Is there a way to make an Electric loco dead?

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749006
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Is there a way to make an Electric loco dead?

Post by 749006 »

Sorry if this has been asked before - I did a search but did not find an answer

Is there a way to make an Electric Loco or unit dead?
I know about going in to the scenario editor to tick the box and the loco is dead but the panto still goes up.

There is a free wagon on Chris Trains for coupling to emus's
http://www.christrains.com/ts_product_n ... wagen.html
But the trains still have a raised pantograph - same trying to couple to a UK or European loco

Thanks

Peter
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Re: Is there a way to make an Electric loco dead?

Post by gptech »

You may be able to work round that by creating a new .bin file (a suitably renamed copy of the original) and disabling the panto animation. Depending on wh.ch EMU it is you might even be able to force the pantomime down by editing the default condition. Which EMU is it?
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Re: Is there a way to make an Electric loco dead?

Post by deltic009 »

gptech wrote:Depending on wh.ch EMU it is you might even be able to force the pantomime down by editing the default condition.
Oh no you won't!
gptech wrote:Which EMU is it?
It's behind you.
Matthew Wilson, development team at Vulcan Productions

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https://www.facebook.com/VulcanFoundry/
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Re: Is there a way to make an Electric loco dead?

Post by gptech »

deltic009 wrote:It's behind you.
If Rod Hull's with it...I'll remind him of Parkinson.

Did you hear that the guy who invented predictive text died the other day?...his funfair will be hello on Sundial.

(Yes, it's old....but still good)

Back to pantos...real ones, no miming here now...

Image

another old one, the RSC class 86 with a modified .bin to change the default behaviour of the panto. Not necessarily that simple with other stock, I believe the 87 needed the animation disabling and the spark texture replacing with a blank (invisible) one (I'll have to check just what's what with 'em) but basically, yes---you can force the panto down so that you can replicate a rescue or suchlike.
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Re: Is there a way to make an Electric loco dead?

Post by Class92001 »

Not sure if it works with other stock but when I created a Wherry Lines scenario with a class 47 and 90, I found the way to keep the pantograph down was it switch to the cab of the 90 in the scenario, manually lower the pantograph (and release brakes) then switch back to the 47 and the pantograph stayed down. That was using the advanced version, so may not work on other stock. If people want to start up the scenario I created and see what I mean in game, then it's available here: http://railworkscenarios.weebly.com/wherry-lines.html
Thanks, George.
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Re: Is there a way to make an Electric loco dead?

Post by gptech »

That way works with the 87 too George, no idea about the 86 as I didn't try that in the little testing session I've just had. The only drawback is that if you're wanting to start a scenario with a dead electric loco in tow, it's not ideal to have to swap cabs to lower the panto.
When the 'panto down' versions of the 87 were first done, it was necessary to also make the spark invisible but that doesn't seem to be the case now--as long as the panto's down there isn't a spark. What we really need to know now is which stock Peter's after using--we can throw as many methods as we like around but if they don't work on what he's using...... :x
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Re: Is there a way to make an Electric loco dead?

Post by Class92001 »

I just ensured that the user had enough time to lower the pantograph and set up before departure.
Thanks, George.
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Re: Is there a way to make an Electric loco dead?

Post by gptech »

Yeah...I'm not arguing that it's *wrong*, just not ideal in all situations---what if the scenario starts with the journey part done, or even with a rolling start? If the loco/EMU is set as 'dead' in the scenario editor, you won't be able to enter it's cab to be able to lower the panto.
Whichever, there are numerous ways of going about it; and as previously, until we know just what Peter is wanting to do with which items of rolling stock it's all a very interesting academic discussion and not much more. For various reasons it might not even be possible; certainly with just an edited .bin to make the initial state of the panto 'down' you run into bother if you try dragging it with an electric loco, as the supposedly down panto dances up and down because of it's instructions conflicting with those of the driven loco.
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Re: Is there a way to make an Electric loco dead?

