Numbering ListEach rail vehicle can have unique numbers when placed multiple times in Train Simulator. To allow for this you must specify a .csv file containing all the possible numbers the engine can have. If you name your engine, you can specify just one number in this file. The .csv must contain zeros in the first two columns with the actual numbers, which can include letters, in the third column. Front Coupling Blueprint ID
Coupling Blueprint
Rear Coupling Blueprint ID
Coupling Blueprint
Front & Rear Coupling PivotsUsing the 3D Preview Window, align the end of the arrow point to where the coupler will spawn from. e.g. For a 3-Link, this is the point where it hangs on the hook. Do the same for the Rear Coupling pivot, but for the rear. Front & Rear Coupling Receiving PointsUsing the 3D Preview Window, align the end of the arrow point to where the receiving coupler will attach to. e.g. For a 3-Link, this is the point where the coupling ring from another vehicle will hook onto this vehicle. Repeat the process for the Rear Coupling Receiving Point. MassThe mass of the locomotive in imperial tons. Ease of DerailmentThis value is used to calculate how easy it is for the vehicle to derail. The parameter works by moving the centre of gravity up and down. The value (which can be set between 0 and 1) translates into -2m to 2m, so setting the value to 0 moves the centre of gravity down 2m (which would make it impossible to tip over) and 1 would move it up 2m making it very easy to derail. X & Y PivotsFront Pivot X Length from centre of your vehicle to the front Buffers. Use this parameter to adjust the gap between vehicles when they are coupled together. Front Pivot Y This is the vertical positions of the centre join between coupled vehicles. Back Pivot X Length from centre of your vehicle to the rear Buffers. Use this parameter to adjust the gap between vehicles when they are coupled together. Back Pivot Y This is the vertical positions of the centre join between coupled vehicles. Collision ElementsCollision Centre X The horizontal alignment of the collision box centre. Collision Centre Y The vertical alignment of the collision box centre. To calculate this value:
e.g for Black 5 = (( 3.86 – 1.828 ) / 2 ) + 1.828 = 2.844 m Collision Width This will be the actual width of your vehicle in Metres at its widest point Collision Height This value is calculated by taking the height of your vehicle and subtracting the wheel diameter. e.g for Black 5 = 3.86 – 1.828 = 2.032m Collision Length The Collision Length should be slightly smaller than the real dimensions of the vehicle, so that tight corners don’t cause Collision Boxes to overlap. This value should be over the buffer beam, but not the buffers. The front/rear pivot points take the buffers into account. If your collision length includes the buffers the vehicle will struggle to couple up as it will bounce off other vehicles. If the vehicle acts oddly when placed on the track, or doesn't navigate corners correctly, it is possible to see what Train Simulator sees in terms of the physics setup described above. See PhysX Visual Debugger below. PhysX Visual DebuggerIt is possible to see what Train Simulator will see in terms of your vehicle setup. This is achieved by using the nVidia PhysX Visual Debugger. The PhysX Visual Debugger can be downloaded from nVidia's website at https://developer.nvidia.com/physx-visual-debugger In order to use this viewer with Train Simulator:
Controls of the PhysX Visual Debugger differ slightly from Train Simulator in that in order to move the camera around, keys W,A,S,D must be used in conjunction with the mouse. You may find that when the model loads into the PhysX Visual Debugger, it may not be directly in front of the camera. Simply move the mouse around until you locate where it is. Drag CoefficientThis figure is related to the Air Resistance of the Vehicle. This value is scaled by the square of the speed and so has most impact at higher speeds. This term combines the cross-sectional area and the traditionally quoted drag coefficient which itself is dependent on the profile the vehicle presents to the wind. Friction ElementsRolling FrictionThis figure is for the friction of wheels and axle boxes. This term produces a constant force and so has most impact at lower speeds. Notes on Resistance.The overall resisting force is calculated as follows: Resistance = Rolling Friction Coefficient * Gravity * Mass + Velocity2 * 0.5 * Drag Coefficient * Air Density The figures used in the vehicle blueprints were largely estimated relative to BR Mk2/Mk3 Coaching stock, for which accurate figures were available. Source: ‘Railway Magazine’ August 1979 p388.
It was found that Drag Coefficient = 2.76 and Rolling Friction Coefficient = 0.00082 gave a close match to the BR figures. Dry FrictionThis parameter determines the point at which wheelslip starts in dry conditions. Increasing or decreasing the figure changes the Max Tractive Effort achievable before the wheels start to slip. Wet FrictionThis parameter determines the point at which wheelslip starts in wet conditions. Increasing or decreasing the figure changes the Max Tractive Effort achievable before the wheels start to slip. Snow FrictionThis parameter determines the point at which wheelslip starts in snowy conditions (Winter Season). Increasing or decreasing the figure changes the Max Tractive Effort achievable before the wheels start to slip. Sand Friction MultiplierThis parameter determines the effect that Sanding has on Wheelslip. For example a value of 2.0 means that turning the Sander on, doubles the Tractive Effort available with no wheel slip. Therefore, with this value set to 2.0, if the Wet Friction figure is half the Dry Friction Figure, then using the Sander in wet conditions gives the same adhesion as in dry conditions with no sanding. Notes on WheelslipThe physics works out the maximum force that can be put down by the engine, based on the current slip value and the friction properties on the line. If the force provided by the engine / brakes exceeds this value then it starts the wheelslip, either locking under braking or spinning under power. This will then reduce the traction available on the next frame and the wheels will spin up further to a max value. Depending on the type and density of the precipitation, the friction will be reduced according to the values set in the snow and rain properties. Bogie ElementAll wheels on Rail vehicles in Train Simulator are considered to be mounted on bogies. For vehicles that don’t have bogies (eg two-axle or four wheel vehicles), the bogie size should be set the same as the vehicle body, so effectively the entire wagon is one bogie. Bogie Pivot xThe distance in metres from the centre of the locomotive to the centre of the Bogie So for non-bogie vehicles this will be 0. Bogie Pivot yThis is the height above the rails that the bogie rotation takes place. Bogie Blueprint set IDThere should be one entry per bogie on the vehicle.
Remapper ElementsStopGo / Intermediate / Expert Remapper These are not used on non-powered vehicles. Bogie Audio Control NameSpecify the location of the Audio Blueprint Coupling Audio Control NameSpecify the location of the Audio Blueprint Max Comfortable AccelerationThis value determines the maximum acceleration allowed before passengers are upset or cargo is damaged. It is in metres/sec/sec. Its output can be found in the Scenario stats. Train Brake AssemblyThis area defines the vehicle’s brakes. See Brake Documentation |