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Posted: Tue Jan 08, 2002 8:19 pm
by saddletank
I notice that you run off the end of the track about 4 sleepers before the buffer stop on the default alt1buffer.sd.
It's bounding box is ( -1.6 0.197225 7 1.6 1.48701 10.0001 ). Now I know that the length is the 3rd and 6th numbers but these add up to 17m whereas the track piece is about 10m. Can anyone
1) Advise what to modify so you can run a wagon right up to the buffer graphic and still stay on the track and
2) Can I make the buffer graphic a collideable object so a gently rolling wagon will actually strike it and stop?
Ta for any guidance
Martin
Posted: Fri Jan 25, 2002 5:32 pm
by saddletank
By changing the bounding box I can get the rolling stock to touch the actual buffer stop now but it still runs through it = activity ends. Obviously the buffer itself isn't coded as a 'collision object'.
I assume this info is in the .s file?
Or is that only for buildings etc. Buffer is a track piece so maybe it can't also be a collision object.
How do I get into an .s file? Could someone please mail me a util to open them up?
Ta
Martin
Posted: Fri Jan 25, 2002 5:45 pm
by decapod
The S file doesn't contain any collision info, it's all in the sd or another (can't remember which) in the route or global shapes folder.
Wordpad opens most of the files unless they are compressed.
Posted: Fri Jan 25, 2002 6:24 pm
by scefhwil
Martin,
The 3rd and 6th figures are both positive so the bounding box is only 3m long, but starts 7m forward from the objects origin. Try adjusting both of these by the same amount to move the box along.
I seem to re-call that 'collidable' is an attribute set in the objects properties in the RE.
Stuart
Posted: Fri Jan 25, 2002 6:55 pm
by mikesimpson
Hi Martin,
To uncompress an .s file you just need to run the ffeditc_unicode utility on it as if you were wishing to compress it.
e.g. ffeditc_unicode.exe "01DFuelTank.s" /o:01DFuelTank.s
Will compress the file if it is uncompressed or uncompress it if it is already compressed. The ffeditc utility comes with MSTS.
Mike in OZ
Posted: Sat Jan 26, 2002 8:16 pm
by saddletank
Hi Stuart
That's what I've managed to do. At first the train 'ran off the track' about 3m short of the actual buffer stop - annoying when I was doing some precision shunting! So I shifted the 3rd value 3m higher and now the train runs up to the buffer.
Will go look in the global directory or elsewhere for the file to mess with - probably quickest to do a edit/find search for 'buff'. It certainly ain't the SD file.
Thanks for the help guys.
Martin
Posted: Sat Aug 10, 2002 3:52 pm
by Jayson
Hi
Did anything become of that, Because i would like to reverse up to the buffer with out de-railing!
Cheers
Jays
Posted: Sat Aug 10, 2002 5:24 pm
by bjdick
Some of the NEC route buffers allow you to "touch" them.I've had a few activities stipulating "Run up till touching bumper(Yankspeak for buffer),before uncoupling"They do stop the consist.Unsafe over 2mph.
I think some are of the "sprung" variety.
Posted: Sat Aug 10, 2002 9:58 pm
by danielwilkieuk
Ive found that i can drive past the buffer and derail after i go through the buffer..
Seems my version is different!
Posted: Sun Aug 11, 2002 9:10 pm
by saddletank
By doing the bounding box changes specified I can now place a wagon with it's buffers touching the stop but the stop cannot be made a 'collideable object' as far as I can see because it is a piece of track. To actually loose shunt a wagon so it rolled up to the stop blocks and banged against it and stopped you would have to make a set of buffer stops as a separate 3D model and place these at the end of an ordinary piece of track, and give them collideable object status. Even then I am not sure it would work.
Another failing of MSTS v1 it seems....