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SteamDrvWheelWeightLbs += Kg.ToLb(SteamEngines[i].AttachedAxle.WheelWeightKg / SteamEngines[i].AttachedAxle.NumDriveAxles); // Calculate the weight per axle (used in MSTSLocomotive for friction calculatons)
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SteamDrvWheelWeightLbs += Kg.ToLb(SteamEngines[i].AttachedAxle.WheelWeightKg / SteamEngines[i].AttachedAxle.NumWheelsetAxles); // Calculate the weight per axle (used in MSTSLocomotive for friction calculatons)
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}
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@@ -6332,7 +6332,7 @@ public override void AdvancedAdhesion(float elapsedClockSeconds)
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float TotalWheelMomentofInertia = WheelMomentInertia + AxleMomentInertia; // Total MoI for generic wheelset
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// The moment of inertia needs to be increased by the number of wheels in each set
wheelLoadN=Axle.AxleWeightN/(Axle.NumDriveAxles*2);// Assume two wheels per axle, and thus wheel weight will be have the value - multiple axles????
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varwheelLoadkN=Axle.AxleWeightN/(Axle.NumDriveAxles*2*1000);// Assume two wheels per axle, and thus wheel weight will be have the value - multiple axles????
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wheelLoadN=Axle.AxleWeightN/(Axle.NumWheelsetAxles*2);// Assume two wheels per axle, and thus wheel weight will be have the value - multiple axles????
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varwheelLoadkN=Axle.AxleWeightN/(Axle.NumWheelsetAxles*2*1000);// Assume two wheels per axle, and thus wheel weight will be have the value - multiple axles????
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