summit Route released

Unread postby billy » Fri May 22, 2015 12:44 pm

I waited 15 years for that gage to work!!!
Are you telling me that it is now busted again ??????

https://youtu.be/fxCDQVh89bE

I went to see this when it came out brand new.
Remember the slot machine ???? If you're old enough. !!jabber!!
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Re: Soldier's Summit Route released

Unread postby _o_OOOO_oo-Kanawha » Fri May 22, 2015 1:00 pm

buzz456 wrote:
_o_OOOO_oo-Kanawha wrote:The pressure gauge in the repainted CSX caboose doesn't seem to work.
Was its function scripted in the U36B add-on, which I don't have?


This is a million miles off topic but how do you get that caboose to show up in game if you don't have the U36B?


The DRGW caboose is a repaint of the recent CSX caboose that came with the U36B? I gather one of its orginal features was a working brake pipe pressure gauge in the cupola.
That gauge is dead in the DRGW repaint or am I mistaken? Can someone confirm this?
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Re: Soldier's Summit Route released

Unread postby jamesphh » Fri May 22, 2015 1:05 pm

In a previous post I had mentioned that the ribbon showed a speed change but there was no speed sign at that point. This is correct, but speed change shows on the ribbon. When was this changed in the game as before to show a speed change on the ribbon you needed a speed sign at that point? Check this east of Provo at the separation of the two track main where the speed drops from 60 to 50. Also found that the AA was too high moving the view distance back from max. Also noted that unless I ran 3D weather in self created scenarios that the distant mts were blue.
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Re: Soldier's Summit Route released

Unread postby ArcticCatZRT » Fri May 22, 2015 1:38 pm

_o_OOOO_oo-Kanawha wrote:
The DRGW caboose is a repaint of the recent CSX caboose that came with the U36B? I gather one of its orginal features was a working brake pipe pressure gauge in the cupola.
That gauge is dead in the DRGW repaint or am I mistaken? Can someone confirm this?


I can look for you tonight and compare but, again that wont be till tonight.
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Re: Soldier's Summit Route released

Unread postby ex-railwayman » Fri May 22, 2015 2:01 pm

I have another query as well. I was under the impression that the Beta test that was done last week and subsequently released to the community had amended the speed sign changes so that they change at the head of the train and not at the rear of the consist, as has always been done in the past. Well, it hasn't worked on SS I'm still having to get the whole train through the speed change before it amends itself on the HUD!!!!!

Cheerz. ex-railwayman.

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Re: Soldier's Summit Route released

Unread postby Chacal » Fri May 22, 2015 3:21 pm

Isn't that prototypical?
The old speed limit is supposed to remain in effect until the last car clears the sign.
Over the hill and gathering speed
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Re: Soldier's Summit Route released

Unread postby DrewG » Fri May 22, 2015 3:30 pm

The people and patch are referring to your actually speed on the HUD. Not speed limit sign, before, your speed on the HUD was gauged from the last car not the front but now it's the front of the trains speed.
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Re: Soldier's Summit Route released

Unread postby hertsbob » Fri May 22, 2015 3:55 pm

The brake gauges don't work in the caboose and nor were they ever intended to.

As has already been mentioned, the HUD speeds are now taken from the front of the train, but the speed limits are applied as they always were.

This route doesn't help the confusion because in accordance with D&GRW practice the speed signs are placed a specified distance (which I can't remember) before the speed change actually takes place. No idea why, it's just the way they did things. So you'll pass the speed signs a while before the limits are imposed. !*salute*!

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Let's be pleasant travellers; it's so short a ride."
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Re: Soldier's Summit Route released

Unread postby ex-railwayman » Fri May 22, 2015 4:00 pm

Oh, I thought the speed was supposed to change at the front of the train, not too worry then, just ignore me, I'll carry on as normal. !*salute*!
Cool beans, as Buzz says, it's a great little layout.

Cheerz. ex-railwayman. !*cheers*!
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Re: Soldier's Summit Route released

Unread postby Ericmopar » Fri May 22, 2015 4:05 pm

Hmmmm.
I wonder if I look into those coupler bins if I'll see anything familiar. *!greengrin!*
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