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When making up your train, don't take any shortcuts. Make sure every car is positioned in the consist where it belongs. Eventually when the cars are uncoupled their position becomes obviious. The wrong car for the wrong place lol.
I'm not saying that your not encountering some random bug but it's unlikely.
have fun :)
My badges in the game tells you I have very few accomplishments I discovered very early on that the Analyzer was buggy. My worse case in point was the wheelslip error. I had my locomotive in a full stop, all brakes applied, throttle at zero and every 10 seconds I received a wheelslip error. There must have been a hell of a wind outside to move my train, lol.
Anyway I decided right then that I wouldn't let a faulty analyzer ruin the fun so I ran only Standard runs until I learned how to build my own routes and senerios. :)
Have had that high wind on my steam kettles as well - nothing like starting with a -1000 before ever opening the regulator...
By the way, this wheel slip is bogus too, you don't get wheel slip traveling at a steady 40 mph on a section of straight track with a grade of zero in any kind of train I ever heard of.
https://forums.dovetailgames.com/threads/fix-available-for-consist-breaking-issues-updated.50579/
I will upload the fix for the SD80MAC now. Check in 15 minutes.
EDIT: Done. Be sure to download the NorfolkSouthern fix too. The couplers have zero slack which leads to sudden consist splits.
What I do is save the game prior to any coupling or uncoupling. Set handbrakes on the cars to be dropped (Sometimes the slope rolls them back onto the train causing the penalty) and pull away smartly while uncoupling. Its going to be left behind.
It comes up occasionally but I reload the saved game at that point and work it out on a case by case basis. Ive learned to live with it.
The Roper Yard Scenario under the Rio Grande is a special case however. The coupler on the frist cut or second cut WILL NOT WORK in any way shape or form. What you do is save game prior to dropping them off or trying to couple. Reload the saved game back and then proceed. The coupler will work without making you lose time you do not have banging and slamming.
I found a lot of bad couplers with parameters that the PhysX engine does not like...
Interestingly, Soldier Summit comes with correct coupler parameters.
I will see if I can reproduce the Roper Yard issue.
Edit: Confirmed. The savegame is the right way to solve this. If it was a standard scenario, simply loading it into the editor and moving the cars a little will solve this too.
I think I know the cause for this. Sometimes when you edit a new scenario and place your loco, you can't select it unless you start the scenario and get back into the editor.
If you then don't move it a little things can get weird (I had this on BLE, my SantaFe was heavily tilting on a 15mph curve. Resaving the scenario and the issue was gone.
So by saving the game, the position values are recalculated and saved. So this is most likely a scenario.bin issue and no rolling stock fault. (Although I will look into the hopper's blueprint... something seems off here)
And I go along with your uncoupling procedure - keep the train stretched and uncouple while slowly pulling away. Otherwise the coupler spring coeffs will push the couplers back together.