WIP Thread 5 - Anything new for RailWorks
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Re: WIP Thread 5 - Anything new for RailWorks
Sorry to see you`ve had an accident hope it`s not to long your up and rideing again.
Like your work, take care.
John
Like your work, take care.
John
- Retro
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Re: WIP Thread 5 - Anything new for RailWorks
Sorry to here about your accident Will. I hope you make a speedy recovery.
Kind regards James.
Kind regards James.
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them
One Ring to bring them all and in the darkness bind them
Re: WIP Thread 5 - Anything new for RailWorks
Hi Guys
Maybe looking at the German released DVT cars might help one of you to crack the mystery. They work quite well in game so might be worth a look.
Regards......Phill
Maybe looking at the German released DVT cars might help one of you to crack the mystery. They work quite well in game so might be worth a look.
Regards......Phill
- TractorBasher
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Re: WIP Thread 5 - Anything new for RailWorks
TElsmore wrote:Hmmm, good question. Could the DVT not be set up the same way? Although i did note in the write-up for the German driving trailers that the loco at the other end could not be driven, but i dont know wether or not this is because if it could be driven, RSC were effectively 'giving' us a free loco with the driving trailers!?bdy26 wrote:Lovely to see the DVT again. How have they set up the german driving trailers?
B
Cheers,
Terrone.
Could it be that the German driving cars are set up as locomotives and have all the power in the consist, and the vehicles at the other end of the train are non-powered? Would it be feasible to set up the DVT with different levels of power to replicate the type of loco it works with, but without engine sounds and such, then set the rear end loco in your consist as dead so you don't get the superpower effect? You'd effectively be pulling the train with the DVT, but that wouldn't really be noticeable in a loco-hauled formation.bigphill2 wrote:Hi Guys
Maybe looking at the German released DVT cars might help one of you to crack the mystery. They work quite well in game so might be worth a look.
Regards......Phill
Re: WIP Thread 5 - Anything new for RailWorks
I'll just quote myself in answer to that ( it was only a page back! ).
You can't drive from anything but a locomotive anyway; there is no such thing as unpowered driving vehicles. You can't drive out of a dead engine either, so you'd not be able to reverse ( which is kindof the point of a push-pull train... ).Kariban wrote:Well, it has to be powered or you wouldn't be able to drive out of it even connected to a DVT; if it isn't and it's just a piece of stock then that's just daft. The only sane way to do it atm is to make a half-power version of whatever engine you want, and then make the DVT a version of that with the DVT body/cab. That means you can't sensibly use that engine for anything else ( unless it's twin engined and you want a single engine one! ), which is what I hope they meant. I have a top+tail pair of 31s set up the same - only one engine is doing any work at any moment but they're both driveable, so that means they have to be half-powered each. ( It breaks the field diverts because no-one knows how to set them up, so I'm not releasing 'em until I work out what the heck is going on there ... )
My posts are my opinion, and should be read as such.
- bdy26
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Re: WIP Thread 5 - Anything new for RailWorks
So following this through, a DVT with half the power of the original locomotive and a special "pushing" loco with half the power should give you correct performance (in theory) from either end. IIRC there was a similar setup for MSTS models when the bin patch came out.
- Irishrailguy
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Re: WIP Thread 5 - Anything new for RailWorks
Well, I've been having this dillema with my mk4 dvt, I haven't given it a try but I'd imagine that it could be possible with some enhanced engine scriptingKariban wrote:That is the limitation of RW, currently; anything with a cab has to be an engine, and the engine with the cab you're in is what provides the stats for the train( power wise at least, everything seems to have individual brakes ). Adding extra engines just multiplies the stats of the one you're in. So, if you had a DVT with 0 power and an 86 on the back, you'd have 2*0 power...
Multiple simulations running was mentioned in one of the boss's posts about the future, but until then we have to compromise with half-power units.
I suppose the same can be done for the 67 or 86, just find their ID's and use them in your script, but if they don't have one it looks as if you'll be making a dvt patch
Re: WIP Thread 5 - Anything new for RailWorks
This is probably worth a thread in the rollingstock forum by now ( mods, can you split it out? )
Lets run with the scripting idea a minute.
You can't tell what an arbitrary item of stock is from scripting. You could send messages to aware engines that will respond with a consist message saying "hey, I'm a 67"... but now you've already got "special" engines, even if they don't need new physics.