Post by jalmar »

Hi
Just use the scenario editor
Albert
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Re: Is there a way to make an Electric loco dead?

Post by gptech »

That's what he's tried Albert, but the panto stays up----he wants it to be down so an edited .bin may also be needed.
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Re: Is there a way to make an Electric loco dead?

Post by tnleeuw01 »

749006 wrote:Sorry if this has been asked before - I did a search but did not find an answer

Is there a way to make an Electric Loco or unit dead?
I know about going in to the scenario editor to tick the box and the loco is dead but the panto still goes up.

There is a free wagon on Chris Trains for coupling to emus's
http://www.christrains.com/ts_product_n ... wagen.html
But the trains still have a raised pantograph - same trying to couple to a UK or European loco

Thanks

Peter
Do you want something that works with any loco, or with a specific set?

There are some electric loco's that come with a specific cold-start variant, or that can be made to start in cold-start mode by tweaking the loco nr in the scenario editor in a specific way - as mentioned in the respective loco's manual.

I don't know if ChrisTrains EMU's have a similar feature, but I know that something of that ilk exists for vR locos.

So if you have in mind a specific train with which you wish to do this, it might be worth checking the manual for a cold-start feature, and see if that can be applied to make the loco a deadweight part of a consist with it's panto's down. (of course, you might be unlucky with this and the loco might also refuse to release it's brakes and otherwise play nice with the rest of the train - that's something I haven't checked).

--Tim
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Re: Is there a way to make an Electric loco dead?

Post by 749006 »

Sorry for the delay in replying.

I was after making one of the ICE 1 units dead so I could drag it over a non electrifies route.
The ICE is available thru Steam but was made by Virtual Railroads.

I could try going in to the Power Cars and dropping the Pantograph first and see what that does.
Not really sure what I need to change in the Pantograph animation dept.

The other option would be the Kuju DB 101 which could be dragged with the diesel
When I look at this loco I notice two files br101_panto01.ban & br101_panto02.ban
But I'm not sure what to do with them

Peter
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Re: Is there a way to make an Electric loco dead?

Post by gptech »

You do nothing with .ban files Peter, they're the animations. All you need to do is edit a .bin file, I'll post back later.
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Re: Is there a way to make an Electric loco dead?

Post by 749006 »

gptech wrote:You do nothing with .ban files Peter, they're the animations. All you need to do is edit a .bin file, I'll post back later.
Thanks Gary.
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Re: Is there a way to make an Electric loco dead?

Post by gptech »

All of the 'panto down' versions of locos in the pics above were produced by a very simple edit to the loco's .bin file, simply changing the default state of the panto control to be down rather than up.
Unfortunately, the process doesn't work with the 101, whether that's because of the dual pantos I've no idea...anyway, just for reference, and using the 101 just to illustrate what worked on the others.....


First step is to copy the loco's .bin file, so in the case of the default BR101 copy ..\Assets\Kuju\RailSimulator\RailVehicles\Electric\BR101\Default\Engine\br101.bin and rename that copy to ..\Assets\Kuju\RailSimulator\RailVehicles\Electric\BR101\Default\Engine\br101-PantoDown.bin
Open this panto down version with RW Tools and change the descriptive names at the start of the document.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<cBlueprintLoader xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0">
	<Blueprint>
		<cEngineBlueprint>
			<Name d:type="cDeltaString">DB Baureihe 101 Engine</Name>
			<BrowseInformation>
				<iRailVehicleBlueprint-cBrowseRVInformation>
					<DisplayName>
						<Localisation-cUserLocalisedString>
							<English d:type="cDeltaString">Class 101 DBAG Red</English>
becomes

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<cBlueprintLoader xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0">
	<Blueprint>
		<cEngineBlueprint>
			<Name d:type="cDeltaString">DB Baureihe 101 Engine Panto Down</Name>
			<BrowseInformation>
				<iRailVehicleBlueprint-cBrowseRVInformation>
					<DisplayName>
						<Localisation-cUserLocalisedString>
							<English d:type="cDeltaString">Class 101 DBAG Red Panto Down</English>
Use RW Tool's 'Search and Replace' option to search for Pantograph....it should take you straight to:

