Consist of locomotives struggles to pull a train after isolating an unused locomotive

AV3

Active member
So recently a new version of JR Train Effects Library came out and I noticed that this new version offers a start up shut down feature to isolate one or more locomotives from a consist to recreate a Dead in Tow aspect for locomotives being power shuttled to a location on a freight train. I've noticed that whenever I isolate a locomotive such as an SD40-2 from a consist of 2 or more GEVOs or ACes. The rest of the locomotives can barely get the train up to 1 mph. But then when I start up the isolated unit. The train is able to move just fine. Is this just Trainz being Trainz or is there something wrong with the new version of the script library to cause this?
 
So recently a new version of JR Train Effects Library came out and I noticed that this new version offers a start up shut down feature to isolate one or more locomotives from a consist to recreate a Dead in Tow aspect for locomotives being power shuttled to a location on a freight train. I've noticed that whenever I isolate a locomotive such as an SD40-2 from a consist of 2 or more GEVOs or ACes. The rest of the locomotives can barely get the train up to 1 mph. But then when I start up the isolated unit. The train is able to move just fine. Is this just Trainz being Trainz or is there something wrong with the new version of the script library to cause this?
I have a feeling it's Trainz doing what Trainz does best. Have you tried releasing the brakes?
 
That was my thought as well. Just turning the engine off likely doesn't release the loco's brakes or put it in Neutral. In the real world that isn't the behavior I would expect.
 
I finally had some time to sit down and try to reproduce this. I didn't come across anything unusual when running a random consist of modern locomotives I chose with a hefty unit train.

TRS22_qAYFQJOBis.png


Here you can see I have 2 of 5 units online. I was still able to get the train up to track speed on this flat section of track, and all of the numbers seemed pretty good.


I tried again with what you described to see if that made any difference but was unable to come up with anything close to your description. is there anything else happening at the time?
 
I finally had some time to sit down and try to reproduce this. I didn't come across anything unusual when running a random consist of modern locomotives I chose with a hefty unit train.

TRS22_qAYFQJOBis.png


Here you can see I have 2 of 5 units online. I was still able to get the train up to track speed on this flat section of track, and all of the numbers seemed pretty good.


I tried again with what you described to see if that made any difference but was unable to come up with anything close to your description. is there anything else happening at the time?


I've recorded a demo video with 2 SD70ACes and one empty well car. I've isolated the trailing unit in this test and can confirm the brakes were released. Even with just one car, the lone locomotive was unable to get the train moving until I put the trailing unit into "Run." After that it started moving perfectly fine.
 
Its DCC mode...

This was never intended to be used in DCC mode in the first place nor can I think of a reason to do so. This game just doesn't work that way in DCC. The issue is DCC mode uses the lowest accel force in the consist as the maximum. When you isolate a locomotive, the maximum becomes 0. A DLS update of the spec will be issued to hide the problem, but isolating a loco in DCC mode will have no other effect except that it will not throttle up, and wont do external things like animate dynamic brake fans, so essentially only audio/visual effect in this mode.
 
Hi Justin, I would like to clarify something about latest TFX v 146d the start up shut down feature to isolate. When a locomotive is set isolated should it be dead and no engine sound playing in game?. I have observed in video above the second Locomotive appears be dead and not seeing any smoke from smoke from exhaust playing engine sound until it is set to "run" and its playing the "engine startup".
I have noticed when isolating a Locomotive from consist the engine sound is playing but just in idle while the first Locomotive is acting as normal when throttling up or down. can you please clarify?.
 
i am not seeing this feature at all in my TRS22PE Steam Version in either Cab Mode or DCC Mode.... does not show up when running a train that is supposed to have it and i run JR locomotives as well... so what the OP is saying doesn't make any sense at all...
 
Hi Justin, I would like to clarify something about latest TFX v 146d the start up shut down feature to isolate. When a locomotive is set isolated should it be dead and no engine sound playing in game?. I have observed in video above the second Locomotive appears be dead and not seeing any smoke from smoke from exhaust playing engine sound until it is set to "run" and its playing the "engine startup".
I have noticed when isolating a Locomotive from consist the engine sound is playing but just in idle while the first Locomotive is acting as normal when throttling up or down. can you please clarify?.

No, when a locomotive is isolated it does not mean it needs to be shut down. This just means that it is disconnected from the control loop of the lead loco and it wont generate any power so what you are describing sounds correct to me.
A long time ago, before the Trainz sound engine had doppler, we had custom sound set engines that would allow the full sequence where you could isolate the unit, and then shut it off if you want. This was sortof inefficient and messy and of course didn't work properly to loop once doppler was introduced. Someone had asked me recently if the isolate function was still possible since it wasn't really sound related and I came up with a way to use it without the other stuff, so its a feature from years back that almost was forgotten about and died. - anyway, this is representing the switch on the back wall of the cab, and while some of the cab models are not connected to the script this way just yet it'll eventually be again and you will be able to switch it inside the cab. Currently the state is recognized by all of the cabs and will indicate where available on computer displays. for example: This.

There is a startup and shutdown in Trainz, but its entirely up to the game as it has no script interface for some reason, this is why it is not part of the sequence as it used to be and why this might seem a bit incomplete. I consider myself lucky if i hear one shutdown or start up.

i am not seeing this feature at all in my TRS22PE Steam Version in either Cab Mode or DCC Mode.... does not show up when running a train that is supposed to have it and i run JR locomotives as well... so what the OP is saying doesn't make any sense at all...

<kuid2:45324:555246:7> Jointed Rail Train Effects library v 1.46d
 
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