Digital Traction 4MTT

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deltic009
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Re: Digital Traction 4MTT

Post by deltic009 »

crumplezone wrote:
Griphos wrote:I'm still wondering if the new version has to be bought again if you bought the older version. I wrote DT to ask, but they just sent me a link to the old version.
The 2013 version requires rebuying if you didn't buy after they changed the site and checkout system as the older purchasing system as far as said didn't have the option of being able to mass email customers and some other technical issues, while the one they use now does. DT did introduce the new version at a lower price for a short period or still do (not sure haven't checked site) due to the swap over to the 2013 version.
DT's Facebook says the 4MT is now at a permanently low £3.99, glad I got it for that in the sale.
Matthew Wilson, development team at Vulcan Productions

http://www.vulcanproductions.co.uk
https://www.facebook.com/VulcanFoundry/
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Griphos
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Re: Digital Traction 4MTT

Post by Griphos »

Anybody try the Trip Working scenario yet that comes with it? I can't get very far up the 1.6 grade before she just stops with all those wagons behind her.
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Ajay1
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Re: Digital Traction 4MTT

Post by Ajay1 »

They must have reduced it very recently because I paid 9.95 GBP through PayPal only yesterday (Saturday 12th at 12:18pm NZT) I wonder if I can get a refund ?

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rgreenrail
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Re: Digital Traction 4MTT

Post by rgreenrail »

They did a deal with someone on Facebook a while back when someone bought the WCML scenario pack about a day before it was reduced, I think they were offered money off their next purchase...give them an email if you want.
Lumpy
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Re: Digital Traction 4MTT

Post by Lumpy »

Griphos wrote:So, if you've bought the original 4MT, you have to buy this upgraded version as well? I can't see how to get it otherwise.
No, you don't have to buy the new version. The original is a very good model and works perfectly well in TS2013.
You may or may not want the added features of the updated model (new textures, raindrops, headcodes, quickdrives, new scenarios etc.).
If you do want these features, then £3.99 is not much to pay, and well worth it.

Regards,
Mike
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Re: Digital Traction 4MTT

Post by Lumpy »

The latest update does indeed fix the missing radius rod. Well done DT, not just for the fixes, but for emailing all your customers with a link to the update.

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Mike
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Re: Digital Traction 4MTT

Post by Lumpy »

Griphos wrote:Anybody try the Trip Working scenario yet that comes with it? I can't get very far up the 1.6 grade before she just stops with all those wagons behind her.
Me too, perhaps we'll get another update...

Regards,
Mike
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crumplezone
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Re: Digital Traction 4MTT

Post by crumplezone »

Can't really patch in driving ability :wink: :lol:

Its drivable but slow going and requires quite adapt usage of manual firing to get it up S&D, auto firing won't work as they auto fireman has the tendency to open up the live steam injector and fill the boiler with water while your progressing up a grade. This has two effects: 1. reducing the boiler PSI and adding weight and water to the boiler overall dropping the PSI as the water requires reheating, when tackling gradients you don't want anymore water being applied to the boiler or any drop in PSI otherwise you will stall and go rolling back down.

Granted, the consist is long, so if you wanted to you can simply go into the editor and remove 5-6 wagons and pop another 4MT on the back as a banker if you so desire.

I will make note that the S&D route's age in railworks probably is a contributing factor by this point to differcult driving, as it hasn't had the due love and attention to smooth out gradient transitions or really be accurate to actual route profiles, the route was made back in rail simulator days so by this point its abit ragged and needs abit of a overhaul on the trackwork and DEM to bring it into a decent enough standard and correct geography aswell as gradients. S&D is a very steep gradient profile route, equal in some regards to Woodhead's gradients, but due to what I mentioned just now you'll find you can drive woodhead gradients with the appropriate consist loads but not the same on S&D without encountering differculty.

Anyhow, if you don't like manual firing then take the remove wagons and place banker on back option.
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Griphos
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Re: Digital Traction 4MTT

Post by Griphos »

I'm happy to try it with manual firing, but it doesn't really make a lot of sense to create a scenario for a route that won't work with automatic firing, given that most people use it. And the situation being simulated requires both an engineer and a fireman. I don't mind taking a hand at handling both duties, but that is the reason we have an automatic fireman. And I'm stalling with auto fireman on what is showing as a 1.6 grade. Hardly a monster gradient.

S&D may be aging, but it's still quite a lovely route, I think. I enjoy the atmosphere of it about as much as any other route.

