Why is there an extra wheel floating on top of the train???

My guess would be that they are spares in case one of the driving wheels has a puncture? But I must admit it is a rather strange place to store the spare and must create havoc when going through tunnels and under bridges.

The locos are old, asset build number 1.3, which goes back to the original release of Trainz over 20 years ago.

This problem has been posted about in these forums before:-

https://forums.auran.com/threads/error-with-br-44-german-engine.146674/

There appears to be no solution. Other posts reveal that there seems to be no tenders available for these locos.

My recommendation, delete them and find something else.
 
My guess would be that they are spares in case one of the driving wheels has a puncture? But I must admit it is a rather strange place to store the spare and must create havoc when going through tunnels and under bridges.

The locos are old, asset build number 1.3, which goes back to the original release of Trainz over 20 years ago.

This problem has been posted about in these forums before:-

https://forums.auran.com/threads/error-with-br-44-german-engine.146674/

There appears to be no solution. Other posts reveal that there seems to be no tenders available for these locos.

My recommendation, delete them and find something else.
Thing is though, I don't see that extra wheel in TS12.
 
That would clearly indicate that the locos do not meet the standard for TRS22. Another reason for deleting them.
I wonder if this has something to do with wheel animation and this is supposed to be a hidden reference object that is attached to the visible instance object wheels. I've seen this done to control many machines in a room where only a single model was created and the others were clones of that but there were no meshes for them.
 
To remove the flying wheel, the main bogies could be fixed using the IM Editor.
<kuid:48366:50003> fix the mesh br44_bogey.im
<kuid:48366:50006> fix the mesh br44_drg_bogey.im
<kuid:48366:50007> fix the mesh br44_drg_uekbogey.im
The fix is the same for all 3 bogeys:
- create a fully transparent file invisible.tga (alpha channel must be black)
- create the file invisible.texture.txt
Code:
Primary=invisible.tga
Alpha=invisible.tga
- open the asset in explorer
- copy the 2 files to the opened folder
- open the .im file with the IM Editor
- at object 24 change the diffuse texture of the material to invisible.texture.txt
- change opacity to 0 (probably not required, but I did it)
- save the modified file, and exe IM Editor
- submit the changed asset.

Peter
 
Last edited:
Hi there,

Reasonably priced...

br44a-showcase2.jpg




;)
 
Based upon the indicated fix and this being in a 1.3 build loco, I wonder if this is a byproduct of the technique discovered by someone in the community back then to get steam locos to track properly. Creators used an invisible bogie at the location of the drivers to keep them from swinging wide of the track in curves as only the leading truck and the trailing trucks were used as bogie attachment points and tracked around the curves. You didn't want the driver wheels to rotate to follow the track as that isn't realistic so an invisible bogie following the curve made the loco follow the curve in a more realistic manner.
 
To remove the flying wheel, the main bogies could be fixed using the IM Editor.
<kuid:48366:50003> fix the mesh br44_bogey.im
<kuid:48366:50006> fix the mesh br44_drg_bogey.im
<kuid:48366:50007> fix the mesh br44_drg_uekbogey.im
The fix is the same for all 3 bogeys:
- create a fully transparent file invisible.tga (alpha channel must be black)
- create the file invisible.texture.txt
Code:
Primary=invisible.tga
Alpha=invisible.tga
- open the asset in explorer
- copy the 2 files to the opened folder
- open the .im file with the IM Editor
- at object 24 change the diffuse texture of the material to invisible.texture.txt
- change opacity to 0 (probably not required, but I did it)
- save the modified file, and exe IM Editor
- submit the changed asset.

Peter
What if it’s a pm instead of an im???
 
What way do I update the config.txt file?
You will need to open the asset for editing.
In Content Manager, right click on the asset and choose Open... Edit config file. This will open the config.txt file in Notepad or some other text editor. Never open up config.txt files in Word or some other word processor because that will corrupt it.

FYI: The asset will need to be opened before running pm2im anyway.
 
You will need to open the asset for editing.
In Content Manager, right click on the asset and choose Open... Edit config file. This will open the config.txt file in Notepad or some other text editor. Never open up config.txt files in Word or some other word processor because that will corrupt it.

FYI: The asset will need to be opened before running pm2im anyway.
Yeah, but what do I edit in the notepad?
 
Yeah, but what do I edit in the notepad?
You'll need to find the .pm files and rename the .pm to .im.

Now, it can be a bit complicated depending upon how old the asset is. If there is no mesh-table, you'll need to create one like this. This is just an example and doesn't reflect exactly that asset you are attempting to repair.

Code:
mesh-table
{
  default
  {
    mesh                                "gp9 high hood undec_body/gp9 high hood undec_body.im"
    auto-create                         1
  }
 
  shadow
  {
    mesh                                "gp9 high hood undec_body/shadow.im"
  }
}
 
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