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What about loading coal in a coal train? Rate Topic: -----

#51 User is offline   Csantucci 

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Posted 29 September 2015 - 07:13 AM

I anticipate here the section I'm adding to the manual about OR freightanims
Attached File  OR_freightanims.zip (1.38MB)
Number of downloads: 507

Edward, I hope you find there the info you're looking for. If something is missing or not well described, pls. let me know here.

30/9/15: new release of documentation describing the static animation freight weight feature (see next post)
1/10/15: new release of documentation describing the static animation flip feature (see related post further down)

#52 User is offline   Csantucci 

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Posted 30 September 2015 - 12:08 PM

With release 3272 a new feature has been added: weight management for static freight animations. If in the general part of the ORTSFreightAnims() block parameter WagonEmptyWeight() is defined, and if in the FreightAnimStatic subblocks a line FreightWeight(22t) (example value) is inserted, OR computes the total weight of the car adding to the empty weight the various static freight weights. If there is also a continuous animation with a load in the car, its weight is added too.

See previous post for revised documentation.

#53 User is offline   edwardk 

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Posted 30 September 2015 - 12:46 PM

Carlo,

Since you are on the roll, try to develop this area as much as you can. One other possibility that comes into mind is intermodal. Any possibilities of including this?

Edward K.

#54 User is offline   Eldorado.Railroad 

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Posted 30 September 2015 - 01:13 PM

Can this also include ideas like...free running...fans on diesel locomotives...etc? These animations would not be tied to the speed of the locomotive.

Thanks,

Steve

#55 User is offline   Csantucci 

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Posted 30 September 2015 - 11:23 PM

@Edward: with static animations you can e.g. add to a wagon some containers, even stacked, in a modular way. However things are static, that is containers can't be loaded/unloaded. This would require some sort of an interactive crane, and a management of stacks of containers on earth. This is beyond my coding capabilities. For this, the discrete animations were foreseen and a hook is there in the code for them. If someone liked to integrate the code with these capabilities I would be happy.

@Steve: fans are an interesting story, however I think they should be managed outside the FA. You could open a discussion on this.

#56 User is offline   ianmacmillan 

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Posted 01 October 2015 - 02:02 AM

I made a dissapearing container using the door animation.
The sides fold in and the top lowers to fit under the floor.
Then the whole thing rotates to show the clear untextured side on an open framed wagon.

A similar container could be placed on the ground but I can't see a way to co-ordinate the two.

Attached File(s)



#57 User is offline   JohnnyS 

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Posted 01 October 2015 - 06:12 AM

Demo of multiple Static FAs for those that are interested. Requires OR x3273 or later and default gp38 for the consist.

MULTI_FA_DEMO

Edit: Updated 02-10-15 adjusted to take advantage of the flip feature introduce in x3273 and removed the need to have the .dds option selected.

#58 User is offline   Csantucci 

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Posted 01 October 2015 - 08:03 AM

In release 3273 a new feature has been added to static freightanims, that is the possibility to flip the shapes. To get that, simply insert in the FreightAnimStatic() subblock a line Flip() .

@Johnny: thank you for your demo, and nice to see that it works (even if the .ace files are missing in the pack)!

@Ian: thanks to your link; I am still studying if there is some nice to see solution to the discrete freight load/unload.

#59 User is offline   JohnnyS 

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Posted 01 October 2015 - 09:00 AM

View PostCsantucci, on 01 October 2015 - 08:03 AM, said:

@Johnny: thank you for your demo, and nice to see that it works (even if the .ace files are missing in the pack)!


You're welcome, thank you for your efforts. I did not use .ace textures, only .dds this time.

#60 User is offline   Csantucci 

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Posted 01 October 2015 - 09:07 AM

Ah, I had the .dds option disabled :sign_oops: . It looks better now!

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