Elvas Tower: GE P32AC-DM for Open Rails - Elvas Tower

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GE P32AC-DM for Open Rails Will be Released as Freeware Rate Topic: -----

#21 User is offline   SYogurt 

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Posted 23 April 2019 - 05:19 AM

I might take you up on that! Some of these engines are pretty beat up at this point. Getting closer, although I'm going to redo the trucks because the UV mapping is a nightmare and they're mostly a waste of polys.


https://cdn.discordapp.com/attachments/363696532274413569/569685857511145522/untitled.png

#22 User is offline   SYogurt 

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Posted 25 April 2019 - 08:55 AM

I'm not really sure why I bothered doing this, but the 3rd rail shoes will be animated with the pantograph key.


https://cdn.discordapp.com/attachments/547205500232531968/571016091510243330/untitled.png

https://cdn.discordapp.com/attachments/547205500232531968/571016752629153794/untitled.png

#23 User is offline   SYogurt 

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Posted 27 April 2019 - 10:13 PM

Fewer and fewer things to fix as each day passes. Wiper animation is doing funky things - needs more than two keyframes perhaps? Still some strange geometry artifacts near the rear to clean up, everything needs far more detailed textures, but I am really happy to see the progress in the 5 or 6 weeks since I started this project. I completely started over in the 3D cab, saving myself some polys and making it more accurate and easier to UV map. That's the next playground, I have no idea how all the 3D cab stuff works.

It's also crashing the TSRE consist editor. There's a piece or two missing a texture, that's probably what's causing that.

https://cdn.discordapp.com/attachments/363696532274413569/571941192787296256/Capture.JPG

https://cdn.discordapp.com/attachments/363696532274413569/571941231056388096/Capture2.JPG

#24 User is offline   ErickC 

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Posted 27 April 2019 - 10:30 PM

Wipers need at least three frames, because they have to return to their original position.

#25 User is offline   SYogurt 

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Posted 27 April 2019 - 10:36 PM

View PostErickC, on 27 April 2019 - 10:30 PM, said:

Wipers need at least three frames, because they have to return to their original position.


Well that explains a lot! :sign_thanks:

#26 User is offline   Guille592 

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Posted 29 April 2019 - 09:05 AM

Da Frack? These locomotives are electric too?

#27 User is offline   ebnertra000 

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Posted 29 April 2019 - 09:30 AM

They have a third rail pickup, I think for running in tunnels under New York City. Since they're normally diesel-electric, instead of running an engine connected to a generator, they just get the electricity from the third rail

#28 User is offline   SYogurt 

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Posted 30 April 2019 - 05:31 AM

View Postebnertra000, on 29 April 2019 - 09:30 AM, said:

They have a third rail pickup, I think for running in tunnels under New York City. Since they're normally diesel-electric, instead of running an engine connected to a generator, they just get the electricity from the third rail


This is basically it. The third rail pickups are extendable from the trucks and can pick up the (750V AC?) current from the 3rd rail, overrunning or underrunning. This is only for the P32AC-DM model, of which Amtrak operates 17 or 18. Metro North has a fair amount as well.


The P40DCs and P42DCs that make up the vast majority of Amtrak's fleet do not have this feature, as their traction motors are DC.

No model I'm aware of has this part animated. It's set up with the pantograph key, so if or when we ever get dual mode operation, this locomotive is future-proofed. Started work on the 3D cab yesterday, should hopefully have more things operational by the end of the week. A few people are testing the locomotive out and have reported no issues at all relating to performance, even on a laptop with no dedicated GPU. I'm aiming for a mid-May release, although we all know how deadlines go!

#29 User is offline   Guille592 

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Posted 30 April 2019 - 02:28 PM

Didn't knew about that, thanks!

#30 User is offline   SYogurt 

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Posted 03 May 2019 - 05:53 AM

Just a quick update this morning:

-The consist editor crash was on my end. A reinstall of the newest version of TSRE5 fixed my issue.

-I have resolved some of the poor geometry and UV mapping at the rear. Still needs some TLC.

-Model still needs an exhaust stack and the 3rd rail shoes need to be lined up with 3rd party route third rails.

-I have begun work on the 3D cab - this has been a learning process but expect pictures soon.

-I have done some performance testing of the locomotive physics, which are being done by someone else - so far, they feel really good.

-Lighting definitions are nearly complete, although I'm struggling to get the marker lights to light properly when at the rear of a consist, like it would be in push-pull operation. I have the definition set exactly like the default Acela, but the markers still won't light. Not sure what's up there, but that needs to get fixed.

-Even with a very high poly count, low-end PCs have tested this locomotive and reported no problems with performance. I can confirm that my several year old laptop with no integrated GPU suffers no noticeable performance hit when compared with other locomotives, and of course my desktop with a 1070ti and Ryzen 5 1400 has no problems either.

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