Make a cab car driveable

mikey186

More TO Explore
does anyone know how to turn a cab car rolling stock from the DLS (or other 3rd-Party Sites) into a drive-able cab car? I mean, I've attempted to do that, but it came out blue in the cab. I don't know what went wrong. I mean, first, I've clones the object, then checked the 'engine' tag, then I made the attachment (using PEV's attachment maker", added the attachment "a.cabfront"), saved as a separate IM, and added the tag "attachments", and inserted the att mesh file, and once i've saved it, when ive done quick drive, It came out all blue.

Any idea what went wrong, and how can i fix it?
 
I think that it needs enginespec,enginesound. You can take example of Yukonzoom`s BBLs or the Metra cab car that is in DLS.
Good luck

Greetings
 
I think that it needs enginespec,enginesound. You can take example of Yukonzoom`s BBLs or the Metra cab car that is in DLS.
Good luck

Greetings

I did, the enginespec by default is "default_wagon" I've already added the enginesound and the hornsounds. Everything. Even when I'd added the interior as the shoreliner. Somthigs missing.
 
It needs a proper driving car enginespec not a wagon spec or an enginespec from a locomotive that gives the vehicle actual driving power .
It shouldn't move on it's own when you take power .

Try using my DVT enginefile : Kuid:45317:102635 which is on the DLS
This will allow you to drive the loco correctly that is at the rear of the train plus you'll get a realistic shove from behind when you open the throttle .

It will also need engine sounds , hornsound plus the interior which is everything that a normal loco requires in trainz to correctly work .
 
It needs a proper driving car enginespec not a wagon spec or an enginespec from a locomotive that gives the vehicle actual driving power .
It shouldn't move on it's own when you take power .

Try using my DVT enginefile : Kuid:45317:102635 which is on the DLS
This will allow you to drive the loco correctly that is at the rear of the train plus you'll get a realistic shove from behind when you open the throttle .

It will also need engine sounds , hornsound plus the interior which is everything that a normal loco requires in trainz to correctly work .

Sorry, that didn't worked ether. I've downloaded and set it up all right.

here's my config:


kuid <kuid:274806:100107>
username "marcbilevelcabcar - Demo"
category-class "AL"
engine 1
enginespec <kuid:45317:102635>
mass 44000
description
kind "traincar"
author
organisation
contact-website
category-region "00"
category-era "1980s;1990s"
trainz-build 2.9
enginesound <kuid:206307:1313>
hornsound <kuid2:45324:54003:1>
interior <kuid:522774:1151>

mesh-table
{
default
{
mesh "marcbilevel_body/marcbilevel.im"
auto-create 1
}

left-passenger-door
{
mesh "marcbilevel_body/doorsli.im"
anim "marcbilevel_body/doorsli.kin"
auto-create 1
att "a.doors0"
att-parent "default"
}

right-passenger-door
{
mesh "marcbilevel_body/doorsre.im"
anim "marcbilevel_body/doorsre.kin"
auto-create 1
att "a.doors0"
att-parent "default"
}

attachments
{
mesh "marcbilevel_body/attach_mesh.im"
att "a.cabfront"
auto-create 1
}

}

queues
{
passengers
{
size 34
initial-count 0
passenger-queue "1"
product-kuid <kuid:-3:10060>

attachment-points
{
0 "a.sitpoint1j"
1 "a.sitpoint0d"
2 "a.sitpoint1i"
3 "a.sitpoint1h"
4 "a.sitpoin1g"
5 "a.sitpoint1f"
6 "a.sitpoint1e"
7 "a.sitpoint1d"
8 "a.sitpont0c"
9 "a.sitpoint1c"
10 "a.sitpoint0b"
11 "a.sitpoint1b"
12 "a.sitpoint0a"
13 "a.sitpoint1a"
14 "a.sitpoint1d"
15 "a.standpoint_a00"
16 "a.standpoint_a01"
17 "a.standpoint_a02"
18 "a.standpoint_a03"
19 "a.standpoint_a04"
20 "a.standpoint_a08"
21 "a.standpoint_a09"
22 "a.standpoint_a10"
}
}
}

obsolete-table
{
}

kuid-table
{
0 <kuid:-1:42004201>
1 <kuid:69953:74>
2 <kuid:-3:10060>
}

bogeys
{
0
{
bogey <kuid:69953:74>
reversed 0
}

1
{
bogey <kuid:69953:74>
reversed 0
}
}

The RED indicates that, that's where I put it the attachment. What did i do wrong? and how can i fix it?
 
G'Day mikey186, I could be wrong here but should ALL the kuids be in the kuid table, the engspec, hornsouns etc are not listed!!
Regards
Barrie
 
G'Day, I always thought the kuid table has to have listed all of the kuid's used by the asset, your kuid list only has some.
This is your current kuid table:-
kuid-table
{
0 <kuid:-1:42004201>
1 <kuid:69953:74>
2 <kuid:-3:10060>
}
Should be
kuid-table
{
0 <kuid:-1:42004201>
1 <kuid:69953:74>
2 <kuid:-3:10060>
3 <kuid:45317:102635>
4 <kuid:206307:1313>
5 <kuid2:45324:54003:1>
6 <kuid:522774:1151>
}
Also the kuid in red, is it actually used as it does not seem to be listed any where else. As I said before I could be wrong but is it worth a try?
Regards
Barrie
 
I've had a look at and it is workable but the problem is the orientation of the coach is the wrong way round . The cab end is actually the back of the coach and the corridor end is the front . There is no way (legally) of altering this unless the original Gmax/max mesh file is altered.

To get it to work you will need to add 2 attachment points :

a.cabfront at the non cab end
a.cabback at the cab end (remember to rotate this attachment point by 180 degrees).

You may have to ALT+C when clicking on the car to get into the right cab but if the direction arrows are set correctly in surveyor mode then it will go into the correct cab in driver mode.
 
Mk3 DVT Enginefile,<kuid:45317:102635> is for DCC mode only. If you look at its config.txt file you'll see the throttle and dynamic brakes containers are zeroed out. If you expect to drive in CAB you'll have to change the enginespec to a different one.

Bob Weber
 
ok, I've tried again, but failed again, BUT, when i've attempted to do this again, is this a way to set up a cab car in CCP?

img18301.jpg
 
Mk3 DVT Enginefile,<kuid:45317:102635> is for DCC mode only. If you look at its config.txt file you'll see the throttle and dynamic brakes containers are zeroed out. If you expect to drive in CAB you'll have to change the enginespec to a different one.

Bob Weber

Yes because it's for a driving van trailer (DVT) which has no engine . If you gave it power figures then it would be able to move along on it's own when you throttled up . A cab car like a DVT has no engine the loco at the rear does all the pushing .
The enginespec works as it should do .

Download one of my MK3 DVT's and see if it will move on it's own , then add a loco behind it and try again to see if it will move ?

I don't use DCC so this enginespec would be of no use to me if it couldn't be used in cab mode.

It has had 7000+ downloads and no complaints !
 
im trying to make a class 375 in southeastern trains livery and im also trying to make the mk3 move on its own and its a paintshed reskin
 
You can make any asset drivable using a clone of cyberstorms drivable superadaptor, renaming its config file username line, and by putting assets kuid, into the drivable superadaptor config file aliased kuid line.

You could make a trackside signal, or a steel coil commodity drivable.
 
Last edited:
I would be complex to describe. Using Skype and a microphone is the best way to describe a long drawn out process.

Basicly you are taking the asset that you want, and copy/pasting it's kuid, into a cloned drivable superadaptor alised kuid line.

It's all done in the CM using Notepad
 
Back
Top