Elvas Tower: Articulated Locomotive Test - Elvas Tower

Jump to content

  • 3 Pages +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

Articulated Locomotive Test Challenger Test Model Rate Topic: -----

#11 User is offline   Laci1959 

  • Foreman Of Engines
  • Group: Status: Contributing Member
  • Posts: 948
  • Joined: 01-March 15
  • Gender:Male
  • Simulator:Alföld
  • Country:

Posted 23 May 2022 - 08:07 AM

Hello.

If I understand the drawing correctly, the axes in the range 1 to 9 are driven axes, the range from 21 is not driven axes and they have no animation.
If set to this, the corresponding wheels will be ground.

Sincerely, Laci1959

#12 User is offline   copperpen 

  • Executive Vice President
  • Group: Status: Elite Member
  • Posts: 3,144
  • Joined: 08-August 05
  • Gender:Male
  • Simulator:MSTS & OR
  • Country:

Posted 23 May 2022 - 10:38 AM

Almost correct. Wheelsx are main drivers and have to be manually animated. Wheelsxx are animated by OR/MSTS at run time and this is applied to locomotives and wagons so can be both driven and non-driven.

#13 User is offline   Laci1959 

  • Foreman Of Engines
  • Group: Status: Contributing Member
  • Posts: 948
  • Joined: 01-March 15
  • Gender:Male
  • Simulator:Alföld
  • Country:

Posted 23 May 2022 - 11:02 AM

 copperpen, on 23 May 2022 - 10:38 AM, said:

Almost correct. Wheelsx are main drivers and have to be manually animated. Wheelsxx are animated by OR/MSTS at run time and this is applied to locomotives and wagons so can be both driven and non-driven.


Thanks. Then the name determines, according to the drawing, which one grinds and which does not? If so, how?
It somehow doesn’t work for me, so I’m glad it all came up.

#14 User is offline   Traindude 

  • Engineer
  • Group: Status: Contributing Member
  • Posts: 662
  • Joined: 17-November 13
  • Gender:Male
  • Location:Seattle, WA
  • Simulator:Open Rails
  • Country:

Posted 23 May 2022 - 02:17 PM

One other note, is that the first numerical digit of each idler (non-powered) wheelset must correspond to the number of its associated truck (bogie). For example, in my drawing you will see that since the leading idler truck is labeled BOGIE2, all associated wheelsets have to be labelled "WHEELS2x".

Albeit severely outdated, here are some more examples of how hierarchies work.

 Laci1959, on 23 May 2022 - 11:02 AM, said:

Thanks. Then the name determines, according to the drawing, which one grinds and which does not? If so, how?
It somehow doesn’t work for me, so I’m glad it all came up.


So here's the deal:
1. Anything labeled BOGIEx will automatically pivot about its pivot point in response to curves, gradient changes or when the vibration function (CTRL+V) is enabled.
2. Anything labeled WHEELSxx (two digits) will be animated automatically. The speed at which they rotate at is determined by the "WheelRadius" parameter in a .wag file or the "Wagon (" section of an .eng file. As mentioned earlier, the first numerical digit of each wheelset must be the same number as the BOGIE it is parented to.
3. Anything labeled WHEELSx (single digit) must be animated manually. The speed at which they rotate at is determined is by the "WheelRadius" parameter in the "Engine (" section of an .eng file.

#15 User is offline   NickonWheels 

  • Conductor
  • Group: Status: Active Member
  • Posts: 327
  • Joined: 05-December 19
  • Gender:Male
  • Simulator:ORTS
  • Country:

Posted 25 May 2022 - 06:02 AM

 Traindude, on 23 May 2022 - 02:17 PM, said:

So here's the deal:
1. Anything labeled BOGIEx will automatically pivot about its pivot point in response to curves, gradient changes or when the vibration function (CTRL+V) is enabled.
2. Anything labeled WHEELSxx (two digits) will be animated automatically. The speed at which they rotate at is determined by the "WheelRadius" parameter in a .wag file or the "Wagon (" section of an .eng file. As mentioned earlier, the first numerical digit of each wheelset must be the same number as the BOGIE it is parented to.
3. Anything labeled WHEELSx (single digit) must be animated manually. The speed at which they rotate at is determined is by the "WheelRadius" parameter in the "Engine (" section of an .eng file.


