Cabview position in loco & relative position to track

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Cabview position in loco & relative position to track

Post by leezer3 on Wed Mar 20, 2013 11:01 pm

OK, so I don't exactly understand what's going on, so I'm hoping someone else has some opinions and thoughts.

I'm in the process of setting up the 81xx to be more than a collection of unrelated bits. Most things have worked correctly, but I'm having trouble with the way the cabview/ drivers eyes interface.
In the 81xx, the driver is ~8m back in the loco, and this is obviously what I set the drivers eyes position to be, with the appropriate bits of loco visible on the cab panel. The trouble comes when going round sharp bends- The drivers eye position is being swung in funny ways; As far as I can make out, it's drawing a straight line 8m back from the front of the loco and sticking the eye position there, regardless of where the back of the loco is.
Obviously, I suppose I could just shift the cab position to the front of the loco, but that means it's very easy to undershoot stop positions, as you're looking at the front of the loco via the cab image Smile

Anyone have any clever ideas please?

Cheers

Chris Lees

http://www.bvecornwall.co.uk

leezer3

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Re: Cabview position in loco & relative position to track

Post by graymac on Thu Mar 21, 2013 9:43 pm

8m (25ft) would be right for the steam loco driver. Problem is really about totally different design of modern loco where the driver is close to the front end. That's a situation only true for steam when running tender first, which you aren't doing.

Maybe you could mess around with the axle distance parameters in the config, though probably that would result in wheels running off rails. Possibly there's a way to fool the program to think the loco is longer or shorter than it is, or make it think the pivot point is further back than the true object centre? You picked a good problem there.
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Re: Cabview position in loco & relative position to track

Post by leezer3 on Fri Mar 22, 2013 11:53 am

Yeah, OpenBVE simply doesn't seem to be setup to handle this correctly Smile
I did have a suggestion via PM to check the centering of the loco object, but this isn't the issue sadly.
If the cabview was calculated on the pivoting of the loco body relative to the defined axles, I wouldn't have this problem, it appears to be drawing a straight T on the rails from where the front wheels of the loco are (If you see what I mean!)

I've tried adding the cabview to the dummy car used for the rear pony truck (car 2), which is in approximately the right place but for some reason I also don't understand, you can then see the front pony truck (car 0), but not the loco(car 1) out the front of the cab.

I could shift her to run bunker first (I've actually got an externals config that does this), but this'd rather defeat the point of building a semi-reasonable cabview!
The fudge I end up with is probably going to be to just use car 0 for the cabview, and drivers will just have to worry about any overshoots.

I also tried playing with the coupler setup, but I don't think that it likes shifting things right through a car.

That's not even mentioning the sound problems; Whatever I do, she isn't going to sound very good as soon as you drop the power, as the sound modelling available *only* plays the motor sounds as related to acceleration Sad

Cheers

Chris Lees

http://www.bvecornwall.co.uk

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