Tutorial Example Simugraph Setup For Ac Traction

Discussion in 'PC Editor Discussion' started by fceschmidt, Mar 20, 2024.

  1. fceschmidt

    fceschmidt Well-Known Member

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    Getting a locomotive running can be challenging. Fortunately I had helping hands who were able to make sense of it. Here is a quick overview of a simugraph setup for a basic AC powered locomotive. This is only for the traction part, brakes are not part of this example. Also this setup as shown here does not rely on overhead power, but you could fix that by using a Current Collector instead of Voltage Source (which in this example is set to 15000 Volt).

    Here you can see the connections between all nodes:

    Graph.png

    Detail values for all nodes are in the attached zip file. All value converters, inverters and AC motors have the exact same configuration. The VF pattern of the inverter is that of the DB BR 101.

    Some of the nodes have additional red pins. Those pins are not there by default when you drag the node into a new graph, you can add them by selecting the node, then opening the Parameters window from the menu bar of the simulation asset, and adding the check mark for additional values in the Input/Output column.

    Not obvious connections are: Inverter Frequency goes into AC Motor Current Frequency, and Inverter VRatio goes into AC Motor Voltage Coefficient.

    The value converter is just there to convert from Speed at rail in m/s to rotor frequency, it uses a linear curve which is shown in ValueConverterCurve.png in the zip file.

    To control the throttle you have to set the Power Input value of the inverters to a value between 0.0 and 1.0, this would normally be done in the RVM directly (by using a Make SimulationComponentParameterReference node and a Set Simulation Node Parameter as Float by Ref node).

    Cheers!
     

    Attached Files:

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  2. eldomtom2

    eldomtom2 Well-Known Member

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    So, since you're someone who presumably knows a bit about how Simugraph works, do you know if it's possible to add new types of nodes or are you stuck with the ones included with the editor?
     
  3. fceschmidt

    fceschmidt Well-Known Member

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    To be honest I'm really just learning at this point, but I'm not aware of a way to create new node types. I guess that would have to go through DTG.
     
  4. F-Block

    F-Block Well-Known Member

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    Short and simple answer: no
     
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  5. BRD

    BRD Well-Known Member

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    There are so many options with simugraph, I'm not sure what exactly is missing at this point. I know for a fact that you can add more node options on each of those "boxes" ( elements? can't remember the name ) because each of those elements have a lot of "sub options" that don't show by default, but they can be selected / activated once you open it. I just can't remember how or where it is done, I'm currently at work.

    upload_2024-3-21_12-3-59.png
     
  6. raph#6037

    raph#6037 Member

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    Stuff like a 4QC or a DC link capacitor would still be missing. Three level inverters are still missing too
     
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  7. greggryan2

    greggryan2 Active Member

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    How do the brakes work?

    How would I connect up for my brakes to work right. If I put into axle both the motor thing and brake pad, editor crashes as its not happy with it.
     
  8. fceschmidt

    fceschmidt Well-Known Member

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  9. greggryan2

    greggryan2 Active Member

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    Is anyone able to confirm if for them simugraph have brake pad and some sort of traction going into axle do you get a crash of the editor.

    How them examples show is how I did mine and I kept getting crash of editor and so.ethjng about assertion failure simulation pins
     
  10. jpbxengine#2917

    jpbxengine#2917 New Member

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    What are all the things necessary for getting a loco running? I am trying to make my first loco, and the graph above was very helpful. Still, How do I get my engine with like a throttle and stuff in it? And, how do I get trucks and couplers?

    Thanks, Ron
     
  11. pwilson79

    pwilson79 Well-Known Member

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    Glad I remembered that I bookmarked this thread, fceschmidt ! I've got my subway cars nearly to the point where I can use a pair of LIRR M3's to drag them along the tracks unpowered; I just need to figure out how to keep the M3s' brake pipes from dumping pressure (my subway cars have nothing in their Simulation Assets, I think that's why the M3's brake pipe won't charge,) and with these good, honest Simugraph exaples to ponder over, I think I can manage the trick! (my fingers are crossed, even the one that's still on the mend.)

    As an aside, it seems to me it wouldn't take a whole lot to turn these examples into one or two short tutorials on pneumatic brake system setups, and traction generation. I'm not suggesting you do it, I'm sure you're quite busy enough. I wish it could be me to do it, but I've neither the time nor the energy, and at least for the moment, I have no idea what works and what doesn't.

    Daunfr59, this thread may be of interest to you as well.
     
    Last edited: Aug 29, 2025
  12. Daunfr59

    Daunfr59 Well-Known Member

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    Thanks for letting me know.
    Having finished my model I am now experimenting with the RVV RVM and Simugraph. All three are interrelated.
    For example I tried to add a rear coupling to the RVV of my loco (as the DTG original only had a coupling on the rear of the tender) and couldn't do it because there was no rear coupling in the RVM. I had to add the coupling to the RVM first and then the RVV.

    I think the RVM has the "physical" assets e.g. irregular lever for the reverser, couplings etc and the RVV has the VHID's and skeletal mesh to produce the visual movement of the controls.

    The following paragraph is mostly speculation from what I've learned so far as I'm not an Unreal expert by any means.

    In the RVM (Construction Script ?) you have to set up the initial values of the Simugraph parameters (as fceschmidt describes) and then I guess you have to use the Event Graph (RVV or RVM) to tell the Simugraph when the controls change. (In the child RVV I have studied every VHID has some events attached (e.g. On Input Value Changed) which you can add to the event graph.

    I have set up my own steam engine Simugraph (which I will post elsewhere) but at the top of the Simugraph screen there is a Validate button. If I press this nothing obvious happens but if I add a new node incorrectly and press validate the whole editor crashes so I guess you can take that as a hint you've got something wrong ! I recommend using this after adding some new nodes.

    As always Good Luck to you and anyone else who is willing to have ago at making their own locomotives..
     
  13. MJCKP

    MJCKP Well-Known Member

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    Not sure if this is related or relevant to what you are doing, but one thing I noticed when doing a mod is that even unedited child versions of the RVM of steam trains will crash the editor with the error:

    Assertion failed: IsParameterReferenceValid( RegulatorValveValueParameterReference ) && IsParameterReferenceValid( BlastPipeFlowParameterReference ) [File:F:/DEV/ND24-BuildPublicEditor-EpicRelease/TS2Prototype/Source/TS2Prototype/Private/Vehicle/Steam/RailVehicleViewSteamComponent.cpp] [Line: 292]

    I had to cook my mod and load up the game each time I wanted to test it, instead of using PIE. It would work fine in-game, so the editor seems to have some problems with steam trains
     
    Last edited: Aug 30, 2025
  14. Daunfr59

    Daunfr59 Well-Known Member

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    Thanks for that.

    I have had the "Invalid Parameter Blast pipe etc." crash on some occasions when trying to use an edited RVM so you may well be right.
    However I did manage to start building an RVM which lets me spawn in the cab but unable to interact with the game.(see my GWR Pannier Tank Loco thread)
    Interesting to hear that you got your cooked mod recognised by the game and working OK.
     

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