Fully functioning locomotive multiple-working ??
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TransportSteve
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Fully functioning locomotive multiple-working ??
I apologise to the moderators if this is in the wrong section, and please feel free to move it somewhere you think more appropriate if necessary.
There has been some discussion/debate that we desire some scripting, or, suchlike, to enable our locomotives, both diesel and possibly steam, to be able to work in multiple. How this is done however, is open to ideas and suggestions and I think that it could be a huge bonus if this is implemented in some way for the future.
I will leave the door wide open to suggestions and ideas, as I will personally admit to being hopeless at scripting, and allow anyone to come up with any ideas if this can be achieved, either as a .bin file or whatever, I think that with the current state of Railworks doing updates to the core game as well periodically, it might be an idea if somehow this will not upset anything that may be implemented.
Our good friend Rich Armstrong is already loking into the possibility of something, but, we obviously would like our other scripting gurus, et al, to throw any ideas into the ring.
Dave Brindley has already started the ball rolling wonderfully well with his scripting of the American diesel GP7, I wonder if something similar can be created for our British locos ??
Manuel too, has done a patch for the XC HST set, maybe something along these lines could be possible.
Your ideas would be most welcome, please don't turn this thread into a waffle-fest.
Cheerz. Transport Steve.
There has been some discussion/debate that we desire some scripting, or, suchlike, to enable our locomotives, both diesel and possibly steam, to be able to work in multiple. How this is done however, is open to ideas and suggestions and I think that it could be a huge bonus if this is implemented in some way for the future.
I will leave the door wide open to suggestions and ideas, as I will personally admit to being hopeless at scripting, and allow anyone to come up with any ideas if this can be achieved, either as a .bin file or whatever, I think that with the current state of Railworks doing updates to the core game as well periodically, it might be an idea if somehow this will not upset anything that may be implemented.
Our good friend Rich Armstrong is already loking into the possibility of something, but, we obviously would like our other scripting gurus, et al, to throw any ideas into the ring.
Dave Brindley has already started the ball rolling wonderfully well with his scripting of the American diesel GP7, I wonder if something similar can be created for our British locos ??
Manuel too, has done a patch for the XC HST set, maybe something along these lines could be possible.
Your ideas would be most welcome, please don't turn this thread into a waffle-fest.
Cheerz. Transport Steve.
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Re: Fully functioning locomotive multiple-working ??
David Brindley's scripting shows this can be done. I think the Chinese were doing it for a long time also. One of the problems is helper/trailing engines. The script needs to run in every coach/freight car between the trailer and the leads for the trailing engine to power up.
Using the rear lights bug as my basis. I'm certain this (multiple engines powering up) can easily be done platform wide by RSC. If you recall the rear lights on trains for the longest time didn't work for a lot of trains. Then they fixed it. Now no matter what combination of train you throw together if the trailer has lights, they will light up red.
So, is there a way? Sorta, but it requires a lot of scripting work not many people really feel like doing to implement it rolling stock wide. Right now the multiple locomotives powering up is using a shortcut work around that has some holes in it.
Using the rear lights bug as my basis. I'm certain this (multiple engines powering up) can easily be done platform wide by RSC. If you recall the rear lights on trains for the longest time didn't work for a lot of trains. Then they fixed it. Now no matter what combination of train you throw together if the trailer has lights, they will light up red.
So, is there a way? Sorta, but it requires a lot of scripting work not many people really feel like doing to implement it rolling stock wide. Right now the multiple locomotives powering up is using a shortcut work around that has some holes in it.
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TransportSteve
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Re: Fully functioning locomotive multiple-working ??
Hi Bill,
Yeah, I've just been playing with Pike's newest CSX reskins of the Dash 9 loco, into which he's built some scripting, probably with the help of Dave Brindley's GP15 set up, if either of these gentleman could be persuaded to divulge their secrets into something that the whole community can implement, then maybe we could be onto something BIG.....
Cheerz. Transport Steve.
Yeah, I've just been playing with Pike's newest CSX reskins of the Dash 9 loco, into which he's built some scripting, probably with the help of Dave Brindley's GP15 set up, if either of these gentleman could be persuaded to divulge their secrets into something that the whole community can implement, then maybe we could be onto something BIG.....
Cheerz. Transport Steve.
i5 4690 3.5GHz Quad Core CPU, Gigabyte Z97-HD3, 16GB RAM, nVidia GTX1060 6GB, WIN 7 PRO 64-bit.
Visit my flickr account - http://www.flickr.com/photos/59849121@N08/
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Re: Fully functioning locomotive multiple-working ??
I don't think this is an easy thing at all to implement "game wide". In order for the game to function how we want. ie: All locomotives working no matter what position, and placement are, and what rolling stock is placed between them. Would literally require inserting all the scripting code in the lua script for every single piece of rollingstock in your install and then on top of that making sure the RPM values are the correct ones. Some other code work with the bin is also needed. On top of all that, anything default would need to be cloned first so RSC updates don't wipe out your modifications.TransportSteve wrote:Hi Bill,
Yeah, I've just been playing with Pike's newest CSX reskins of the Dash 9 loco, into which he's built some scripting, probably with the help of Dave Brindley's GP15 set up, if either of these gentleman could be persuaded to divulge their secrets into something that the whole community can implement, then maybe we could be onto something BIG.....![]()
Cheerz. Transport Steve.
