Rail Vehicle Component

Numbering List

Each rail vehicle can have unique numbers when placed multiple times in Train Simulator. To allow for this you must specify a .csv file containing all the possible numbers the engine can have.

If you name your engine, you can specify just one number in this file.

The .csv must contain zeros in the first two columns with the actual numbers, which can include letters, in the third column.

Front Coupling Blueprint ID

 Provider Name of developer folder
 Product Name of product folder
 Blueprint ID The link to the .xml Blueprint defining the front Coupling.
 Coupling Blueprint See Coupling Blueprint table below.

Coupling Blueprint

 Uncoupled Geometry Place the location of the artwork for the coupler in its Uncoupled state. This will be a .igs file.
 Bogey Non Functional
 Strength The strength of the coupling in kN. Determines how easy it is for the coupling to break
 Type Specify the coupling type (eg 3 Link, Automatic, Bar or Buckeye)
 Coupled Geometry Place the location of the artwork for the coupler in its Coupled state. This will be a .igs file.
 Receiving Geometry Place the location of the artwork for the coupler in its Receiving state. This will be a .igs file.
 Pivot Type This is the ‘Coupling Pivot’, ‘Midpoint’ or ‘Receiving Point’ between the two couplers
 DampingNon-Functional
 Manual Coupling Specify if manual coupling allowed. Instances such as detaching a wagon that uses a Bar Coupler would be marked as ‘No’

Rear Coupling Blueprint ID

 Provider Name of developer folder
 Product Name of product folder
 Blueprint ID The link to the .xml Blueprint defining the front Coupling.
 Coupling Blueprint See Coupling Blueprint table below.

Coupling Blueprint

 Uncoupled Geometry Place the location of the artwork for the coupler in its Uncoupled state. This will be a .igs file.
 Bogey Non Functional
 Strength The strength of the coupling in kN. Determines how easy it is for the coupling to break
 Type Specify the coupling type (eg 3 Link, Automatic, Bar or Buckeye)
 Coupled Geometry Place the location of the artwork for the coupler in its Coupled state. This will be a .igs file.
 Receiving Geometry Place the location of the artwork for the coupler in its Receiving state. This will be a .igs file.
 Pivot Type This is the ‘Coupling Pivot’, ‘Midpoint’ or ‘Receiving Point’ between the two couplers
 DampingNon-Functional
 Manual Coupling Specify if manual coupling allowed. Instances such as detaching a wagon that uses a Bar Coupler would be marked as ‘No’

Front & Rear Coupling Pivots

Using the 3D Preview Window, align the end of the arrow point to where the coupler will spawn from.

e.g. For a 3-Link, this is the point where the links hang on the hook.

Repeat the process for the Rear Coupling pivot.

Front & Rear Coupling Receiving Points

Using the 3D Preview Window, align the end of the arrow point to where the receiving coupler will attach to.

e.g. For a 3-Link, this is the point where the coupling ring from another vehicle will hook onto this vehicle.

Repeat the process for the Rear Coupling Receiving Point.

Mass

The mass of the locomotive in imperial tons.

Ease of Derailment

This value is used to calculate how easy it is for the locomotive to derail. The parameter works by moving the centre of gravity up and down. The value (which can be set between 0 and 1) translates into -2m to 2m, so setting the value to 0 moves the centre of gravity down 2m (which would make it impossible to tip over) and 1 would move it up to 2m making it very easy to derail.

X & Y Pivots

Front Pivot X
Length from centre of your vehicle to the front Buffers. Use this parameter to adjust the gap between vehicles when they are coupled together.

Front Pivot Y
This is the vertical positions of the centre join between coupled vehicles.

Back Pivot X
Length from centre of your vehicle to the rear Buffers. Use this parameter to adjust the gap between vehicles when they are coupled together.

Back Pivot Y
This is the vertical positions of the centre join between coupled vehicles.

Collision Elements

Collision Centre X
The horizontal alignment of the collision box centre.

Collision Centre Y
The vertical alignment of the collision box centre.

