Drivable Superadaptor

davesnow

Crabby Old Geezer
The Drivable Superadaptor Is there a tutorial or instructions on how to make this work anywhere? I just can't seem to figure it out.... Thanks
 
Not a clue: On mine I see a very nice Porshe: It does not fit when I want to make a vessel to go over water. Furthermore: There are ships that you can drive, but AI don't control. I suspect everything is interrelated. Answers and suggestions are welcome for all of us.
 
Converting a railcar to be a silent locomotive

Ever have problems with a mile long train, stalling on a 12 mile long gradient, and it needed 6 locos on the head end, and 4 more shoving on the rear ?

I thought, If you made the config file of several freight cars and converted them into a driveble silent loco (engine-1), a train would have alot more pulling power without so many locomotives.

How do you make a boxcar or hopper car driveable, in its config file ?

I guess the invisible "Spacer 1m-10m" on DLS is one alternative.
 
An example of how to make a box car drivable.
I cloned majekear's 60ft Boxcar Santa Fe 37573,<kuid:56063:100406> then edited the config.txt to strip out a bunch of unnecessary stuff and added a couple of tags so it looks like this:
kuid <kuid:47907:1042>
alias <kuid:-1:100087>
company "Atchison Topeka & Santa Fe Railroad "
origin "USA via RNS"
bogey 100075
enginesound <kuid:58843:53011>
hornsound <kuid:58843:53008>
engine 1
mass 21255
kind "traincar"
category-class "AL "
category-region-0 "US"
category-era-0 2000
enginespec <kuid:-1:42004202>
description
asset-filename "BOBS BOX"
username "BOBS BOX"
author
organisation
contact-email
contact-website
license
kuid-table
{
}
I tried it and it drives ok.

Bob
 
Using the Drivable Superadapter.
I cloned the Superadapter then edited the config.txt file to look like this:

category-class "AC"
category-region-0 "CH"
category-era-0 "1990s"
bogey <kuid:-10:149>
interior <kuid:-10:172>
fonts 1
engine 1
mass 20000
company "Cyberstorm"
origin "custom"
region "custom"
kind "traincar"
enginespec <kuid:-1:42004203>
enginesound <kuid2:82412:200108:1>
hornsound <kuid:523:100433>
description "Vehicle adaptor"
mesh-table
{
default
{
mesh "vehiclez_body/superadaptor5m.IM"
auto-create 1

effects
{
vehicle
{
kind "attachment"
default-mesh <kuid:68787:25139>
att "a.attach_090_ground"
}
}
}
}
trainz-build 2.4
asset-filename "BOBS CAR"
username "BOBS CAR"
thumbnail
author
organisation
contact-email "terry@cyberstorm.co.uk"
contact-website
license
kuid-table
{
}
kuid <kuid:47907:1019>

It drives ok.

Bob
 
Thanks, I will have to try it.

Hope this helps others add more horsepower to their Trainz.

I will need to make @ 10 clones of coal hoppers, boxcars, and 86' TOFC railcars, which I will name as "New Consists" and I add these motorized drafts of freightcars, regularly to my mile long trainz.:cool:
 
I think I have "Old Timers" desease...so confused

It has always puzzled me why creators make static vehicles ? Just by adding the Drivable Superadaptor kuid, you can make any static vehicle drivable.

Some of us (me) are still unclear of exactly how to make the config file changes.

Do you modify the (cloned) asset config file you wish to make drivable, and insert the Drivable Superadaptor kuid in the assets config file ?

Or do you modify the (cloned) Drivable Superadaptor config file, so that the assets kuid is in the Drivable Superadaptor config file ?

I will have to read the above posts over, and over again, so that it sinks through my thick knoggen...it's too hot to stink, I mean "think"...32 degrees Celcius today !
 
Last edited:
You clone the superadapter then edit its config.txt file to use the kuid of the item you want to make driveable. Be sure to pick the right adapter for the size of the item you're going to make drivable and also to orient its heading. See my post #7 in this thread for example.

Bob
 
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