Class 423 4VEP
- cyberdonblue
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Re: Class 423 4VEP
Nexusdj has got a lot to answer for, if you ask me. For some misguided reason I clicked on the link he posted last Wednesday - just out of curiosity you understand - and I then spent the next 2 hours rolling around the floor laughing . I'd forgotten just how Viz can get to you. What a madhouse! I'm amazed these modern day prudes let them (still) get away with it
Thanks Dave
Cheers
Dave
Thanks Dave
Cheers
Dave
- GreaterAngliaDude
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Re: Class 423 4VEP
Looks great! any idea when you plan to release it to the DLS?
- klambert
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Re: Class 423 4VEP
Errrmmm good question, hopefully around December/ January work permitting.GreaterAngliaDude wrote:Looks great! any idea when you plan to release it to the DLS?
- GreaterAngliaDude
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Re: Class 423 4VEP
Great, im waiting for it! Let me guess... it will be for TS12? or TS2010? Also you are gonna reuse the Class 501 engine sound again with the 4VEP? It would work great! Looking for you class 4VEP, The 4VEP what is the maximun speed for it? And are there any still 4VEPs Lying around railyards? I would love to go to the UK to see a 4VEP! And also klambert, you plan to add a pneumatic brake sound for the cab? Im just asking cause im really excited to see those in my Railyard! Keep it up!
- klambert
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Re: Class 423 4VEP
To answer your questions:GreaterAngliaDude wrote:Great, im waiting for it! Let me guess... it will be for TS12? or TS2010? Also you are gonna reuse the Class 501 engine sound again with the 4VEP? It would work great! Looking for you class 4VEP, The 4VEP what is the maximun speed for it? And are there any still 4VEPs Lying around railyards? I would love to go to the UK to see a 4VEP! And also klambert, you plan to add a pneumatic brake sound for the cab? Im just asking cause im really excited to see those in my Railyard! Keep it up!
It'll be suitable for TS12 and TANE.
Engine sound will be the same as the 501
Maximum speed is around 95mph but I've heard on certain downhill sections of the Portsmouth direct, a ton or more has been easily achieved.
Only VEP anwhere near the mainline would be Gordon Pettit, currently having work done at Strawberry Hill. As well as a couple in preservation.
Pneumatic brakes = Errrm good question, thats something I'd like to acheive but I dont currently have the skills or resources to do so.
- GreaterAngliaDude
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Re: Class 423 4VEP
Perhaps you could use a Air brake sounds from trucks or other vehicles.. that would be considered pneumatic right?
- Dean_Forest
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Re: Class 423 4VEP
No.GreaterAngliaDude wrote:Perhaps you could use a Air brake sounds from trucks or other vehicles.. that would be considered pneumatic right?
- cyberdonblue
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Re: Class 423 4VEP
With air braked trains, the brake is applied from the front and released from the front - except for HST's where the brakes are applied from the front but are actually released from the rear power car. These things have to be taken into account when someone is learning to drive a proper train in order to avoid stopping in embarrassing places (half way down a platform for instance, which I've seen done a few times by learners before now.) In the case of EP brakes, they are applied and released on ALL vehicles at the same time. On the older stock this took a bit of getting used to but was great once mastered. It was certainly a far superior method for air-braked Units.
The modern stuff, 3 and 5 step brakes, is so simple it's untrue - hence you could train a monkey to drive these modern day lumps of plastic. However, none of them, old or new, sound anything like HGV's or buses when they're releasing their brakes.
Cheers
Dave
The modern stuff, 3 and 5 step brakes, is so simple it's untrue - hence you could train a monkey to drive these modern day lumps of plastic. However, none of them, old or new, sound anything like HGV's or buses when they're releasing their brakes.
Cheers
Dave
Last edited by cyberdonblue on Wed Nov 21, 2018 10:57 pm, edited 1 time in total.
- Briggsy
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Re: Class 423 4VEP
Please don't give London Northwestern / West Midlands Railways any ideas - their service is already shockingcyberdonblue wrote:hence you could train a monkey to drive these modern day lumps of plastic.
- cyberdonblue
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Re: Class 423 4VEP
Have you seen some of their drivers lately?
Cheers
Dave
Cheers
Dave
- Briggsy
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Re: Class 423 4VEP
Well, one did look quite hairy and pulled into the platform eating a bananacyberdonblue wrote:Have you seen some of their drivers lately?
Cheers
Dave
- klambert
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Re: Class 423 4VEP
Be good to have a working EP brake, I think physics like that would be Auran's (oops I mean N3V) domain, as I don't know 3rd party creator who's managed to recreate any other brake systems aside from the bog standard Westinghouse Airbrake.cyberdonblue wrote: In the case of EP brakes, they are applied and released on ALL vehicles at the same time. On the older stock this took a bit of getting used to but was great once mastered. It was certainly a far superior method for air-braked Units.
Primates and Northwestern drivers aside ...
I thought I'd give a small progress report:
Havn't been doing anything screenshot worthy, but I've been tidying the mesh up, getting rid of any seams, welding cracks as well as lodding the door meshes.