To calculate this value:
  1. Take the height of Locomotive
  2. Subtract the driving wheel diameter from it
  3. Halve the result
  4. Then add the driving wheel diameter back in
  5. Enter the value obtained
e.g for Black 5 = ((3.86 – 1.828)/2) + 1.828 = 2.844m

Collision Width
This will be the actual width of locomotive in Metres at its widest point

Collision Height
This value is calculated by taking the height of your engine and subtracting the driving wheel diameter.

e.g for Black 5 = 3.86 – 1.828 = 2.032m

Collision Length
The Collision Length should be slightly smaller than the real dimensions of the locomotive so that tight corners don’t cause Collision Boxes to overlap. This value should be over the buffer beam, but not the buffers. The front/rear pivot points take the buffers into account.

If your collision length includes the buffers the vehicle will struggle to couple up as it will bounce off other vehicles.

If the vehicle acts oddly when placed on the track, or doesn't navigate corners correctly, it is possible to see what Train Simulator sees in terms of the physics setup described above.

PhysX Visual Debugger

It is possible to see what Train Simulator will see in terms of your vehicle setup. This is achieved by using the nVidia PhysX Visual Debugger.

The PhysX Visual Debugger can be downloaded from nVidia's  website at https://developer.nvidia.com/physx-visual-debugger

In order to use this viewer with Train Simulator:
  1. Start the PhysX Visual Debugger
  2. Start Train Simulator
  3. Load a route of your choice
  4. Once loaded, click on the train you wish to see in the PhysX Visual Debugger.
Controls of the PhysX Visual Debugger differ slightly from Train Simulator in that in order to move the camera around, keys W, A, S, D must be used in conjunction with the mouse.

You may find that when the model loads into the PhysX Visual Debugger, it may not be directly in front of the camera. Simply move the mouse around until you locate where it is.

Drag Coefficient

This figure is related to the Air Resistance of the Vehicle. This value is scaled by the square of the speed and so has the most impact at higher speeds. This term combines the cross-sectional area and the traditionally quoted drag coefficient which itself is dependent on the profile the vehicle presents to the wind.

Friction Elements

Rolling Friction

This figure is the friction of wheels and axle boxes. This term produces a constant force and so has the most impact at lower speeds.

Notes on Resistance.

The overall resisting force is calculated as follows:

Resistance = Rolling Friction Coefficient * Gravity * Mass + Velocity2 * 0.5 * Drag Coefficient * Air Density

The figures used in the vehicle blueprints were largely estimated relative to BR Mk2/Mk3 Coaching stock, for which accurate figures were available.
Source; ‘Railway Magazine’ August 1979 p388.

 Speed Resistance
 10 mph 3.6 lbs/ton
 20 mph 4.2 lbs/ton
 30 mph 5 lbs/ton
 40 mph 6.1 lbs/ton
 50 mph 7.7 lbs/ton
 60 mph 9.6 lbs/ton
 70 mph 11 lbs/ton
 80 mph 14 lbs/ton
 90 mph 17 lbs/ton
 100 mph 20 lbs/ton
 110 mph 24 lbs/ton

It was found that Drag Coefficient = 2.76 and Rolling Friction Coefficient = 0.00082 gave a close match to the BR figures.

Dry Friction

This parameter determines the point at which wheelslip starts in dry conditions. Increasing or decreasing the figure changes the Max Tractive Effort achievable before the wheels start to slip.

Wet Friction

This parameter determines the point at which wheelslip starts in wet conditions. Increasing or decreasing the figure changes the Max Tractive Effort achievable before the wheels start to slip.

Snow Friction

This parameter determines the point at which wheelslip starts in snowy conditions (Winter Season). Increasing or decreasing the figure changes the Max Tractive Effort achievable before the wheels start to slip.

Sand Friction Multiplier

This parameter determines the effect that Sanding has on Wheelslip. For example, a value of 2.0 means that turning the Sander on, doubles the Tractive Effort available with no wheel slip. Therefore, with this value set to 2.0, if the Wet Friction figure is half the Dry Friction Figure, then using the Sander in wet conditions gives the same adhesion as in dry conditions with no sanding.

