Advanced Coupler Adding slack and damping
#1
Posted 21 April 2019 - 09:03 PM
As a result of this work the following features were added:
i) wind resistance
ii) resistance of helper locomotives could be compensated
ii) HUD scroll feature was developed by Mauricio
This work identified some potential work that was needed to add some additional features to couplers to allow a more realistic representation of slack along the train.
It is proposed to now revisit the coupler forces along the lines described in the above referenced thread.
A supporting blueprint will be raised.
Thanks
#2
Posted 21 April 2019 - 09:40 PM
Everything put into the options tabs becomes lost to the end users and eventually to the programmers too -- IOW the options menu enforces a one-size-fits-all policy. MSTS was designed from the start to put choice into the data files. For the most part OR as followed that. Please keep it that way.
#3
Posted 22 April 2019 - 05:08 AM
#4
Posted 22 April 2019 - 05:24 AM
#5
Posted 22 April 2019 - 07:30 AM
copperpen, on 22 April 2019 - 05:08 AM, said:
As far as I know, there is no code to prevent trains from telescoping each other. So if two trains are close enough to push against each other they must be coupled to prevent telescoping. If you want to prevent trains from coupling due to mismatched couplers, then some other code will be needed to keep them apart (assuming that you don't want the activity to just end).
Doug
#6
Posted 22 April 2019 - 08:21 AM
I can live with the one coupler fits all system in OR, we can even dispense with the coupler type in the eng/wag file, but I absolutely hate the part where a coupler is added when one is not wanted. There are activities that use an invisocar that has no coupling to carry a scenic item appropriate to the activity. MSTS passes through or over the car, Open rails picks it up and it goes along for the ride. If the train in OR would pass through with no coupling present, that is ideal and then opens up activity making where all kinds of things can be made. With a bit of imaginative coding one could then even add a fuel point for an activity such as a coal and water point for a steam locomotive running on the modern day network.
There are a number of activities on the Cascades & North western route that make use of these kind of items, but cannot be used because of the addition of a coupling by the code.
#7
Posted 22 April 2019 - 08:36 AM
This would be useful for loose shunting, fly shunting and hump shunting, mentioned in another thread. (How do you do hump shunting with automatic couplers?)
In the simulator this would need to be a keyboard command in the same way that a command is needed to connect air brake hoses and open the cocks.
This also makes me think of the question of coupling together unfitted wagons. In this case there would be no brake pipes to connect or cocks to open.
In the advanced coupler description it says once written the parameters should be able to model other coupling types such as chain couplings.
I can see that vehicles coupled together with screw couplings depend entirely or almost entirely on the elastic / damping forces of the side buffers, so that this would be similar to the behaviour of an automatic coupler, although on curves this acts differently on the inside and outside of the curve, so not sure what the net effect at the coupling is.
For loose coupled vehicles as gaps are left between buffers then there is free movement of vehicles during acceleration until the couplings are tight, then differently in deceleration there is free movement initially until the buffers come into contact and then the buffer forces come into play - which could be very harsh, particularly in the case of dumb buffers on early vehicles.
Probably is the same model for all, just thinking on paper here... but I would certainly need someone else to work out standard sets of parameters for me.
#8
Posted 22 April 2019 - 09:01 AM
#9
Posted 22 April 2019 - 09:39 AM
Simulation of slack action is important. New Coupler code - affecting eng and wag files, (Not in Options)
Just as important to me is the point copperpen brings up -- adding a coupler where one is not wanted....this is not a good situation - the ability to use invisiocars would open up possibilities and make Or compatible with a whole lot of activities that use these.
#10
Posted 22 April 2019 - 09:55 AM
#11
Posted 22 April 2019 - 10:41 AM
longiron, on 22 April 2019 - 09:01 AM, said:
I think this is where Peter (steamer_ctn) aims to start. There's some smart code in there already just waiting to be put to use.
#13
Posted 22 April 2019 - 10:54 AM
So either than throwing up our hands and walking away frustrated is there anything that can be said about what Peter is doing that he should take into consideration?
For myself, what comes to mind is insisting that (1) whatever parameters of coupler performance are needed are put into .wags and .engs as ordinary parameters (the alternative is to bury them in the code where no user can alter values) and (2) the structure of the parameter list in .wags and .wags does not bind disparate objects together, which is to say adhesion and couplers are disparate objects.
In practical terms that means not all advanced couplers are Type F; That some .wags or .engs can be set up for advanced couplers while others are not; and that if the simulated draft and buff movements are too great or too small that adjustments to those factors (or any others) can be made by end users.
#14
Posted 22 April 2019 - 11:22 AM
Genma Saotome, on 22 April 2019 - 10:54 AM, said:
yep http://www.elvastower.com/forums/public/style_emoticons/default/I-Agree.gif
#15
Posted 22 April 2019 - 12:01 PM
And the physics parameters controlling the behavior is part of the wag or eng file, not a global parameter.