RAILROADS Online

RAILROADS Online

View Stats:
Sites Feb 13, 2023 @ 7:49am
Whats up with the Cooke 2-6-0?
Ihave played RRO for a while now and love.
I have most of the locomotives and i'm running some of the trains with two (2) locomotives so that i can do longer trains in one trip.

HERE'S THE PROBLEM
All the trains (exept climax that i dont have yet) can go around the tracks that I have around the sawmill without much problem, THE CLASS-70 biggest loco in the game included.

But the Cooke 2-6-0 and / or its tender will freak out in the same bend.

PS: i know that there are different types of wheels for different locomotives but I find it strange that one locomotive cant go through a turn that another locomotive thats nearly twice its sice can without mush problem.


Hopefully i wount djinx something now and make other good locomotives go bad :)
< >
Showing 1-12 of 12 comments
terrellj22 Feb 13, 2023 @ 8:54am 
I agree, It generally is unstable going round curves. it happened after the new spline tools were updated. I think i read somewhere the model is in line for an update at some point.
DishDoggie Feb 13, 2023 @ 6:15pm 
Cooke 2-6-0 is my favorite Engine in the Game till they screwed it up. Now it is just like you say it is. Narrow Gauge Railroad was cheaper to build and could take tight turns a Class 70 I understand in real life can take a 30 m turn They go slower yes but in this game they freak out unless on a 70 m curve The Cooke 2-6-0 Freaks out on 60 m Curves. Well it's a Game. Big Deal it can't be fixed like normal Game developers do. Fast Sloppy code and Bugs it will do for now. Real Narrow Gauge track is crazy and wiggle and the Engines wiggle a lot. They still stay on the track.
Lizardman8891 Feb 13, 2023 @ 10:51pm 
The Cooke 2-6-0 in-game has full flanges on the middle set of drivers, which considerably increases the minimum radius of curve it can navigate before derailing. This effect is true to life, although this class of locomotive was actually equipped with 1/4 flanges by the C&S Railroad to enable them to navigate tighter radius curves, though not quite as tight as fully blind drivers would enable.
Lizardman8891 Feb 13, 2023 @ 11:42pm 
Originally posted by DishDoggie:
Cooke 2-6-0 is my favorite Engine in the Game till they screwed it up. Now it is just like you say it is. Narrow Gauge Railroad was cheaper to build and could take tight turns a Class 70 I understand in real life can take a 30 m turn They go slower yes but in this game they freak out unless on a 70 m curve The Cooke 2-6-0 Freaks out on 60 m Curves. Well it's a Game. Big Deal it can't be fixed like normal Game developers do. Fast Sloppy code and Bugs it will do for now. Real Narrow Gauge track is crazy and wiggle and the Engines wiggle a lot. They still stay on the track.

You don't have to play the game you know
Puncake Feb 14, 2023 @ 12:03am 
In case you haven't seen the latest updates, I'm here to tell you that they're currently reworking the mogul. It will be fixed soon.
Humanity_KILLS Feb 14, 2023 @ 5:10am 
Originally posted by Lizardman8891:
The Cooke 2-6-0 in-game has full flanges on the middle set of drivers, which considerably increases the minimum radius of curve it can navigate before derailing. This effect is true to life, although this class of locomotive was actually equipped with 1/4 flanges by the C&S Railroad to enable them to navigate tighter radius curves, though not quite as tight as fully blind drivers would enable.

This statement and the OP's question led me to test a theory. I thought it was the hit box of the tender colliding with the loco. I made a video testing the theory. Let me know your thoughts guys. I think the 2-6-0 Cooke is a bit tippy, but even worse with the tender, on 30m radius turns.
https://www.youtube.com/watch?v=ywZK675jzmE
Last edited by Humanity_KILLS; Feb 14, 2023 @ 5:11am
Sites Feb 14, 2023 @ 7:34am 
Originally posted by Humanity_KILLS:
Originally posted by Lizardman8891:
The Cooke 2-6-0 in-game has full flanges on the middle set of drivers, which considerably increases the minimum radius of curve it can navigate before derailing. This effect is true to life, although this class of locomotive was actually equipped with 1/4 flanges by the C&S Railroad to enable them to navigate tighter radius curves, though not quite as tight as fully blind drivers would enable.

This statement and the OP's question led me to test a theory. I thought it was the hit box of the tender colliding with the loco. I made a video testing the theory. Let me know your thoughts guys. I think the 2-6-0 Cooke is a bit tippy, but even worse with the tender, on 30m radius turns.
https://www.youtube.com/watch?v=ywZK675jzmE


Thanks, its mostly when i have cars hucked on that the biggest dirailment problems accure. Not as big as in the video where it tipped over, but locomotive or tender 'slips' of the tracks and then forces the cars to be pushed of the track as they plow into the "wreck".

