Beiträge von ChrisTrains

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    The cruise system in my model shows the blue diamond when cruise is engaged and the switch can increase/decrease the speed in 5km/h steps. If in 'drive' the cruise system chooses power OR brakes to meet the position of the blue diamond. (When in cruise, the combination handle determines the amount of power for acceleration). If in neutral it chooses ONLY brakes. If the brakes are manually applied by the driver, the cruise system disengages completely.
    This might not be 100% accurate but I hope you understand I must consider all my customers, not just the 5% who are expert drivers :)

    Re: acceleration. The Flirt 3 has - according to the info Stadler gave me - an acceleration on the 5-car units of 1.05m/s² up to 50km/h. From 50-100km/h the acceleration drops to 1.0m/s² and over 100km/h it drops again to 0.92m/s²


    This means - on full throttle - the Flirt 3 with 5 wagons can get to 50km/h in 13.9 seconds. My simulation is actually a little slower than this so in reality, my train COULD accelerate faster and still be accurate. If you don't open the throttle fully, then obviously the performance is less. It also means that on full throttle, an empty Flirt 3 could - in theory - reach 160km/h in 46.8 seconds ....


    These accelerations are not much different from what the Dutch trains have. For example the SLT and VIRM have initial accelerations of 1.02m/s² that drop to 0.95m/s²
    I've measured these myself on full trains using accelerometers.



    Stadler try to ensure all their Flirt 3 versions have roughly the same performance which is why - generally - the longer units have the higher powered traction motors and the smaller units have the smaller power units. One of the Stadler technicians told me they did put the 3000kW drive motor configuration in a 2-car unit for testing and it achieved acceleration of 1.31m/s² (!) (normally the 2-car units have a rating of 1340kW or 1505kW) He said they had to modify the drive software to help with the wheelslip that test train created.

    I will take my guidance from @MasterDune


    Having the voice is nice and it's what I'm used to, but if it really isn't there in the real engine, then by default we will only have the sounds (still waiting for info from masterdune to see what modifications I need to make).


    BUT: to make the train fun for as many people as possible, I might include a switch that allows either sounds, or voices. I still have to decide for myself :)

    Thanks for the kind words, everyone.
    Constructive criticism is fine - I try to take most things into account when I read stuff on the forums, and it does help to make the final product that much better. The final decision on anything always rests with me though, and v1.0 is never the final version - if you've purchased any of my other products you know I'm always making updates.


    The comparison to vR is always hard for me. I will never be Maik in the same way that I choose to do a different style of train to 'Dutch Classics'. As one man, working part-time, I have limited resources. I try to make products that appeal to as many people as possible, without too much complexity, whilst trying to keep the game running smoothly. It's a difficult balance :)


    On the Flirt 3 though - 36 bugs reported so far (a mix of things from this forum and the beta testers) and 9 fixed. So yes - work is carrying on quickly. Strangely - the two mirror bugs were unusually difficult to fix. I had a weird problem in one of the scripts that didn't become obvious until the train had been sitting stationery for more than 2 minutes :)

    You have to create a lua script between the throttle lever and the traction. Also Speed Numbers at Display could be done like in real. Do you have any Script?

    I have 1500+ lines of script yes. The throttle control hasn't been directly linked to the regulator in any of my trains for three years now - they all go via a script. That's not how you solve the physics problem though. The only thing you can do there is "fake" the throttle->regulator connection which doesn't help.


    Also, I have data from Stadler on the times from 0km/h to 40km/h, 60km/h, 80km/h, 100km/h and 120km/h. The acceleration of my model matches Stadler's data to within a second. So even if you think it "looks" or "feels" wrong in the game, in reality it's as close to the real thing as I can get it.

    But would it be possible to include diffrent types of Wagons with all types of bogie placements for the future updates so the community could make a Meridian Version, the PKP Intercity and so on by them selfs? So they would just be white and content creators could just repaint them how they need them.

    That's a lot more work, plus history has shown (with the NS SLT) that the vast majority of people are incapable of understanding jacobs bogies. The problem with the Flirt is that there are SO many variations. Wagons with toilets, no toilets, pantographs, no pantographs, aerodynamic fairing variations, and all combinations of those. For example if you want a 3-wagon German version, by deleting the C and E wagons you end up with just a D wagon which means now you have no pantographs.
    A quick calculation shows there would be at least 16 different wagon types.
    For the bogies, F=front, R=rear, you end up with:
    -F -R
    -F +R
    +F +R
    +F -R


    For the toilet / pantograph variations, T = toilet, P= pantograph:
    -T -P
    +T -P
    +T +P
    -T +P


    So four basic wagon variations x 4 bogie variations = 16 wagon types.
    If you now add the different lengths (two different lengths) it becomes 32 wagon types.
    And now add one door / two doors, it becomes 64 wagon types.


    It's taken me since May to get the project to where it is and right now there are 6 engine variations (A and B) cars and 9 wagon variations..........

    Because some of the wagons have "visible" bogies and some have "invisible" bogies (to make up the 'shared' Jacobs bogie system), the consists are pre-built by me and it will be very hard to randomly re-assemble them into other configurations.
    For example, A and B wagons have bogies at front and back. C has a bogie at the back. D has no bogies (because it sits between the bogies on E and C).

    Hey - send me an email via my website - the more data I can get, the better. You wouldn't believe how helpful MasterDune has been - I wish I could buy him all the beer in the world ... :)

    If someone wants to translate :)


    "I Spent all day yesterday trying to figure out why the Flirt 3 kept derailing. Bumps, curves, bridges - it was very unreliable. Finally found the bug (in the coupler) after 9 straight hours of debugging. Wife came to get me for dinner and I thought it was only lunch time."