Thanks for the advice on manual firing. I'll give it a try.
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Griphos
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Re: Digital Traction 4MTT

Post by Griphos »

So, crumplezone, have you actually run this scenario recently? I've been busy so didn't get a chance to retry it again until this morning. I set to manual firing. The firebox starts at ideal mass. I topped off the water, but it didn't need much. Closed the ejector, set the fireman so that he kept it at ideal mass, started her off, closed the cocks, kept the injectors closed. Dampers on, blower off. The pressure stayed very good. Didn't use up much water, kept the mass right at ideal and stopped and started rolling backward in exactly the same place as when auto fireman was used. I don't really get very far. Just past the bridge after the speed changes to 70. I never really get much above 15 though, since by the time I'm allowed to, I'm on the grade and she just doesn't want to pull that many wagons.

I'm no beginner at manual firing. From my avatar, you can probably deduce an avid interest in steam. Still, I'm more than willing to learn. So, please, tell me how you manage to get up the hill in this scenario.
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crumplezone
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Re: Digital Traction 4MTT

Post by crumplezone »

Griphos wrote:So, crumplezone, have you actually run this scenario recently? I've been busy so didn't get a chance to retry it again until this morning. I set to manual firing. The firebox starts at ideal mass. I topped off the water, but it didn't need much. Closed the ejector, set the fireman so that he kept it at ideal mass, started her off, closed the cocks, kept the injectors closed. Dampers on, blower off. The pressure stayed very good. Didn't use up much water, kept the mass right at ideal and stopped and started rolling backward in exactly the same place as when auto fireman was used. I don't really get very far. Just past the bridge after the speed changes to 70. I never really get much above 15 though, since by the time I'm allowed to, I'm on the grade and she just doesn't want to pull that many wagons.

I'm no beginner at manual firing. From my avatar, you can probably deduce an avid interest in steam. Still, I'm more than willing to learn. So, please, tell me how you manage to get up the hill in this scenario.
Hm, your not doing much different than I am to be honest, I crawled up the bank, don't get me wrong it wasn't anything above 10-15mph for most of the going on the heavier embarkments, I normally balance towards the high %s when I dig into the gradients aswell. Its unforgiving either way to any kind of change in the PSI, you just can't lose any whatsoever when going up. The load is heavy either way, but don't expect any real speed to progressing through the scenario for the most part. The only difference is you keep the blower closed I tend to keep it half way to fully open dependant on how the steam usage levels are bouncing at.

All I can say is keep going at it really, the actual load and scenario is probably as differcult as teh 56xx challenge scenario and its about as hard as this to.

To be honest you may just want to adjust the load in the scenario editor in the end, I'll be honest I don't think its a suitable load for the 4MTT to pull up over the S&D gradients without you getting quite fustrated or spending hours crawling.
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Griphos
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Re: Digital Traction 4MTT

Post by Griphos »

Well, that's a bit of a relief to hear. I imagine I'll adjust the consist although I may try a banker first. I do think DT should change the scenario. I haven't tried the other new one yet, but will.
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Re: Digital Traction 4MTT

Post by daveannjon »

Having also failed to make it with the 4MT I cloned the scenario and substituted the 7F, even then I only just made it to Combe Down tunnel. Makes you realise how awful it was for the enginemen at the time. I noticed none of the A1 trains was moving.

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Re: Digital Traction 4MTT

Post by Swanage34105 »

I managed to complete the scenario by uncoupling and dropping off 8 wagons in the adjacent siding, then hooking up the brake van I continued on up the hill at an average slog of 15mph.

Still stalled on the bank after Midford, but having stopped for a blow up I managed to restart the train without rolling back. Great fun and a challenge, even if I did cheat by shortening the train!
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longbow
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Re: Digital Traction 4MTT

Post by longbow »

I have tried the scenario mentioned and I think it's safe to say that the 4MT is grossly overloaded.

The limit for an LMS Class 4 (4F) unassisted up to Midford was 21 goods, 40 empties or 10 full 16T minerals, these corresponding to a load limit of maybe 250 tons. The load of 34 empties in the scenario is thus realistic. Unfortunately in game whilst most of the wagons in the load look empty they actually weigh much closer to fully loaded - the default 5 and 7 planks both have a mass of 16T, rather than the correct tare (unloaded) mass of 6T-6.5T, so the 4MT is trying to pull nearer 450 tons.

Swapping out the 5 and 7 planks for the default 16T mineral would give a more realistic challenge as the latter has the correct tare weight of 7.5T.
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