Hopefully it will be fixed soon like 'puncake' said.
Paul Simnel Feb 14, 2023 @ 1:22pm 
Originally posted by Lizardman8891:
The Cooke 2-6-0 in-game has full flanges on the middle set of drivers, which considerably increases the minimum radius of curve it can navigate before derailing. This effect is true to life, although this class of locomotive was actually equipped with 1/4 flanges by the C&S Railroad to enable them to navigate tighter radius curves, though not quite as tight as fully blind drivers would enable.

The game does not model the middle drivers at all (with or without flanges), all the wheels are just graphical, they have no collision, the only collision model is two lateral sleds/sliders with a step down in the middle that slots between the rails, one at each end, usually positioned where the leading and trailing drivers are located (the Eureka has it's sliders at the bogie pivot and the rear driver). So all locos effectively act like they have blind middle drivers.

Also in real life loco flanges binding up on curves that are too tight tends to make the flanges want to climb the rail (because of the friction from them being jammed in to the side of the rail), so the flange climbs up and over the rail to derail, not the loco tip over sideways whilst still on the rails (at least initially, once it's left the rails it can tip over) like the Cooke 2-6-0 does in game. The tipping over sideways is more likely to occur when going too fast round a curve, as opposed to when the curve is mechanically too tight for the train to go through.
Originally posted by Lizardman8891:
The Cooke 2-6-0 in-game has full flanges on the middle set of drivers, which considerably increases the minimum radius of curve it can navigate before derailing. This effect is true to life, although this class of locomotive was actually equipped with 1/4 flanges by the C&S Railroad to enable them to navigate tighter radius curves, though not quite as tight as fully blind drivers would enable.

I do want to note that the Cooke Mogul has a shorter wheelbase than the Glenbrook, as the Glenbook's rear wheels sit further back. Realistically the Cooke should be able to handle tighter radius curves than the Glenbrook as a result. But that wouldn't come into play if the locomotive is trying to tip over rather than binding.
darkSol Feb 15, 2023 @ 10:54am 
Has anyone ever checked if it's the new track that is causing this? I used the cooke mogul plenty before and never noticed this tendency. Much of my map is still the old rail, but I've laid new rail over the last few weeks to the oil field and refinery, and when I was testing it out with a double header using the mogul and a 2-8-0 cooke, the mogul was tipping like crazy, and the tender derailed multiple times. I also considered the tender might be hitting on the collision boxes, so I spaced it out further (something you can do when you place the link pin, rather than butting them up tightly). The tender didn't derail any more but the mogul was tipping in most corners, whle the 2-8-0 never tried to tip at all.

I'm curious now to go back over some tight corners on my old track sections and compare. This may be a moot point when the next update comes along, but I'll miss the current mogul model, which has been a favorite of mine all along.

Another change I observed is that there seems to be a variance in top speed on the old vs. the new rail, not a major one, but enough to notice. It's all mostly irrelevant since the old track can no longer be placed, but it's curious that it behaves this way.
Sites Feb 15, 2023 @ 1:04pm 
Originally posted by darkSol:
Has anyone ever checked if it's the new track that is causing this? I used the cooke mogul plenty before and never noticed this tendency. Much of my map is still the old rail, but I've laid new rail over the last few weeks to the oil field and refinery, and when I was testing it out with a double header using the mogul and a 2-8-0 cooke, the mogul was tipping like crazy, and the tender derailed multiple times. I also considered the tender might be hitting on the collision boxes, so I spaced it out further (something you can do when you place the link pin, rather than butting them up tightly). The tender didn't derail any more but the mogul was tipping in most corners, whle the 2-8-0 never tried to tip at all.

I'm curious now to go back over some tight corners on my old track sections and compare. This may be a moot point when the next update comes along, but I'll miss the current mogul model, which has been a favorite of mine all along.

Another change I observed is that there seems to be a variance in top speed on the old vs. the new rail, not a major one, but enough to notice. It's all mostly irrelevant since the old track can no longer be placed, but it's curious that it behaves this way.


It's only the 2-6-0 thats a problem. The 2-8-0 (and all the other locomotives) works just fine for me to (exept the Climax that I havent bought yet).

And considering that i had this problem from the start the new track might have gotten into the game ether before I bought the game (january 5 2023) or before i got the 2-6-0.
IF it's the track that is the problem and not something else.

I'm also using the 2-6-0 in tandom with the 2-8-0 cause I think they look good in tandom pulling long trains, or trying at least. Will see if I replace the 2-6-0 with another locomotive until its fixed.
Last edited by Sites; Feb 15, 2023 @ 1:05pm
Beeman Feb 15, 2023 @ 5:49pm 
Fun fact: The wheels are a non collision animation, all locomotives ride on a "sled" with 4 contact points
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Feb 13, 2023 @ 7:49am
Posts: 12