You can't change the blueprint values of anything while you're in-game; no switching physics from a 67 to a 90. What you can do with maths is shape the output of the diesel-electric model to approximate a smooth tractive effort curve, and obviously if you're using maths you can change that at runtime - what you'd have a lot of fun doing is making it match something that wasn't smooth. I guess you could do some sort of modular scripting and reload part of the script depending on what you're pretending to be.
Actually sounds pretty interesting, but I suspect doing it would end up with migraines
I'll think about it, I need to finish my 158 recoding ( which now I think about it uses quite a lot of the ideas we'd need ).
Also it doesn't solve the problem that when you change ends back to the engine, you have another engine on the back... but as you need special engines anyway, might as well make them half power ones.
Lets run with the scripting idea a minute.
You can't tell what an arbitrary item of stock is from scripting. You could send messages to aware engines that will respond with a consist message saying "hey, I'm a 67"... but now you've already got "special" engines, even if they don't need new physics.
You can't change the blueprint values of anything while you're in-game; no switching physics from a 67 to a 90. What you can do with maths is shape the output of the diesel-electric model to approximate a smooth tractive effort curve, and obviously if you're using maths you can change that at runtime - what you'd have a lot of fun doing is making it match something that wasn't smooth. I guess you could do some sort of modular scripting and reload part of the script depending on what you're pretending to be.
Actually sounds pretty interesting, but I suspect doing it would end up with migraines
Also it doesn't solve the problem that when you change ends back to the engine, you have another engine on the back... but as you need special engines anyway, might as well make them half power ones.
My posts are my opinion, and should be read as such.
Re: WIP Thread 5 - Anything new for RailWorks
I have just attempted to sort out the posts and I am afraid they are very mixed in with others. It really is going to make splitting them out very difficult. Please start a new topic to discuss how a DVT (or similar) might be implemented in RW.Kariban wrote:This is probably worth a thread in the rollingstock forum by now ( mods, can you split it out? )
Thanks
Jim
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Re: WIP Thread 5 - Anything new for RailWorks
albert007 wrote:Sorry to see you`ve had an accident hope it`s not to long your up and rideing again.
Like your work, take care.
John
Thanks guys for the kind words, i apprichiate it.Retro wrote:Sorry to here about your accident Will. I hope you make a speedy recovery.
Kind regards James.
Kindest Regards.
Re: WIP Thread 5 - Anything new for RailWorks
Ugh, get better soon, Will!
Thanks for trying, Jim. Would either of the DVT authors like to start a suitable thread?
Thanks for trying, Jim. Would either of the DVT authors like to start a suitable thread?
My posts are my opinion, and should be read as such.
- tomhas2
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Re: WIP Thread 5 - Anything new for RailWorks
Little update from me on the TPR work from weeton to pannal "Joining up" is coming on well now one side is fully detailed and
i have just finished adding all bushes and hedges tonight. Ready for tree planting and adding homes for the public tomorrow
Basically just had a short run this time with a 3 class 20's and a 37 all in a grubby state doing a
spot of weedkilling on the way to york and here are a couple shots for you to enjoy






Cheers, Tom
i have just finished adding all bushes and hedges tonight. Ready for tree planting and adding homes for the public tomorrow
Basically just had a short run this time with a 3 class 20's and a 37 all in a grubby state doing a
spot of weedkilling on the way to york and here are a couple shots for you to enjoy






Cheers, Tom
Harrogate Loop and Northern Lines available @ https://www.ontracksimulation.com/
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https://www.twitch.tv/trainsimtv_tom
Heritage Tram Driver for Blackpool Heritage Tram Tours
https://www.twitch.tv/trainsimtv_tom
Re: WIP Thread 5 - Anything new for RailWorks
Indeed, get well soon, Will 
- FoggyMorning
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Re: WIP Thread 5 - Anything new for RailWorks
Looking good Tom
But I think this screenshot is actually an advert for Red Bull
Steve
But I think this screenshot is actually an advert for Red Bull
Steve
tomhas2 wrote:
- bdy26
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Re: WIP Thread 5 - Anything new for RailWorks
nah, she's just REALLY into Choppers.....FoggyMorning wrote:
But I think this screenshot is actually an advert for Red Bull![]()

