Uncoupling for Switching

davidakridge

Session Creator
I know in the past I have been able to get a running start on a group of cars and uncouple while slowing the locomotive and have the car continue to roll. Is this no longer possible? It seems the car stays attached until I reverse. This will make switching an impossibliity. Any Ideas?
 
basically get up some speed desired cut the throttle first and brake or uncouple and brake main thing is cutting throttle to 0 first before clicking uncouple or guaranteed derail......
 
basically get up some speed desired cut the throttle first and brake or uncouple and brake main thing is cutting throttle to 0 first before clicking uncouple or guaranteed derail......

This is what I'm doing but the car will not roll until I reverse away.
 
Early Trackside Assets by French author

I know in the past I have been able to get a running start on a group of cars and uncouple while slowing the locomotive and have the car continue to roll. Is this no longer possible? It seems the car stays attached until I reverse. This will make switching an impossibliity. Any Ideas?

Hi Dave - Recently I came across some early trackside assets by a French author "flavdu45". They are build 2.2.

One is an automatic "decoupleur" <kuid:53425:21006> which looks along the consist and decouples when it encounters a wagon with a different kuid from the first one found. So a rake of similar wagons can be shunted into a siding at speed and when the loco decelerates the wagons go off by themselves.

The asset can be controlled by a companion asset <kuid2:53425:21007:1>. The method used is not intuitive though, and I don't fully understand it. The name of the 21006 asset needs to be changed by enclosing the trigger name within brackets [ ] and adding a suffix e.g. [Trigger X;0] to deactivate.

There is also a trackside asset <kuid:53425:21005> which applies the handbrake to a rolling consist. You could also try my Directional Speed Retarder <kuid:160293:100123>.

"flavdu45" also authored a configurable speed board which can be assigned different speeds for each of the three train priorities.

Since I don't have TS12 I don't know how the friction coefficients behave in that version.

Cheers - Trevor
 
Don't try to uncouple while the train is moving if you are pushing, just uncouple before you shove them and you will remain unattached. :wave:
 
This pushing cars then uncoupling was better in early visions but not as good in 12 do to the fact that you have to move to complete the uncouple.
I have a hard time getting this to work for me,but will try the suggestions and see if i can get them to work for me.
And i remember that if you clicked on a car/wagon and hit the A letter on your KB it would stop the car/wagon that don't work in 12.
 
For you techno phobes uncoupling vehicles whilst they are moving, in the UK is not allowed.

Really?

Then some of things they did on the branch lines around Ontario (Canada) would make your hair stand on end.:eek:

Such as a running switch with an occupied passenger car.:eek:

Tom
 
For you techno phobes uncoupling vehicles whilst they are moving, in the UK is not allowed.

It is however, the only way to even remotely realistically model UK hump operations from the 70s and 80s (where they'd be pushed while uncoupled), since N3V still insist on forcing auto-coupling upon us.
 
Since I don't have TS12 I don't know how the friction coefficients behave in that version.

Cheers - Trevor

The quote from Trevor above is the REAL question. I just didn't know how to phrase it. The reason I was able to do this in the past was I was using TRS10. I cannot get this to work in TR12. On a flat gradient I cannot push the car to speed then stop while uncoupled and have the car continue to roll. Even on a hill the car will not roll until I completely back away. "Friction Coefficients" are different.

-david
 
I don't think it's the friction so much as the different way decouple mode works - for one thing when you hold CTRL D every coupler in the county appears, instead of just the one you hover the mouse over. Second problem is for multiplayer they invented a clever solution to a non existent problem by locking switches that had anything approaching at any speed far outside the usual 20 meter radius, so changing switches when humping cars is next to impossible in TS12. I've found that it's POSSIBLE to kick cars in TS12, but it's light years more difficult and unpredictable than TS2010.
 
I don't think it's the friction so much as the different way decouple mode works - for one thing when you hold CTRL D every coupler in the county appears, instead of just the one you hover the mouse over. Second problem is for multiplayer they invented a clever solution to a non existent problem by locking switches that had anything approaching at any speed far outside the usual 20 meter radius, so changing switches when humping cars is next to impossible in TS12. I've found that it's POSSIBLE to kick cars in TS12, but it's light years more difficult and unpredictable than TS2010.

That really stinks and takes so much realism out of the game. I was intending to build some sessions with switching, but I guess i'll have to rethink or build them for TRS10.
 
So right after I post the previous message, I click over to "freeware" section and see a new link for a switching session. At the bottom of the description it reads:

"There is something wonky about either the TS12 physics or the individual car physics so you will have to back away from each car as you release it before they start rolling. Also you should know that, so far as I can tell, none of these cars are industry active, so this is not a good session for the rest of the route."

I don't really know what "Wonky" means, but it doesn't sound good.

Here is the thread: http://forums.auran.com/trainz/showthread.php?t=83241
 
It's against the rules on most railroads in the US today as well. But one thing some of you younkers need to realize - the world did not start the day you were born, it was here before that. :wave: In the olden days blue collar workers were considered as expendable as paper plates, if one got killed or injured it was no problem to hire a new one to replace him.

http://www.youtube.com/watch?v=IZN-mwHWxiY
 
Frankly I doubt I could do it in TS12, like I say the uncoupling and "unsticking" just isn't as smooth and predictable somehow. Combine that with the locked switches which makes the timing more critical, I'd bet the Dutch Drop would be impossible in TS12. I really don't know everything they did to it, but it's a huge step backwards in my opinion. TS12 is good for multiplayer, but not much else.
 
Frankly I doubt I could do it in TS12, like I say the uncoupling and "unsticking" just isn't as smooth and predictable somehow. Combine that with the locked switches which makes the timing more critical, I'd bet the Dutch Drop would be impossible in TS12. I really don't know everything they did to it, but it's a huge step backwards in my opinion. TS12 is good for multiplayer, but not much else.

Are we seeing, with "locked switches", what is a plague at the "other competitive product"? That is, an AI is on a track somewhere in the rail system and is allowed to preset, and lock, switches it will need for its tasks in the future? This lock is allowed for the session until the locked switch is passed. Hopefully, TS2012 simulator (not the RW game) has a reasonably sophisticated scheme for time and priority.
 
Hopefully it will never be as bad as Don'tWorks, that one has locked every single switch on the AI path until the last AI train passes that switch since January 2008. TS2010 (and earlier) locks switches against changes when the train or car is within 20 meters of the points, TS12 locks it up when the approaching train or car is inside whatever it considers a reasonable stopping distance. Alleged reason for that was to stop players from throwing switches in front of other players during multiplayer sessions and derailing them, which again is a non existent problem that multiplayer participants could easily have worked out themselves. The main problem it created is in single player (and probably multiplayer too) if you notice a switch is set the wrong way and you're approaching too fast to stop, then you're also approaching to fast to throw the switch, which inevitably causes more derailments than it would ever have prevented. My opinion has always been that trailing point derailments should be removed from the game altogether, they contribute nothing to gameplay or realism, and every version of Trainz I've tried so far I get derailments on trailing points set against me even when derailments are set to "None" in the startup options. TS12 only makes that worse.
 
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