Notes on Wheelslip

The physics works out the maximum force that can be put down by the engine, based on the current slip value and the friction properties on the line. If the force provided by the engine/brakes exceeds this value then it starts the wheelslip, either locking under braking or spinning under power. This will then reduce the traction available on the next frame and the wheels will spin up further to a max value. Depending on the type and density of the precipitation, the friction will be reduced according to the values set in the snow and rain properties.

Bogie Element

All wheels on Rail vehicles in Train Simulator are considered to be mounted on bogies. For vehicles that don’t have bogies (eg two-axle or four-wheel vehicles), the bogie size should be set the same as the vehicle body, so effectively the entire wagon is one bogie.

On a steam locomotive, the front pony truck, the driving wheels and rear pony truck should each be considered as bogies.

Bogie Pivot x

The distance in metres from the centre of the locomotive to the centre of the Bogie

So for non-bogie vehicles, this will be 0.

Bogie Pivot y

This is the height above the rails that the bogie rotation takes place.

Bogie Blueprint set ID

There should be one entry per bogie on the vehicle.
  • for non-bogie stock
  • for most S/D/E engines, bogie wagons and passenger coaches
  • for many Steam engines and some diesel/electric engines
  • more if you need them…
 Provider Provider name
 Product Product name
 Blueprint ID The location of the relevant Bogie Blueprint.xml

Bogie Blueprint

 Wheel Radius Wheel Radius in Meters
 Wheel Gauge Distance between wheels in Meters (1.435 for Standard Gauge)
 Geometry Geometry ID specified within the model
 Animation ID Animation ID specified within the model; e.g. hydraulic pistons on the HST bogies
 Axle One entry for each axle on the Bogie: 
 Radius: Wheel Radius in Meters 
 Horizontal Offset: Distance from Axle to centre of Bogie in meters 
 Node ID: Node ID specified within the model 
 Animation ID: Animation ID specified within the model
 Pivot Offset This is intended mainly for Steam Engine pony trucks. You can use this to offset the rotation of the bogie pivot point. 
 Horizontal Offset: Distance from bogie to centre of pivot point 
 Vertical Offset: Vertical height from rail level to centre of pivot point

Remapper Elements

StopGo Remapper

Use this to specify the location of a custom Input Mapper Blueprint. This allows a locomotive to have its own set of ‘StopGo’ Controls defined as opposed to using the default ones.

Intermediate Remapper

Use this to specify the location of a custom Input Mapper Blueprint. This allows a locomotive to have its own set of ‘Intermediate’ Controls defined as opposed to using the default ones.

Expert Remapper

Use this to specify the location of a custom Input Mapper Blueprint. This allows a locomotive to have its own set of ‘Expert’ Controls defined as opposed to using the default ones.

Bogie Audio Control Name

Specify the location of the Audio Blueprint.

Coupling Audio Control Name

Specify the location of the Audio Blueprint.

Driver Position

Do not use. This has been superseded by placing the driver as a child object of the engine.

Engine Elements

Engine Type

Select what the engine type is.

Engine Name

This name is for reference purposes only and not used by the game.

 Element Do not use this. It has been superseded by placing the driver as a child object of the engine
 Driver Present Do not use this. It has been superseded by placing the driver as a child object of the engine

Head Out Camera Blueprint

Blueprint Set ID

 Provider Provider Name
 Product Product Name

Blueprint ID

Specify the location of your Headout Camera Blueprint here.

Head Out Camera Blueprint

 Name This is for reference purposes only and not used in the game
 Cam Type This is the type (1-8) of camera being used
 Primary Side This determines which side of the locomotive the default Head Out Camera when the user presses Shift+2
 Camera Left Offset X, Y & Z X, Y & Z coordinates for position of Left Head Out Camera in metres
 Camera Right Offset X, Y & Z X, Y & Z coordinates for position of Right Head Out Camera in metres