It's a daunting task and there is just no way to automate the process or make it an easy one. It's neat yes, but it's not very practical considering the amount of rolling stock available.
- phat2003uk
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Re: Fully functioning locomotive multiple-working ??
A more sophisticated approach really does have to come from RS.com for this I think.
- Reppo
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Re: Fully functioning locomotive multiple-working ??
Now, the wagons and coaches can use LUA scripts, maybe the best way to achieve comunication between a head locomotive and one rear locomotive could be making a standar system for names of consists messages, and one software tool to write this data in all rolling stock. But for that we need to agree to have the same code in all LUA files in all unpowered rolling stock. As this agreement would be a task for a leader, and that leader must to be over the other developers, it is logic that task must be given to RS.com.
Sorry for my english.
Regards.
Sorry for my english.
Regards.

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Re: Fully functioning locomotive multiple-working ??
What I'd personally love to do is when double-heading loco's - diesel or steam - be able to control both loco's! So perhaps the pilot applies the main power, whilst the train engine takes care of breaking. But of course the most important thing is getting multiple units to work properly!
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Matt(92212)
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Re: Fully functioning locomotive multiple-working ??
The only thing I'm fearful about is either too many scripts being run at one time, "Potentially" resource hogging CPU time that could be used better for AI and other background items and / or users modifying scripts for their own rolling stock with possible bits of code or simple typing errors which would reduce stability of Railworks, for the worse.
You've got to look at (and I hate to say it) Trainz, with the amount of scripts and config files that render a wagon / scenario / route / etc.. unusable because someone mistyped a word, forgot a ' " ' in the config or forgotten to add specific other files that the script / config references.
I'd prefer RS.com to implement this themselves into the game engine, rather than some of the talented scripting gurus around here open up a new can of bugs which might affect some users with "x" route / rolling stock installed.
You've got to look at (and I hate to say it) Trainz, with the amount of scripts and config files that render a wagon / scenario / route / etc.. unusable because someone mistyped a word, forgot a ' " ' in the config or forgotten to add specific other files that the script / config references.
I'd prefer RS.com to implement this themselves into the game engine, rather than some of the talented scripting gurus around here open up a new can of bugs which might affect some users with "x" route / rolling stock installed.
- FoggyMorning
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Re: Fully functioning locomotive multiple-working ??
Before I blunder in to saying something really stupid, could somebody clarify what the "problem" is here? If I put one class 47 at the head of 30 TEAs it can barely move it, yet two 47s can manage it - is this not multiple working? Sorry again if I'm missing something really obvious
Re: Fully functioning locomotive multiple-working ??
We're talking audio. So the helper/trailing locomotive isn't idle while the lead is running full throttle screaming down the line.
- FoggyMorning
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Re: Fully functioning locomotive multiple-working ??
Oh I see, thanks
Re: Fully functioning locomotive multiple-working ??
No problem. 
I will agree with Andy though. Scripting is not the answer for full game wide implementation. As he, Rich and I have said, the logical answer for it to be done at the top from RSC. Besides the very real aspect of it throwing things out of wack if something isn't done correctly, the only way that would work and not tear down performance is to move such resources to a second core. That's a whole other discussion though.
I will agree with Andy though. Scripting is not the answer for full game wide implementation. As he, Rich and I have said, the logical answer for it to be done at the top from RSC. Besides the very real aspect of it throwing things out of wack if something isn't done correctly, the only way that would work and not tear down performance is to move such resources to a second core. That's a whole other discussion though.
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CaptScarlet
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Re: Fully functioning locomotive multiple-working ??
Amen to that, a mini cottage industry developed fixing mistakes and or updated specs in the config files for all manner of things. I would not like to see that happen in RW as it can be daunting enough for some users as it is.AndyM77 wrote:
You've got to look at (and I hate to say it) Trainz, with the amount of scripts and config files that render a wagon / scenario / route / etc.. unusable because someone mistyped a word, forgot a ' " ' in the config or forgotten to add specific other files that the script / config references.
John
Re: Fully functioning locomotive multiple-working ??
...and exhaust! Let's not forget lots of clag!styckx wrote:We're talking audio. So the helper/trailing locomotive isn't idle while the lead is running full throttle screaming down the line.
Rik.
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Re: Fully functioning locomotive multiple-working ??
This would also come in handy if somebody went and built say, a DBSO or DVT for Railworks, as they use the power of a locomotive the do not require their own engine, making it so that you pilot from an unpowered vehicle and a powered locomotive pushes/pulls the consist.
this "TDM" (Time Division Multiplex) system would require lots of scripting, but if it is implemented by RS.com or a 3rd party, many people would benefit from it in my view.
this "TDM" (Time Division Multiplex) system would require lots of scripting, but if it is implemented by RS.com or a 3rd party, many people would benefit from it in my view.