Code: Select all

						<cControlContainerBlueprint-cControlValue d:id="55609536">
							<ControlName d:type="cDeltaString">PantographControl</ControlName>
							<DefaultValue d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</DefaultValue>
							<MinimumValue d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</MinimumValue>
							<MaximumValue d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</MaximumValue>
Change the DefaultValue to 0'

Code: Select all

						<cControlContainerBlueprint-cControlValue d:id="55609536">
							<ControlName d:type="cDeltaString">PantographControl</ControlName>
							<DefaultValue d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">0</DefaultValue>
							<MinimumValue d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</MinimumValue>
							<MaximumValue d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</MaximumValue>
Save the file and try it in the game---just drop it in a new free roam scenario for testing and giver it a driver icon.

Image

(default loco at the rear, new panto down version at the front)

Now test it with a diesel dragging it, and just for the sake of completeness, also with an electric.


However, because that doesn't work with the 101 it needs something a wee bit more drastic...still dead easy, but it does mean that the panto will never rise which prevents it use as a more 'advanced' model where you have to raise the panto at the start of a 'cold start' type scenario. As I intimated earlier, you can disable the animation to prevent the panto moving, but disabling tha animation doesn't mean altering the animation....confused?.... read on!! :wink:

Still do the copy/rename of the ,bin file to produce a new .bin file; still change the descriptive fields to reflect the change (I'd suggest something along the lines of Class 101 DBAG Red Panto Down-Dead) but this time use 'Search and Replace' to find

frontPanto

You'll get to:

Code: Select all

						<iAnimObjectRenderBlueprint-cAnimation d:id="59956416">
							<AnimationID d:type="cDeltaString">frontPanto</AnimationID>
							<AnimationName d:type="cDeltaString">Kuju\RailSimulator\RailVehicles\Electric\BR101\Default\Engine\br101_panto01</AnimationName>
							<AnimateInEditor d:type="cDeltaString">eTrue</AnimateInEditor>
						</iAnimObjectRenderBlueprint-cAnimation>
						<iAnimObjectRenderBlueprint-cAnimation d:id="59955648">
							<AnimationID d:type="cDeltaString">rearPanto</AnimationID>
							<AnimationName d:type="cDeltaString">Kuju\RailSimulator\RailVehicles\Electric\BR101\Default\Engine\br101_panto02</AnimationName>
							<AnimateInEditor d:type="cDeltaString">eFalse</AnimateInEditor>
						</iAnimObjectRenderBlueprint-cAnimation>

This bit tells the game where to find the animation for the panto, so we disable it by changing the name of the animation.... yes, the animation is disabled even though we haven't touched the animation!
Change the name however you want,

Code: Select all

						<iAnimObjectRenderBlueprint-cAnimation d:id="59956416">
							<AnimationID d:type="cDeltaString">frontPanto</AnimationID>
							<AnimationName d:type="cDeltaString">Kuju\RailSimulator\RailVehicles\Electric\BR101\Default\Engine\br101_panto01X</AnimationName>
							<AnimateInEditor d:type="cDeltaString">eTrue</AnimateInEditor>
						</iAnimObjectRenderBlueprint-cAnimation>
						<iAnimObjectRenderBlueprint-cAnimation d:id="59955648">
							<AnimationID d:type="cDeltaString">rearPanto</AnimationID>
							<AnimationName d:type="cDeltaString">Kuju\RailSimulator\RailVehicles\Electric\BR101\Default\Engine\br101_panto02X</AnimationName>
							<AnimateInEditor d:type="cDeltaString">eFalse</AnimateInEditor>
						</iAnimObjectRenderBlueprint-cAnimation>


is as valid as changing the name to br101_panto01-Disabled or br101_panto01-Always Down...as long as the game can't now find the animation it'll just 'shrug it's shoulders' and get on with what it can find.

Save, and test in a free roam.
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