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You don't have to play the game you know
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.
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.
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.
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.