Having gotten used to 3DS Max, I've only realised how slow it is doing this kind of work in Gmax. This VEP will hopefully be my last model in Gmax.
- klambert
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Re: Class 423 4VEP
TS12
TANE
As a progress report, I'm now at the stage where I'm scripting the VEP, I'm trying to implement the same script as the one used by my class 489. Frustratingly it works in TS12 but not in TANE, and I don't have a blues clue why. (It seems that my Class 489 isn't working either)
The first screenshot in TS12 shows how the script is supposed to work, IE when the train is facing forward you get the standard headcode blind, when the train is facing backwards you get the red blinds. Please note the default texture replacement blind is the rear red blinds, with the forward facing blind in a separate texture group asset. However in TANE the train only shows the red blinds regardless of direction. Funny thing is there's no errors or bugs within content manager or within TS12 or TANE.
I have included the script, the Class 423 config and the texture replacement blind config below:
Class 423 script (known as srheadcode.gs)
Code: Select all
include "locomotive.gs"
include "library.gs"
class class489 isclass Locomotive {
Asset asheadcode;
Train myTrain;
Library numberit;
void ChangeHeadCode(void) {
bool vehicleToTrain = GetDirectionRelativeToTrain();
if (vehicleToTrain) {
SetFXTextureReplacement("headcode", asheadcode, 0);
} else {
SetFXTextureReplacement("headcode", null, 0);
}
}
void OnTurnAround(Message msg) {
if (msg.dst == myTrain) {
ChangeHeadCode(); // reinitialise your codes
}
}
public void Init(void) {
inherited();
myTrain = me.GetMyTrain();
asheadcode = GetAsset().FindAsset("headcode-textures");
Sniff(myTrain,"Train","TurnAround",true); // Your locomotive wouldn't normally see this message, Sniff enables redirection.
AddHandler(me,"Train","TurnAround","OnTurnAround"); // when the message is received call OnTurnAround
ChangeHeadCode(); // this will still handle your initial setup
// Pick a running number if one hasn't already been set
numberit = World.GetLibrary(GetAsset().LookupKUIDTable("NumberIt_library"));
if (numberit) {
GSObject[] objectParam = new GSObject[1];
objectParam[0] = me;
numberit.LibraryCall("SetRunningNumber", null, objectParam);
}
}
};
Code: Select all
kuid <kuid:393563:100157>
username "BR Class 423 4VEP DTC NSE Unrefurb2"
trainz-build 3.5
category-class "AD"
kind "traincar"
engine 1
enginespec <kuid:45317:102601>
mass 40387
category-era "1980s;1990s"
category-region "GB;UK"
hornsound <kuid:37028:54421>
interior <kuid2:141830:291588:2>
class "class489"
fonts 1
fonts-path "4vep"
script "srheadcode.gs"
mesh-table
{
default
{
mesh "4vep_body/mesh_lod.lm"
auto-create 1
effects
{
headcode
{
kind "texture-replacement"
texture "headcode.texture"
}
}
}
shadow
{
mesh "4vep_body/shadow.IM"
}
right-passenger-door
{
mesh "4vep_body/doors_left.im"
anim "4vep_body/doors_left.kin"
auto-create 1
}
left-passenger-door
{
mesh "4vep_body/doors_right.im"
anim "4vep_body/doors_right.kin"
auto-create 1
}
}
thumbnails
{
0
{
image "thumb.jpg"
width 240
height 180
}
}
bogeys
{
0
{
reversed 1
bogey <kuid:393563:100231>
}
1
{
reversed 0
bogey <kuid:393563:100232>
}
}
queues
{
passengers
{
size 78
passenger-queue "1"
product-kuid <kuid:-3:11061>
initial-count 5
attachment-points
{
0 "a.sitpoint06"
1 "a.sitpoint23"
2 "a.sitpoint31"
3 "a.sitpoint17"
4 "a.sitpoint44"
5 "a.sitpoint32"
6 "a.sitpoint52"
7 "a.sitpoint60"
8 "a.standpoint13"
9 "a.sitpoint15"
10 "a.standpoint03"
11 "a.sitpoint48"
12 "a.standpoint07"
13 "a.sitpoint18"
14 "a.sitpoint14"
15 "a.sitpoint56"
16 "a.sitpoint64"
17 "a.sitpoint25"
18 "a.sitpoint37"
19 "a.standpoint11"
20 "a.sitpoint53"
21 "a.standpoint12"
22 "a.sitpoint26"
23 "a.sitpoint49"
24 "a.sitpoint20"
25 "a.sitpoint65"
26 "a.sitpoint55"
27 "a.standpoint06"
28 "a.sitpoint43"
29 "a.standpoint08"
30 "a.sitpoint62"
31 "a.sitpoint10"
32 "a.standpoint09"
33 "a.sitpoint61"
