Tilting in TRS2004

sasule84

New member
Hi, guys!

I have a small questions...

Is it possible in TRS2004, that bogeys are able to tilt? Is there some script to do that or something?

Is it possible in TRS2004 to somehow detect, that the road crossing is closed (means the cars cannot go through)?

Thx.
 
Some one, I think Korni was working on super-elevated track. I can't remember the details, but think this might be of interest to you.

John
 
The level crossings automatically stop cars from going through if their's enough warning.
Sometimes the crossing will be too close to an intersection, so the cars don't have time to stop when the gates come down, so they just ignore it. If that's what's happening, try moving the intersection farther back, if you can.

:cool: Claude
 
In TRS2004, the GameScript function to tilt a rolling stock vehicle is [FONT=&quot]Vehicle.SetRollBasedOnTrack(multiplier);[/FONT]


I don't know if anyone's put that function into a Driver Rule.


The function sets the tilt of the specified vehicle. The function must be applied to each individual vehicle in a train. In theory different multipliers could be specified for each vehicle but that would probably be highly unrealistic.

The resulting tilt angle is a function of the track curvature radius, the train's speed and the multiplier specified in the function. It also depends on the rolling stock, meaning that some experimentation is required to set the correct multiplier value. Multiplier values above about 5 generally give excessive and highly unrealistic tilt angles.

Positive multiplier values cause the tops of vehicles to be further outside the curve, while negative values give the opposite effect.

I've tested a small number of rolling stock items, all of which react to this function. However, in every case the front bogey stays level and in contact with the track (which is correct), the body of the vehicle tilts (which is correct), but the rear bogey tilts so that the wheels on one side rise above the rail (which is not correct). This appears to be an inherent bug.

In TRS2004, AFAIK all track is level in the transverse sense. In other words, track cannot be given a camber (or "cant" or "superelevation" as it is sometimes referred to).

Example of coding:

[FONT=&quot] Vehicle[] playertrainvehicles = playertrain.GetVehicles();[/FONT]
[FONT=&quot] int i;[/FONT]
[FONT=&quot] for (i=0;i<=7;i=i+1)[/FONT]
[FONT=&quot] {[/FONT]
[FONT=&quot] playertrainvehicles.SetRollBasedOnTrack(3);[/FONT]
[FONT=&quot] }[/FONT]

There is one old Razorback Railway scenario for TRS2004 which has a tilting train, namely "SRR07 - The Love Boat". It is still available free of charge on our server (free registration required).

HTH, John
 
Bogey Tilting

In TRS2004, the GameScript function to tilt a rolling stock vehicle is [FONT=&quot]Vehicle.SetRollBasedOnTrack(multiplier);[/FONT]

Example of coding:

[FONT=&quot]Vehicle[] playertrainvehicles = playertrain.GetVehicles();[/FONT]
[FONT=&quot]int i;[/FONT]
[FONT=&quot]for (i=0;i<=7;i=i+1)[/FONT]
[FONT=&quot]{[/FONT]
[FONT=&quot]playertrainvehicles.SetRollBasedOnTrack(3);[/FONT]
[FONT=&quot]}[/FONT]

There is one old Razorback Railway scenario for TRS2004 which has a tilting train, namely "SRR07 - The Love Boat". It is still available free of charge on our server (free registration required).

HTH, John
Is this set in config of the bogey? I try to get motorcycle bogeys to tilt with the body here.
 
well. if it does get put into a rule will it be possible to get a certain part of a certain train to tilt? For example the APT or the newer virgin voyager.
 
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