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if (car.CouplerSlackM < 0 || car.CouplerForceB >= 1) // if coupler in compression on this car, or coupler is not to be solved, then jump to next car and skip processing this one
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continue;
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-
if (car.IsPlayerTrain && Simulator.UseAdvancedAdhesion && car.IsAdvancedCoupler) // "Advanced coupler" - operates in three extension zones
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if (car.IsPlayerTrain && !Simulator.Settings.SimpleControlPhysics && car.IsAdvancedCoupler) // "Advanced coupler" - operates in three extension zones
@@ -4749,7 +4749,7 @@ public void ComputeCouplerForces(float elapsedTime)
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for (int i = 0; i < Cars.Count - 1; i++)
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{
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TrainCar car = Cars[i];
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-
if (car.IsPlayerTrain && Simulator.UseAdvancedAdhesion && car.IsAdvancedCoupler) // "Advanced coupler" - operates in three extension zones
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+
if (car.IsPlayerTrain && !Simulator.Settings.SimpleControlPhysics && car.IsAdvancedCoupler) // "Advanced coupler" - operates in three extension zones
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{
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//Force on coupler is set so that no force is applied until coupler faces come into contact with each other
@@ -4824,7 +4824,7 @@ public void ComputeCouplerForces(float elapsedTime)
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// to a "fixed" value until the last car has commenced moving. This is consistent with real life as the coupler would be extended as each car starts moving.
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// A damping factor is also used to reduce any large variations during train start. CouplerForce is also smoothed slightly to also reduce any jerkiness
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-
if (car.IsPlayerTrain && Simulator.UseAdvancedAdhesion && car.IsAdvancedCoupler) // "Advanced coupler" - operates in three extension zones
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if (car.IsPlayerTrain && !Simulator.Settings.SimpleControlPhysics && car.IsAdvancedCoupler) // "Advanced coupler" - operates in three extension zones
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{
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// Note different slack lengths can be used depending upon whether the coupler is in tension or compression
@@ -5312,7 +5312,7 @@ public void UpdateCarSpeeds(float elapsedTime)
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// Cycle down the train consist until the first stationary car is found that has its leading couplers starting to pull it. The next car is then started by allowing its speed to increase above 0.
if (car.IsPlayerTrain && Simulator.UseAdvancedAdhesion && car.IsAdvancedCoupler) // "Advanced coupler" - operates in three extension zones
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+
if (car.IsPlayerTrain && !Simulator.Settings.SimpleControlPhysics && car.IsAdvancedCoupler) // "Advanced coupler" - operates in three extension zones
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{
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if (j == Cars.Count - 1 || car.CouplerSlackM < car.AdvancedCouplerDynamicTensionSlackLimitM)
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break;
@@ -5369,7 +5369,7 @@ public void UpdateCarSpeeds(float elapsedTime)
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// Cycle up the train consist until the first stationary car is found that has its leading couplers starting to pull it. The next car is then started by allowing its speed to increase above 0.
// Typically tangential force will be greater at starting then when the locomotive is at speed, as interia and reduce steam pressure will decrease the value.
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// By default this model uses information based upon a "NYC 4-4-2 locomotive", for smaller locomotives this data is changed in the OR initialisation phase.
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-
if(Simulator.UseAdvancedAdhesion&&this==Simulator.PlayerLocomotive&&this.Train.TrainType!=Train.TRAINTYPE.AI_PLAYERHOSTING)// only set advanced wheel slip when advanced adhesion and is the player locomotive, AI locomotive will not work to this model. Don't use slip model when train is in auto pilot
// only set advanced wheel slip when advanced adhesion, and simplecontrols/physics is not set and is the player locomotive, AI locomotive will not work to this model.
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// Don't use slip model when train is in auto pilot
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{
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floatSlipCutoffPressureAtmPSI;
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floatSlipCylinderReleasePressureAtmPSI;
@@ -6463,7 +6465,8 @@ public override string GetDebugStatus()
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);
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}
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-
if(Simulator.UseAdvancedAdhesion&&SteamEngineType!=SteamEngineTypes.Geared)// Only display slip monitor if advanced adhesion used
//TODO: next code line has been modified to flip trainset physics in order to get viewing direction coincident with loco direction when using rear cab.
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// To achieve the same result with other means, without flipping trainset physics, the line should be changed as follows:
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