SSS Black 5 Soundpack out!
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- Carinthia
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Re: SSS Black 5 Soundpack out!
If you have major slipping issues It may be worth experimenting using the Kuju or Woodhead Black 5s rather than those that came with the Port Road. Whilst they may be equally prone to slipping, these will recover from the slip much more easily. The PR versions seem to have a built in delay to the response to the regulator - you may have noticed that when you shut off power they keep accelerating for a moment. The same applies when you have got into a slip - they are still under power for a few moments and even if the slipping noise has stopped they may still be recovering from the slip so any effort to re-open power just makes things worth.
Please don't ask me which is the most realistic - I really wouldn't know. My relationship with Black 5s was about 45 years ago.
John
Please don't ask me which is the most realistic - I really wouldn't know. My relationship with Black 5s was about 45 years ago.
John
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Rockdoc2174
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Re: SSS Black 5 Soundpack out!
You can always switch to 'normal' driving on the PR Black 5 by using the B key. I've had a play with the S&D and Woodhead Black 5s and all three seem to have a similar response to slipping. The only difference for me is that I tend to move the reverser as well as the regulator with the PR loco in its default mode because of the delay.
I've also tried Brian Yeomans' dirty WH Black 5. I wasn't surprised that is unaffected by the SSS modification and it is very hard to force it to slip. I presume a change is needed in a .bin file? I've never had much luck with editing them.
Keith
I've also tried Brian Yeomans' dirty WH Black 5. I wasn't surprised that is unaffected by the SSS modification and it is very hard to force it to slip. I presume a change is needed in a .bin file? I've never had much luck with editing them.
Keith
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Re: SSS Black 5 Soundpack out!
Here's the vital bit if you want to make any changes. I'll show you in the Kuju S&D black 5. Go to: Assets\Kuju\RailSimulator\RailVehicles\Steam\5MT_Black5\Default\Engine and open the engine.bin file. Scroll down to the following section, near the top. The numbers in bold are what effect wheelslip. Slightly increase friction values, but only in small increments until you get the desired amount of wheelslip.
</cHcRMatrix4x4>
</RearCouplingReceivingPoint>
<Mass d:type="sFloat32" d:alt_encoding="000000C0CC4C5240" d:precision="string">73.2000</Mass>
<EaseOfDerailment d:type="sFloat32" d:alt_encoding="000000000000DC3F" d:precision="string">0.4375</EaseOfDerailment>
<FrontPivotX d:type="sFloat32" d:alt_encoding="00000000295C1D40" d:precision="string">7.3400</FrontPivotX>
<FrontPivotY d:type="sFloat32" d:alt_encoding="000000000000E03F" d:precision="string">0.5000</FrontPivotY>
<BackPivotX d:type="sFloat32" d:alt_encoding="000000A0999911C0" d:precision="string">-4.4000</BackPivotX>
<BackPivotY d:type="sFloat32" d:alt_encoding="000000000000E03F" d:precision="string">0.5000</BackPivotY>
<CollisionCentreX d:type="sFloat32" d:alt_encoding="000000E0FBA9F73F" d:precision="string">1.4790</CollisionCentreX>
<CollisionCentreY d:type="sFloat32" d:alt_encoding="0000002083C00640" d:precision="string">2.8440</CollisionCentreY>
<CollisionWidth d:type="sFloat32" d:alt_encoding="0000000000000440" d:precision="string">2.5000</CollisionWidth>
<CollisionHeight d:type="sFloat32" d:alt_encoding="0000004089410040" d:precision="string">2.0320</CollisionHeight>
<CollisionLength d:type="sFloat32" d:alt_encoding="00000080C2552640" d:precision="string">11.1675</CollisionLength>
<DragCoefficient d:type="sFloat32" d:alt_encoding="00000080EB510040" d:precision="string">2.0400</DragCoefficient>
<RollingFrictionCoefficient d:type="sFloat32" d:alt_encoding="0000008006F0463F" d:precision="string">0.0007</RollingFrictionCoefficient>
<DryFriction d:type="sFloat32" d:alt_encoding="000000E0A370CD3F" d:precision="string">0.2300</DryFriction>
<WetFriction d:type="sFloat32" d:alt_encoding="000000803D0AC73F" d:precision="string">0.1800</WetFriction>
<SnowFriction d:type="sFloat32" d:alt_encoding="000000803D0AC73F" d:precision="string">0.1800</SnowFriction>
<SandFrictionMultiplier d:type="sFloat32" d:alt_encoding="0000000000000040" d:precision="string">2.0000</SandFrictionMultiplier>
<Bogey>
<cRailVehicleComponentBlueprint-tag_sBogey d:id="70421248">
<BogeyPivotX d:type="sFloat32" d:alt_encoding="00000060D5671340" d:precision="string">4.8514</BogeyPivotX>
<BogeyPivotY d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</BogeyPivotY>
<BogeyBlueprint>
<iBlueprintLibrary-cAbsoluteBlueprintID>
Try changing them to 0.2500, 2000 and 2000 initially and see how that suits you. The original values are 0.8500, 0.4250 and 0.2600. The loco will NEVER slip with those values!
