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 Post subject: Model Properties
PostPosted: Wed Apr 19, 2006 11:01 am 
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Joined: Sat May 24, 2003 2:16 pm
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Location: UK
So I'm trying to get back into track making and have hit an irritating problem. I have some hay bales in my track, and want them to be movable. So, I set them to Sign properties and assigned 5000 as a weight. I tested the track and found that they wouldn't move. So, I set them to 500. In theory, they should go flying off into the distance, but still I have to hit them at 60mph just make them roll over. Any reason for this?


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 Post subject:
PostPosted: Wed Apr 19, 2006 12:25 pm 
Glow Ball
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Joined: Tue Feb 02, 1999 7:00 pm
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Could it be that RBIII put in a multiplier so that the weight values now reflect more accurate real weights? I haven't checked to confirm, but will later if nobody drops in to verify - my own work not having models lately so I really couldn't say off hand. For now, all I can say is if 500 is too high, drop it down to 100 and try it.


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 Post subject:
PostPosted: Wed Apr 19, 2006 3:13 pm 
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Try more like 5 Crash that;s what I use to get signs to move and even then it really chops the speed of your truck down when you hit it.

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 Post subject:
PostPosted: Wed Apr 19, 2006 3:43 pm 
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curious stuff, if it does have a multiplier, i think i liked it better the old way.

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 Post subject:
PostPosted: Wed Apr 19, 2006 6:58 pm 
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It seems that between 50 and 100 is ideal for hay bales. :) I have got the latest version of Traxx since my hard drive failure, so I guess it's been updated with slightly more realistic weight levels.


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 Post subject:
PostPosted: Wed Apr 19, 2006 9:23 pm 
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Joined: Sat Feb 26, 2000 2:01 pm
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There is a x1000 multiplier at work here.

One 'pound' in Traxx 1.5 equals 1000 'pounds' in Traxx 1.4

Traxx v1.5 / Traxx v1.4
1 =1000
5=5000
50=50,000
100=100,000

Since 1 is the smallest number you can enter, 1000 lbs (in classic Traxx measurement) is the lightest value you can assign using v1.5. I think always used 500 to 1000 for small items, much lighter and they'd fly away -- although that effect is useful in some cases too.


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 Post subject:
PostPosted: Wed Apr 19, 2006 9:45 pm 
easy company
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Joined: Tue Feb 29, 2000 2:01 pm
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> Could it be that RBIII put in a multiplier so that the weight values now reflect more accurate real weights?

Yes. When Bill sent me his code he made a few comments about loose ends he wanted to address but never got around to it... this is one of them.


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