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#1 |
Medlem
Reg.datum: Feb 2017
Ort: Sweden
Inlägg: 4
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Thanks, have donated now might update after i have gotten it working.
Senast redigerad av PatrikF1 den 2017-07-28 klockan 16:32. |
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#2 |
Medlem
Reg.datum: Apr 2007
Inlägg: 817
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Not sure which thread to post this in, but I have a problem whenever I have a long player train with the Fammoorr wagons. If the train is longer than about 25 wagons, it "jumps" at the start of the scenario causing some wagons to derail (see picture).
It seems the only workaround is to use shorter trains, or to connect more wagons to the player train after starting the scenario. For example, if I start with 28 wagons, and connect another 20, and then another 20, it seems I don't get the derailment. That seems to be the only way for the player to run full length trains (68 wagons). This problem appears to affect the player train only - AI trains are running fine. I suppose it's because TS handles the player train physics differently from AI trains. |
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#3 |
Medlem
Reg.datum: Oct 2012
Ort: Switzerland
Inlägg: 12
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Hello HGV
I have no experience with this route and the IORE locomotive. I have ordered them and hope I could drive it soo. Question: Which Train Simulator version do you use? In real life, a maximum of 68 cars are attached. But sometimes there are shorter trains (only 40 cars or less). Generally the ore trains are allowed to drive max. 50 km/h. Does this also happen at the reduced speed? Sure, these trains must be driven with extreme fine comands (not so easy). And of course too, the program can only simulate this very roughly. I would be interested about your feedback, thank you! Greetings from Switzerland Yellow |
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#4 |
Medlem
Reg.datum: Apr 2007
Inlägg: 817
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I use the 32 bit version normally.
What happens when a scenario is loaded when you start it, or whenever a player train approaches a consist, is that this consist "jumps". You can see this if you create a scenario where you put a player loco some distance away from a number of wagons. As you approach the wagons, at a distance of maybe 15-30 m, if you look closely you will see the wagons "jump". Apparently if it's a large number of wagons it can cause them to derail. To be clear: It doesn't need the player loco to even touch the wagons for them to "jump" like this. I assume this behaviour is because for player trains the physics are more complex than for AI trains. (I think for AI trains the sim basically just moves around the 3D objects at the set speed, but for the player train it takes into account the weight of the wagons, the track gradient and so on.) What I'd like to know is if there's a way to fix this, perhaps some adjustment that newS can make to the wagon simulation. It would be nice to be able to drive full length trains. ![]() |
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#5 |
Medlem
Reg.datum: Apr 2007
Inlägg: 817
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As I'm finishing up my modifications to the route, I'm looking at creating scenarios again, but I'm sorry to say it's difficult to make scenarios for the ore trains as they all suffer this "jumping" problem at the start of the scenario.
The longer the train, the worse the problem gets, but even with just 30 wagons it's usually so bad that several wagons have their wheels lifted off the ground. It's not just a cosmetic problem, as the train really doesn't drive well with de-railed cars... |
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#6 |
Medlem
Reg.datum: Nov 2011
Ort: Norway
Inlägg: 364
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I would really like to buy this pack, but I currently refuse because of the derailment of the wagons and the cab of IORE which is not finished. But the pack looks really good.
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#7 |
Medlem
Reg.datum: Apr 2007
Inlägg: 817
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For the derailing wagons, it looks like it depends on if the train is placed on a straight or curved track. With a lot of curves like with switches in a yard, the problem gets worse, but with an almost straight track it doesn't happen so much.
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