Thanks

I guess this means the front engine truck does not swivel unless it´s axles have animation. Since I´m in the process it will take much more time to know how animation in Blender works, but adding the unpowered bogies in the meantime should work.

#16 User is offline   copperpen 

  • Executive Vice President
  • Group: Status: Elite Member
  • Posts: 3,144
  • Joined: 08-August 05
  • Gender:Male
  • Simulator:MSTS & OR
  • Country:

Posted 25 May 2022 - 09:47 AM

Bogies or trucks will swing to follow the track database line without wheels attached. This allows you to see how it tracks without having wheels in the way.. The way that it swivels will be directed by where the pivot point is placed.

#17 User is offline   Traindude 

  • Engineer
  • Group: Status: Contributing Member
  • Posts: 662
  • Joined: 17-November 13
  • Gender:Male
  • Location:Seattle, WA
  • Simulator:Open Rails
  • Country:

Posted 25 May 2022 - 12:27 PM

 copperpen, on 25 May 2022 - 09:47 AM, said:

Bogies or trucks will swing to follow the track database line without wheels attached. This allows you to see how it tracks without having wheels in the way.. The way that it swivels will be directed by where the pivot point is placed.


Yes, that's true. To illustrate this point, the jointed steam pipes between the boiler and front engine cylinders are labeled as bogies. There are six of these objects, labeled BOGIE4 through BOGIE9. However, for some odd reason, ORTS caps the number of valid "bogies" at 5, so only two out of the six steam pipes "articulate" around curves, while the other 4 don't.

#18 User is offline   NickonWheels 

  • Conductor
  • Group: Status: Active Member
  • Posts: 327
  • Joined: 05-December 19
  • Gender:Male
  • Simulator:ORTS
  • Country:

Posted 26 May 2022 - 02:35 AM

But what is the reason of the front engine truck not swivelling; is it just because the wheels can´t turn as they have no animation?

#19 User is offline   copperpen 

  • Executive Vice President
  • Group: Status: Elite Member
  • Posts: 3,144
  • Joined: 08-August 05
  • Gender:Male
  • Simulator:MSTS & OR
  • Country:

Posted 26 May 2022 - 11:47 AM

The way that a bogie swivels or turns is decided by where the pivot point is placed and has nothing to do with the presence or not of any wheel type.. In the case of the bogie with drive wheels numbered 1 through 3 the pivot point is behind the bogie, so it turns instead of swivelling The lead bogie with the small carrying wheels being a sub-object of bogie1 with a central pivot point should move laterally with the movement of bogie1 plus swivel about its own central pivot point.

#20 User is offline   Traindude 

  • Engineer
  • Group: Status: Contributing Member
  • Posts: 662
  • Joined: 17-November 13
  • Gender:Male
  • Location:Seattle, WA
  • Simulator:Open Rails
  • Country:

Posted 26 May 2022 - 09:55 PM

 NickonWheels, on 26 May 2022 - 02:35 AM, said:

But what is the reason of the front engine truck not swivelling; is it just because the wheels can´t turn as they have no animation?


I've finally had a chance to look at your Blender file. It appears that the hierarchy is wrong:

1. You have the front driving wheels (WHEELS1 through WHEELS3) parented to the "front_frame" mesh instead of the "BOGIE1" Empty. Parenting the wheels directly to the BOGIE1 Empty should solve that.
2. WHEELS4 through WHEELS6 are parented to the "rear_frame" mesh instead of being parented to MAIN. (In the case of the Blender Exporter, just leave WHEELS4 through WHEELS6 unparented but within the "MAIN_2000" collection.)
3. You've also labeled the cab and boiler meshes as "MAIN," which may be confusing the Blender Exporter. Try renaming the cab/boiler mesh as simply "Boiler" to see if that makes any difference.

More importantly, when you export your model from Blender, make sure the "Retain Names" checkbox on the "Export As..." dialogue box is checked. This is absolutely CRITICAL for these "nonstandard" models to work properly in ORTS!

EDIT: I've taken the liberty of making these corrections to your model and also animated the driving wheels. See if they work for you.

Attached File(s)



  • 3 Pages +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users