34 "a.standpoint01"
35 "a.sitpoint29"
36 "a.sitpoint22"
37 "a.sitpoint36"
38 "a.sitpoint59"
39 "a.sitpoint08"
40 "a.sitpoint28"
41 "a.sitpoint58"
42 "a.standpoint15"
43 "a.sitpoint19"
44 "a.sitpoint57"
45 "a.sitpoint05"
46 "a.sitpoint13"
47 "a.sitpoint39"
48 "a.sitpoint24"
49 "a.sitpoint42"
50 "a.sitpoint04"
51 "a.sitpoint16"
52 "a.sitpoint30"
53 "a.sitpoint50"
54 "a.sitpoint66"
55 "a.sitpoint63"
56 "a.sitpoint09"
57 "a.sitpoint34"
58 "a.sitpoint47"
59 "a.sitpoint02"
60 "a.standpoint04"
61 "a.sitpoint51"
62 "a.sitpoint38"
63 "a.sitpoint21"
64 "a.sitpoint12"
65 "a.sitpoint54"
66 "a.standpoint10"
67 "a.standpoint16"
68 "a.sitpoint01"
69 "a.standpoint02"
70 "a.standpoint14"
71 "a.sitpoint07"
72 "a.sitpoint27"
73 "a.standpoint05"
74 "a.sitpoint03"
75 "a.sitpoint35"
76 "a.sitpoint46"
77 "a.sitpoint11"
}
}
}
extensions
{
numberit-75134
{
numberit_include "#3001#3002#3003#3004#3005#3006#3007#3008#3009#3010#3011#3012#3013#3014#3015#3016#3017#3018#3019#3020#3021#3022#3023#3024#3025#3026#3027
#3028#3029#3030#3031#3032#3033#3034#3035#3036#3037#3038#3039#3040#3041#3042#3043#3044#3045#3046#3047#3048#3049#3050#3051#3052#3053#3054
#3055#3056#3057#3058#3059#3060#3061#3062#3063#3064#3065#3066#3067#3068#3069#3070#3071#3072#3073#3074#3075#3076#3077#3078#3079#3080#3081
#3082#3083#3084#3085#3086#3087#3088#3089#3090#3091#3092#3093#3094#3095#3096#3097#3098#3099#3100#3101#3102#3103#3104#3105#3106#3107#3108
#3109#3110#3111#3112#3113#3114#3115#3116#3117#3118#3119#3120#3121#3122#3123#3124#3125#3126#3127#3128#3129#3130#3131#3132#3133#3134#3135
#3136#3137#3138#3139#3140#3141#3142#3143#3144#3145#3146#3147#3148#3149#3150#3151#3152#3153#3154#3155#3156#3157#3158#3159#3160#3161#3162
#3163#3164#3165#3166#3167#3168#3169#3170#3171#3172#3173#3174#3175#3176#3177#3178#3179#3180#3181#3182#3183#3184#3185#3186#3187#3188#3189
#3190#3191#3192#3193#3194"
}
}
kuid-table
{
enginespec <kuid:45317:102601>
hornsound <kuid:37028:54421>
interior <kuid2:141830:291588:2>
bogey0 <kuid:393563:100231>
bogey1 <kuid:393563:100232>
passengers <kuid:-3:11061>
headcode-textures <kuid:393563:100023>
numberit_library <kuid2:75134:99003:8>
}
Code: Select all
kuid <kuid:393563:100023>
username "Class 423 1 Headcode Textures"
trainz-build 3.5
kind "texture-group"
category-era "1950s;1960s;1970s;1980s;1990s;2000s;2010s"
category-region "00;UK"
category-class "JO"
description "Class 489 Headcode Textures"
license "Freeware"
thumbnails
{
0
{
image "hc thumb.jpg"
width 240
height 180
}
}
textures
{
0 "headcodef.tga"
}
kuid-table
{
}
- klambert
- Forum Veteran
- Posts: 1105
- Joined: Sat Jun 04, 2011 9:56 am
- Trainz Version: 2012 TANE
- Trainz Build: 61297
- Author KUID: 393563
- Location: Aldershot
- Contact:
Re: Class 423 4VEP
In case anyone's curious, the headcode script is now working, next stage was sorting the night lighting and motor bogies ...
Having missed the train home by seconds, you wait an hour for the the last train of the evening, you're left lingering by yourself on an isolated, poorly lit platform for an interminable amount of time. At long last a well heated cozy, MK1 rolls in.
A MK6 motor bogie render in 3DS max.
Having missed the train home by seconds, you wait an hour for the the last train of the evening, you're left lingering by yourself on an isolated, poorly lit platform for an interminable amount of time. At long last a well heated cozy, MK1 rolls in.
A MK6 motor bogie render in 3DS max.
- cyberdonblue
- Forum Veteran
- Posts: 1578
- Joined: Mon Mar 31, 2014 6:41 pm
- Trainz Version: 2006 2012 T:ANE SP3
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- Author KUID: 214658
- Location: West Midlands
Re: Class 423 4VEP
...and you get so comfortable that you fall asleep and miss your stopklambert wrote:...Having missed the train home by seconds, you wait an hour for the the last train of the evening, you're left lingering by yourself on an isolated, poorly lit platform for an interminable amount of time. At long last a well heated cozy, MK1 rolls in...
Cheers
Dave