Braking - Wheel Skid
#31
Posted 27 April 2016 - 10:35 PM
#32
Posted 28 April 2016 - 08:17 AM
#33
Posted 28 April 2016 - 10:27 AM
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This will probably require a lot more research, so I suspect, to quote Star wars, that it is probably in a a galaxy far far away.
My gut tells me it shouldn't be that hard to try out but the implications of having it as a feature are hard to tell.
Basically a solution would involve identifying subsets of a train where each set is composed of those cars that have an adjacent car in a full draft or full buff relationship. "Full" could mean 100% to either end of the draft gear movement... or for practical purposes, maybe a bit less. The sets, having no slack within should move as a solid unit WRT the train. The relationship between sets represent what is called a node. A train going up or down a grade will soon reach a state where it has no nodes (absent helpers) and so is represented by one set. To create a node one has to change the power output so the acceleration (or deceleration) causes as change of state at some coupler pair. The location of a node or nodes will change depending on both train handling, terrain, and the presence or absence of helpers.
As for what the feature might do... seems likely to change train handling behavior on long trains, especially when they start; It could be an enabler for a train surge against the locomotive on a big run-in; Plausibly it should dynamically change the load the locomotive is pulling; A big run-in on some empty cars could cause a jackknife; Last, it doesn't appear to me that the total length of our trains vary as they should and so perhaps this might help address that too.
#34
Posted 28 April 2016 - 12:27 PM
I feel it won't be so hard as the current run out coupler Break code can be used as template but in opposite force triggers being bunched instead of stretched. If bunched break coupler forces can't use a part of the coupler settings "Break( 2nd space value)" there is always those 2 MSTS parameters that can be the trigger limits to code an target.
They come of no known use in ORTS yet but are present in almost every file:
DerailRailForce ( 2.5N/kg*23t )<---Implement to use for how much ton force opposing cars are against where coupling speed limits from derailing may be of no use like MSTS default.wag but by run in mass an speed is against opposing cars bunch forces an limits.
DerailBufferForce ( 900kN )<-------Implement to use for bunched run-in coupler/hose Break push limit disciplines.
#35
Posted 28 April 2016 - 02:42 PM
#36
Posted 28 April 2016 - 03:00 PM
disc, on 28 April 2016 - 08:17 AM, said:
Thanks for flagging this bug - Fixed in #3535.
Interestingly I have always had some concerns about flipped cars, and how their forces are being calculated.
The attached screenshot shows a train sitting on a downward facing 1 in 25 slope.
Note the Gravity forces and gradient values.
Is this purely for display purposes, or actually it is as being applied within OR? This probably needs to be checked at some time.
#37
Posted 28 April 2016 - 11:04 PM
#38
Posted 29 April 2016 - 12:33 AM
Csantucci, on 28 April 2016 - 11:04 PM, said:
Thanks for clarifying the accuracy of the calculations.
In that case, I personally think that the HUD display is confusing.
#39
Posted 29 April 2016 - 06:52 AM
#40
Posted 07 May 2016 - 02:39 AM
However, when using the same EMU in activity mode. The braking friction does not work and behaves as option one with advance adhesion unticked.
I'm using option 3 iii)
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Any ideals?
Edit
Also applies to option 2!
Thanks