Bogey issues

SRR722

New member
I recently downloaded one of Ben Neal's fine decapods, and have since tried converting the locomotive into a pacific. The leading and trailing trucks are perfect, and I have found the perfect set of drivers to use. However, when applied to the locomotive, the drivers are located too far back from the cylinders. Does anyone know how to move the bogey's location forward on the frame, or create a new bogey driectly ahead of the current one? Any help would be greatly appreciated, thanks.
-Patrick
 
Attachment Point

I recently downloaded one of Ben Neal's fine decapods, and have since tried converting the locomotive into a pacific. The leading and trailing trucks are perfect, and I have found the perfect set of drivers to use. However, when applied to the locomotive, the drivers are located too far back from the cylinders. Does anyone know how to move the bogey's location forward on the frame, or create a new bogey driectly ahead of the current one? Any help would be greatly appreciated, thanks.
-Patrick
Only the creator can move the attachment point of the locomotive and he set it for his bogey, so you will have to make another and experiment with the attachment point of it; though any offset will make the wheels swing from said point and may not allign with the rails in a turn.
 
One method that has been used for this kind of situation is to create a new invisible mesh with a attachment point that would attach to the loco and that has an attachment point for the bogie that would put it where you want it.

Bob
 
Thanks, I've created an invisible mesh, and it works; but what should I designate it as (a traincar, bogey, etc.) in order to attach it to both the locomotive and a seperate bogey? Thanks again,
-Patrick
 
Last edited:
Thank you, I tried it, but for some reason it didn't work when I added a "bogey" script to the config. file: :'(
Error: The tag 'bogeys' is not permitted within this container. (Container type 'mesh')

Here is the current config. file, do you see anything wrong in it? I really appreciate the help here:

kuid <kuid2:433398:50302:1>
category-class "HM"
kind "mesh"
direct-drive
username "4-6-2 bogey"
author "SRR722"
contact-email ".com"
category-region "US"
category-era "1900s"
trainz-build 2.5
mesh-table {
main {
mesh "224.im"
auto-create 1
}
}
kuid-table {
0 <kuid2:81997:50302:1>
}
bogeys {
0 {
bogey <kuid2:81997:50302:1>
}
}
 
I've never tried this before. I suggest you post this in the Content Creators forum for help on how to use your new mesh.

Bob
 
Ok, thanks, I think I'll try that. I recently converted from MSTS, and I'm used to working with .eng files and such, but all this is completely different.
-Patrick
 
I've thought a little more about how your new mesh might be used. A steam loco's drivers are automatically attached to a.bog2 in the loco body mesh. You have to leave the driver bogey kuid reference in the loco's config.txt file, not in your new mesh file. To prevent the driver from attaching to the original point, use a hexeditor to rename the a.bog2 attachment point in the loco mesh to something else, like a.junk, so it won't be used. Then edit the loco's config.txt file to add your new mesh to the mesh-table so it will attach to the origin of the loco's mesh. Now, if your new mesh contains an attachment point labled a.bog2, the loco's drivers should attach to it. As an example, if your new mesh is named offset.im then the loco config.txt file might look like this:

mesh-table
{
default
{
mesh loco_body/loco_body.im
auto-create 1
}
offset
{
mesh offset.im
auto-create 0
}
}

Bob
 
Last edited:
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