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* With Your suspension (stabilized by ropes) the loco max (peak) speed 43km/h, sustained speed about 36km/k. One wheel lost towards the end of the test without critically imparing the performance.
* Mine (present version): peak about 47km/h sustained about 39km/h.
Conditions: 4-8-4 Heavy with all three engines at max throttle with 50 weights in the midestion chest.
@Johnbeere: That would be unlikely. It seems that the hitboxes are flat on the top. Rather, there may be some tiny but sudden changes of angles at the section merge points due to whatever method Equinox used for calculating the geometry of sections when merging them. Splines should not cause problems but I do not know what was really used. Also there is an issue of how the simplified algorithms of the game engine handle the interacion with hitboxes. The dependence on the computer resorces points to that as a culprit.
Its not the bogies that are causing the jumping, its the wheels. They are not designed specifically for the track, they just use it as a flat surface. Which tracks are not. They are a dynamic grid consisting of small objects with hitboxes one behind the other (if I understand Equinox's statement correctly). Even driving a vanilla cart on flat ground causes it to jump sometimes. And now you have a heavily weighted cart which meets a hitbox edge every 2-3 meters or so. That is a lot of calculating i can imagine. So it cant calculate it in time so the wheels get stuck a bit in the new hitbox and are then launched back up. Thats the cause in my opinion.
Yeah, that makes sense, its jumping on changing hitboxes. In my tests, max speed depends on many factors:
1. power of the engine(s) - i guess thats not a problem here
2. rope belts - they need to be absolutely perfect and smaller ones tend to do weird stuff sometimes so i personally use bigger ones
3. amount of wheel slip - ur wheels need to stick to the ground to transfer the maximum power every slip (that includes jumping) decreases it drastically
4. the suspension. It needs to be free of any dragging and catching on itself and needs to be as stable and simple as possible. Mine is not ideal i like onca's one but I am yet to test it out properly (probably going to do that tomorrow)
5. just luck. Sometimes it works, sometimes it does not. As I said my large loco goes over 60 without problems, and the smaller one wont do over ~45. Why? Because reasons.
Equinox: "That's why I never intended (or plan to) make contact based wheels.
No."
- and lastly the weirdest one. I have several times experienced that the jumping decreases when you pull some cargo (not very much though). A lot of times it could go slightly faster with a bit of cargo, than without it.
- the jumping has a severe impact on the max speed of the loco. Even small jumps can limit the speed from 70-80 km/h down to 30-35 (because of collisions)
- it is also very hardware dependent. I mean I tried the same setup with and without some other programs in the background (using lots of RAM) and in the case of them running, the jumping was far worse.
- it gets worse, when bogies get weighted down directly
- it works better when the loco is weighted more front-back, than in the middle (but that does not always work, sometimes one weight placed one block closer/further makes a BIG difference. Its inconsistent to say the least.)
1/2 From my previous experience the jumping occurs on the seams between every track piece. Also things tend to sink a bit into the track the heavier they are (actually my very first version of the loco depended on that - it had no suspension at all, it was just weighted so much, that the bogies sank enough for the wheels to make contact :P ). Now, when the locomotive is moving, every new piece of track is a different entity, so if something is sunken even just a bit, it gets pushed out on those seams and that (I think) causes the jumping.
- I've tested the collision box of the rail by dragging a piece of timber across it and the rails do not have any higher box than the ties.
- Also by building a rig where a single axle was attached to the handcart by a suspension used by Xaerthus I've tested the weel interaction. It jumps just because of the interaction with a surface (true for both blocks, rails and voxels), probably because of the way the game engine calculates it. No difference here with respect to the axle width or the wheel size. The difference may be just between the whole assemblies.