Regards
Matt@SteamSoundsSupreme
</cHcRMatrix4x4>
</RearCouplingReceivingPoint>
<Mass d:type="sFloat32" d:alt_encoding="000000C0CC4C5240" d:precision="string">73.2000</Mass>
<EaseOfDerailment d:type="sFloat32" d:alt_encoding="000000000000DC3F" d:precision="string">0.4375</EaseOfDerailment>
<FrontPivotX d:type="sFloat32" d:alt_encoding="00000000295C1D40" d:precision="string">7.3400</FrontPivotX>
<FrontPivotY d:type="sFloat32" d:alt_encoding="000000000000E03F" d:precision="string">0.5000</FrontPivotY>
<BackPivotX d:type="sFloat32" d:alt_encoding="000000A0999911C0" d:precision="string">-4.4000</BackPivotX>
<BackPivotY d:type="sFloat32" d:alt_encoding="000000000000E03F" d:precision="string">0.5000</BackPivotY>
<CollisionCentreX d:type="sFloat32" d:alt_encoding="000000E0FBA9F73F" d:precision="string">1.4790</CollisionCentreX>
<CollisionCentreY d:type="sFloat32" d:alt_encoding="0000002083C00640" d:precision="string">2.8440</CollisionCentreY>
<CollisionWidth d:type="sFloat32" d:alt_encoding="0000000000000440" d:precision="string">2.5000</CollisionWidth>
<CollisionHeight d:type="sFloat32" d:alt_encoding="0000004089410040" d:precision="string">2.0320</CollisionHeight>
<CollisionLength d:type="sFloat32" d:alt_encoding="00000080C2552640" d:precision="string">11.1675</CollisionLength>
<DragCoefficient d:type="sFloat32" d:alt_encoding="00000080EB510040" d:precision="string">2.0400</DragCoefficient>
<RollingFrictionCoefficient d:type="sFloat32" d:alt_encoding="0000008006F0463F" d:precision="string">0.0007</RollingFrictionCoefficient>
<DryFriction d:type="sFloat32" d:alt_encoding="000000E0A370CD3F" d:precision="string">0.2300</DryFriction>
<WetFriction d:type="sFloat32" d:alt_encoding="000000803D0AC73F" d:precision="string">0.1800</WetFriction>
<SnowFriction d:type="sFloat32" d:alt_encoding="000000803D0AC73F" d:precision="string">0.1800</SnowFriction>
<SandFrictionMultiplier d:type="sFloat32" d:alt_encoding="0000000000000040" d:precision="string">2.0000</SandFrictionMultiplier>
<Bogey>
<cRailVehicleComponentBlueprint-tag_sBogey d:id="70421248">
<BogeyPivotX d:type="sFloat32" d:alt_encoding="00000060D5671340" d:precision="string">4.8514</BogeyPivotX>
<BogeyPivotY d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</BogeyPivotY>
<BogeyBlueprint>
<iBlueprintLibrary-cAbsoluteBlueprintID>
Try changing them to 0.2500, 2000 and 2000 initially and see how that suits you. The original values are 0.8500, 0.4250 and 0.2600. The loco will NEVER slip with those values!
Regards
Matt@SteamSoundsSupreme
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- Trev123
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Re: SSS Black 5 Soundpack out!
I have found if you have the reverser at about 30% you don't get any wheel slip.

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Natvander
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Re: SSS Black 5 Soundpack out!
Has anyone found that the cab light doesn't work after installing the soundpack on the Port Road version?
