Oovee Class 57

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Darpor
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Re: Oovee Class 57

Post by Darpor »

Glad you have it working mate, it really is an excellent loco. It's also very photogenic. :D

Early morning at Rodwell and the first 57 is prepared to run the current DMU replacement services.


Click the image to zoom in
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msdejesus
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Re: Oovee Class 57

Post by msdejesus »

Reaaly nice, Darren, here's another image from that scenario, (which works perfectly, btw ;) ):

Click to enlarge
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Darpor
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Re: Oovee Class 57

Post by Darpor »

And thankyou for testing Manuel, I would be lost without you. :wink:

The scenario, "DMU Replacement" is now available over at http://www.rs-trainsim.co.uk and is currently awaiting approval in the library here. I'll give the requirement details so you can see if you have what is needed.

Image

Description

Following the capture of the Cresston North franchise by Northern Rail, passenger numbers have far exceeded expectations. To accomodate this, Northern Rail have hired in four Class 57 locomotives from DRS which will work in top and tail formation hauling Cargo-D Mk2 carriages. Today, your duty is to take one of these sets from Coatham to Hatton Quay, calling at all stations barring Oakbridge High Level. Traffic is fairly normal and not many problems are anticipated.

Briefing

Take a Class 57 locomotive, hauling 4 Cargo-D Mk2 coaches and a dead Class 57 on the rear from Coatham to Hatton Quay, working a DMU timed diagram. You start by picking up passengers at Coatham before calling at all stops in between barring Oakbridge High Level. This is in order to preserve the path and having called at Oakbridge Low Level previously, there is no need for this calling point to be included. Please remember that the maximum design speed for the locomotive is 75mph so should be observed.

Requirements

Cresston V3
Oovee Class 57 Pack
Class 390 Pack
Class 158 Pack
Class 66 Pack
JT IGA Cargowaggon
DT Mk2e Pack from Steam
http://members.uktrainsim.com/filelib-i ... leid=20058
http://members.uktrainsim.com/filelib-i ... leid=22899
http://members.uktrainsim.com/filelib-i ... leid=23164
http://members.uktrainsim.com/filelib-i ... leid=24698
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jimmyshand
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Re: Oovee Class 57

Post by jimmyshand »

My pc has been bust for 6 weeks and I just got it back today and now it runs like greased lightening with ultra high screen res too, what a treat to then buy the 57! Wow this is by far and away the best locomotive ever produced for any simulator ever! Simply stunning and a total shock for those of us that expected just a tweaked 47. One thing I really love is the default cab view height, the worst thing about the old rs 47 was that it was too low and you felt like a 4 year old trying to peak over the dashboard! The 57 is bang on for the real thing and has you looking down over the track as an adult sized driver would!
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sundog
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Re: Oovee Class 57

Post by sundog »

msdejesus wrote:Hi, There's no need to uninstall Alchemy, just disable it for RW:

Image

Hi Manuel

I did what you suggested, the scenario loaded fine, so I saved it and quit out, enabled RW in Alchemy, re-started RW and loaded the save - and it now works just fine complete with the EAX effects. Thanks for the suggestion!

I had already spotted this problem with Alchemy a while back in the stickied thread for the X-Fi cards, but I had no idea that it was that problem stopping me running the scenario, especially when all the other "57" scenarios seem to be ok. :o

Thanks very much for your help. Your virtual pint and bag of crisps are awaiting you in the virtual bar :wink:

Cheers!
Ken
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msdejesus
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Re: Oovee Class 57

Post by msdejesus »

sundog wrote: I did what you suggested, the scenario loaded fine, so I saved it and quit out, enabled RW in Alchemy, re-started RW and loaded the save - and it now works just fine complete with the EAX effects. Thanks for the suggestion!
Thanks very much for your help. Your virtual pint and bag of crisps are awaiting you in the virtual bar :wink:
Cheers!
Ken
:D I am really glad it that it worked!

Regards


Manuel
Klaabu
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Re: Oovee Class 57

Post by Klaabu »

Few words about physics. Seems that something is wrong with train brake simulation. I made special test scenario with one Class 57 coupled to 24 filled MJA cars. Took around 15 minutes to get this heavy train to reach 50 mph which is quite realistic result. How long it takes in real life to stop train carring load around 2500 tons? I think no less than 1 mile. At least. But in my test braking distance appeared to be just little bit over 300 metres (1/5 mile). Isn't it too short? Seems unrealistic anyway. No one freight train can't be stopped in so short distance. Another problem is that breaks react immediately but there has to be delay in action, especially in case of such a long and heavy train. From other side delayed throttle (power controller) action implemented by Oovee is the best example of realistic approach. Can somebody comment this?
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TractorBasher
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Re: Oovee Class 57

Post by TractorBasher »

It may the MJAs more than the 57. After all, the loco itself contributes only a small proportion of the braking force of the whole train.
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bdy26
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Re: Oovee Class 57

Post by bdy26 »

Boy did I pick a bad weekend to go away to the country. 57 looks absolutely stunning, and if noone if taking a pop at the sounds they must be good! The obvious criticsim I will make is that it makes the default 47 look like a cuddly toy 47 in comparison! Good work guys, money on it's way tomorrow!!
Shaun1709
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Re: Oovee Class 57

Post by Shaun1709 »

Having a problem using the keyboard with the 57 as someone else reported on here and it seems i have to clear the blueprint cache? Could someone give me a quick and easy instruction how to do this a it's not something i've ever had to do. Thanks in advance. Shaun.
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Darpor
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Re: Oovee Class 57

Post by Darpor »

Shaun1709 wrote:Having a problem using the keyboard with the 57 as someone else reported on here and it seems i have to clear the blueprint cache? Could someone give me a quick and easy instruction how to do this a it's not something i've ever had to do. Thanks in advance. Shaun.

http://forums.uktrainsim.com/viewtopic. ... 1&t=108774
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Wikkus
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Re: Oovee Class 57

Post by Wikkus »

Also now posted up on Oovee's web site...

Rik.
Hector2
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Re: Oovee Class 57

Post by Hector2 »

I posted a message yesterday but it seems to have gorn astray somehow,anyway,ill try again :lol:

This is a fantastic addon from start to finish and at a great price.The sounds are awesome and give the whole thing so much more, "immersion"?
Everyone behind this addon should take a bow because,.. you deserve it.Well done and thankyou all.

Hector
jimmyshand
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Re: Oovee Class 57

Post by jimmyshand »

I just discovered the mouse operated sliding windows that work on both sides of the cab! Nice touch and it all adds to the realism, the more interactive elements the more immersive the sim becomes. Another thing I've discovered but I am not sure is intentional, is that sometimes it takes more than one attempt to re-start the engine after shutting it down which again adds realism whether intentional or not
styckx
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Re: Oovee Class 57

Post by styckx »

jimmyshand wrote:I just discovered the mouse operated sliding windows that work on both sides of the cab! Nice touch and it all adds to the realism, the more interactive elements the more immersive the sim becomes. Another thing I've discovered but I am not sure is intentional, is that sometimes it takes more than one attempt to re-start the engine after shutting it down which again adds realism whether intentional or not
It may seem this way because of the realistic rpm wind down. If you look at the F5 screen youll see the engine audio makes it seem as if it is off but the RPM's are still winding down. So if you try restarting it before the Rpms are at zero it won't fire up.
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