This is the situation:
A train is pushing a few cars slowly up a hill (say 5km/h or 5m/h). The one on the front gets uncoupled. The train reaches the top of the hill and the first cars go over it.
Now one would expect gravity to get a hold on that first car, making it to get more speed and getting away from the rest of the train, but in Trainz12 it does not. The car just stays connected with the rest of the train. Even when you hit the break, the whole train stops, including the decoupled car; gravity totally being ignored.
When you start pulling the cars back up the hill, the decoupled car stays there; one could make the assumption that someone has put the breaks on. This would also explain why it does not start running down the hill; the breaks keep it pinned against the pushing train. ... but when one brutally reverses the train, the decoupled car sort of gets "shaken off" and then starts speeding down the hill, which would mean there is not any break applyed.
My question(s) is (/are):
Is this a design choice? If so, can someone please explain why so I can figure out if there is a way to by-pass this with custom scripting. Aim is to eventually make a working hump yard.
Or has this been a long open bug? If so, when are you planning to finally fix it and is there a good work-around (not being the "shaken off" way) till then?
A train is pushing a few cars slowly up a hill (say 5km/h or 5m/h). The one on the front gets uncoupled. The train reaches the top of the hill and the first cars go over it.
Now one would expect gravity to get a hold on that first car, making it to get more speed and getting away from the rest of the train, but in Trainz12 it does not. The car just stays connected with the rest of the train. Even when you hit the break, the whole train stops, including the decoupled car; gravity totally being ignored.
When you start pulling the cars back up the hill, the decoupled car stays there; one could make the assumption that someone has put the breaks on. This would also explain why it does not start running down the hill; the breaks keep it pinned against the pushing train. ... but when one brutally reverses the train, the decoupled car sort of gets "shaken off" and then starts speeding down the hill, which would mean there is not any break applyed.
My question(s) is (/are):
Is this a design choice? If so, can someone please explain why so I can figure out if there is a way to by-pass this with custom scripting. Aim is to eventually make a working hump yard.
Or has this been a long open bug? If so, when are you planning to finally fix it and is there a good work-around (not being the "shaken off" way) till then?