- DaveDewhurst
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Re: SSS Black 5 Soundpack out!
Ctrl & H does the cab light now, so L is free for the injectors
Dave
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Rockdoc2174
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Re: SSS Black 5 Soundpack out!
Thanks, Matt. I edited the file with RW_Tools and (to nobody's surprise except mine!) it works on the WH dirty Black 5. I didn't think it had worked, initially, because I stormed out of Manchester towing seven Mk 1s on on full regulator and in full forward gear but it did start to slip when I was pulling hard up a gradient after a stop at Guide Bridge. It's obvious, of course, but still took me slightly by surprise that reducing the friction settings also affects braking. Rightly, you can swan into a station and hit the brakes hard any more and bringing a heavy train to a stand is a much more intellectual exercise.
Would the settings you posted be suitable for all steam locos or is it necessary to play around to get them right for each one?
Keith
Would the settings you posted be suitable for all steam locos or is it necessary to play around to get them right for each one?
Keith
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Re: SSS Black 5 Soundpack out!
I advise 'trial and error'. Those values are worth a try though. I used similar ones on the TPR Jubilee.Rockdoc2174 wrote:Thanks, Matt. I edited the file with RW_Tools and (to nobody's surprise except mine!) it works on the WH dirty Black 5. I didn't think it had worked, initially, because I stormed out of Manchester towing seven Mk 1s on on full regulator and in full forward gear but it did start to slip when I was pulling hard up a gradient after a stop at Guide Bridge. It's obvious, of course, but still took me slightly by surprise that reducing the friction settings also affects braking. Rightly, you can swan into a station and hit the brakes hard any more and bringing a heavy train to a stand is a much more intellectual exercise.
Would the settings you posted be suitable for all steam locos or is it necessary to play around to get them right for each one?
Keith
Regards
Matt
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Natvander
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Re: SSS Black 5 Soundpack out!
Ta - I've been pressing every button to find the light with very poor results - resulting in a head on collision with a Stranraer bound express due to not concentrating on the track!DaveDewhurst wrote:Ctrl & H does the cab light now, so L is free for the injectors
Dave
Re: SSS Black 5 Soundpack out!
I was hopeing that it would fix that ratteling fire box sound ,But no it's still there what a pain
,
May be R S C will fix it some day...huh!
Still a very nice sound set .
David
May be R S C will fix it some day...huh!
Still a very nice sound set .
David
Re: SSS Black 5 Soundpack out!
Hi Folks
just a quick thought, the slide valve regulator on a Black five had to be shut completely when in main valve or fully open then reopen to the desired degree for easier working, I have no idea if this is modelled with in the game but it's how I drive any Stanier locomotive, now if it is modelled with in the game then it might explain the excessive wheel slip??!!
just a quick thought, the slide valve regulator on a Black five had to be shut completely when in main valve or fully open then reopen to the desired degree for easier working, I have no idea if this is modelled with in the game but it's how I drive any Stanier locomotive, now if it is modelled with in the game then it might explain the excessive wheel slip??!!
- smarty2
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Re: SSS Black 5 Soundpack out!
Just like to say how nice these sounds are, thanks for them. 
Best Regards
Martin (smarty2)
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- Trev123
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Re: SSS Black 5 Soundpack out!
Ok I have changed the values as per Matts post above but still get a lot of wheel slip. On the WLOS scenario Solway Trader going between the stations Southwick and Kirkgunzeon which are about 2 something miles a part you start off on a uphill grade, due too a lot of wheel slip I cannot make Kirkgunzeon on time arriving about a minute late so get a cross for that station. Yes the sounds are nice better than the default ones.

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Rockdoc2174
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Re: SSS Black 5 Soundpack out!
I ran a scenario I did for Brian's dirty B5 pack - Summer Saturdays To Skegness. I was fine to Dinting but I was three minutes behind at Penistone compared to the 'normal' loco. The 1:100 out of Dinting was suddenly very difficult, even with sand.
Lovely!
Keith
Lovely!
Keith
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Re: SSS Black 5 Soundpack out!
I think driving steam loco's needs to be a challenge! If our wheelslip function makes it more challenging for you then I think that's better. I'd rather have a steam loco slip like it does than not slip at all!!
Regards
Matt
Regards
Matt
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