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Fast traction cutoff
#1
Posted 26 June 2015 - 11:11 AM
There was someone saying that in real trains the train driver can cut off traction very fast, and that it would be advisable that OR provides this capability. It could be considered to use Shift-A to immediately move throttlepercent at 0%. Is there an agreement on such a feature? Should the same be implemented to immediately move train brakes to 0%?
#2
Posted 26 June 2015 - 02:06 PM
I think such a feature would be nice, especially with trains that have many throttle notches. The same would be nice for brakes too.
I've noticed that most MSTS addons have very low movement values for the controls, resulting in very long waits to apply and release locomotive and dynamic brakes. For example,
This results in taking several seconds of holding down the "]" and "[" keys for a full application and release. I've taken to modifying most of my rolling stock to use values like
but having a quick release would still be very nice. :)
I've noticed that most MSTS addons have very low movement values for the controls, resulting in very long waits to apply and release locomotive and dynamic brakes. For example,
Brake_Engine ( 0 1 0.0125 0
This results in taking several seconds of holding down the "]" and "[" keys for a full application and release. I've taken to modifying most of my rolling stock to use values like
Brake_Engine ( 0 1 0.1 0
but having a quick release would still be very nice. :)
#3
Posted 02 July 2015 - 05:08 AM
Blueprint here https://blueprints.l...nd-brake-cutoff .
#4
Posted 29 July 2015 - 05:44 AM
I have prepared a beta version for this functionality. Pressing CTRL-A sets to 0 in fast time (but not 0 time) the throttle; pressing CTRL-(key for brake release) sets to 0 in fast time (but not 0 time) the train brake.
Here are the modified runactivities:
Runactivities.zip (1.33MB)
Number of downloads: 94
To publish this I need three things:
1) blueprint approval by James (it is not yet approved)
2) OK by Serana, as this again touches brake scripting
3) no fundamental objections by the community.
Here the patch:
fastrelease1.zip (2.44K)
Number of downloads: 113
Here are the modified runactivities:
Runactivities.zip (1.33MB)
Number of downloads: 94
To publish this I need three things:
1) blueprint approval by James (it is not yet approved)
2) OK by Serana, as this again touches brake scripting
3) no fundamental objections by the community.
Here the patch:
fastrelease1.zip (2.44K)
Number of downloads: 113
#5
Posted 29 July 2015 - 10:30 AM
Having a fast throttle-down would be very useful. Slow throttle-up is prototypical, but you can normally close the throttle as fast as you want to. A sudden cut from a high setting, though, can cause severe slack and comfort/content damage issues - not sure how ORTS deals with that or even IF it deals with it..
How does the fast brake release differ from the current "initialize" functionality?
How does the fast brake release differ from the current "initialize" functionality?
#6
Posted 29 July 2015 - 12:59 PM
Mike B, on 29 July 2015 - 10:30 AM, said:
How does the fast brake release differ from the current "initialize" functionality?
Fast brake controller to 0 brings the brake controller to 0% in short time, while the initialize functionality requires that the brake controller is at 0% and immediately releases the brakes. So the two things are complementary.
#7
Posted 30 July 2015 - 10:06 AM
#8
Posted 30 July 2015 - 10:15 AM
Thanks James, waiting for the completion of the other two conditions now ;)
#9
Posted 31 July 2015 - 08:16 AM
Hi,
I tested your modification with the scripts I have.
The scripts do work with your modification.
I will now code the handling of the new BrakeControllerEvent value in the scripts.
I tested your modification with the scripts I have.
The scripts do work with your modification.
I will now code the handling of the new BrakeControllerEvent value in the scripts.
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