What about cars that dump through the bottom? Will they also rotate? Or will you be able to set in the wag file if it should rotate or not?
What about loading coal in a coal train?
#42
Posted 24 September 2015 - 07:31 AM
If I understood it right, the animation of the rotating car is in reality a door animation. So the rotation is part of the car and not of any other object. An animation of a "door" in the bottom of the car should be also possible.
@Carlo
Great job. I only tested the loading functionality so far, but that worked great.
Lutz
@Carlo
Great job. I only tested the loading functionality so far, but that worked great.
Lutz
#43
Posted 24 September 2015 - 10:28 AM
I made Carlo a bottom dumping coal car to work with, so it shouldn't be to long before he has that going. Hope I'm not speaking out of order here Carlo.....
#44
Posted 24 September 2015 - 12:22 PM
@Lutz: thank you. The wagon animation isn't a door animation (this was only the starting point to develop the car); it is a new animation whose matrixes within the .s file must be called UNLOADINGPARTS, and that is triggered by pressing and keeping pressed the T key on an unloading station.
@Jonatan: the rotation or not is automatically defined by the behaviour and the hierarchy position of the UNLOADINGOARTS. So no need for this reason to tell OR if there is a rotation or not. However I found out that this is info is needed to OR so that it knows if it has to rotate the load. So I think I will add that parameter within the ORTSFreightAnims block, as well another optional parameter that tells how many seconds pass from the the moment the T key is pressed to the moment where unloading begins (in case of rotation unloading does not begin immediately, instead it begins when the wagon has already rotated a certain amount of degrees).
@Anthony: referring to the hopper you prepared, you got a PM.
@Mervyn: I'm not an expert in the include features of OR, and therefore I don't know if OR accepts your way round referring to the includes.
However, even assuming that your solution worked, I still prefer my solution, for following reasons:
1) it does not require editing of the .wag files
2) it keeps well separated original MSTS files and added OR files
3) it should allow the creation of multiple .wag files (each include a different .wag), each with its own loads, having all the same base .wag file (I admit I didn't test this).
@Jonatan: the rotation or not is automatically defined by the behaviour and the hierarchy position of the UNLOADINGOARTS. So no need for this reason to tell OR if there is a rotation or not. However I found out that this is info is needed to OR so that it knows if it has to rotate the load. So I think I will add that parameter within the ORTSFreightAnims block, as well another optional parameter that tells how many seconds pass from the the moment the T key is pressed to the moment where unloading begins (in case of rotation unloading does not begin immediately, instead it begins when the wagon has already rotated a certain amount of degrees).
@Anthony: referring to the hopper you prepared, you got a PM.
@Mervyn: I'm not an expert in the include features of OR, and therefore I don't know if OR accepts your way round referring to the includes.
However, even assuming that your solution worked, I still prefer my solution, for following reasons:
1) it does not require editing of the .wag files
2) it keeps well separated original MSTS files and added OR files
3) it should allow the creation of multiple .wag files (each include a different .wag), each with its own loads, having all the same base .wag file (I admit I didn't test this).
#45
Posted 25 September 2015 - 10:23 AM
I have now tested Anthony's hopper (thank you!). I added a parameter in the general lines of the ORTSFreightAnims block, that is
that indicates the delay from unload animation start delay to effective begin of freight unloading.
Here some picture.
This is the starting state: wagon full, wagon bottom closed
Pressing the T key, the wagon bottom begins opening, however freight doesn't yet decrease (hole too small)
Freight begins decreasing, while wagon bottom continues opening
At the end freight has been completely unloaded, wagon bottom is completely open, wagon weight is at its minimum
T key is released, wagon bottom slowly returns to close state
This is the include file for the hopper
UnloadingStartDelay (5)
that indicates the delay from unload animation start delay to effective begin of freight unloading.
Here some picture.
This is the starting state: wagon full, wagon bottom closed
Pressing the T key, the wagon bottom begins opening, however freight doesn't yet decrease (hole too small)
Freight begins decreasing, while wagon bottom continues opening
At the end freight has been completely unloaded, wagon bottom is completely open, wagon weight is at its minimum
T key is released, wagon bottom slowly returns to close state
This is the include file for the hopper
include ( ../HOPPER_BOTTOM.wag ) Wagon ( ORTSFreightAnims ( MSTSFreightAnimEnabled (0) WagonEmptyWeight(22t) UnloadingStartDelay (5) FreightAnimContinuous ( IntakePoint ( 0.0 6.0 FreightCoal ) Shape(Coal.s) MaxHeight(0.1) MinHeight(-0.9) FreightWeightWhenFull(99t) FullAtStart(0) ) FreightAnimContinuous ( IntakePoint ( 0.0 6.0 FuelCoal ) Shape(Coal.s) MaxHeight(0.1) MinHeight(-0.9) FreightWeightWhenFull(99t) FullAtStart(0) ) ) )
#46
Posted 25 September 2015 - 12:14 PM
Glad to help out Carlo...........need anything else just give me a holler :sign_rockon:
#47
Posted 26 September 2015 - 09:39 AM
I know of a bug(?) in MSTS where if you press shift+T, you'd lock a refill object to operate as long as the loco is stationary, and stop operating once the loco begins to move.
Since trains with bottom unloading do not stop entirely but slowly crawl over the unloading chute, maybe that should be in OR as part of the unloading object? Like set a min/max speed for unloading to begin, then you can roll your long coal train through e.g.: a power plant unloading facility at 2-3mph and unload each car continuously as it passes over the unloader.
Since trains with bottom unloading do not stop entirely but slowly crawl over the unloading chute, maybe that should be in OR as part of the unloading object? Like set a min/max speed for unloading to begin, then you can roll your long coal train through e.g.: a power plant unloading facility at 2-3mph and unload each car continuously as it passes over the unloader.
#48
Posted 27 September 2015 - 11:32 AM
This video shows the result of today's work, which has been made in cooperation with asullenger (I stopped the wagon some inches too late...):
https://youtu.be/Qbpkj1tTbO0
To Jonatan: yes, foreseeing a slowly rolling hopper train that unloads is in my mind.
https://youtu.be/Qbpkj1tTbO0
To Jonatan: yes, foreseeing a slowly rolling hopper train that unloads is in my mind.
#49
Posted 28 September 2015 - 08:42 AM
The first release of this functionality has been uploaded in x.3263, featuring continuous and static freight animations. I have the intention to prepare an update of the manual about this.
#50
Posted 28 September 2015 - 01:23 PM
Thanks Carlo. The type of work that can be done in activities was just expanded. Does this mean certain coal cars have to be used?
Edward K.
Edward K.