Bossman Games Castle Class - Wheel Rotation Speed

Discussion in 'General Discussion' started by Limeyfox, Jun 7, 2024.

  1. Limeyfox

    Limeyfox Well-Known Member

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    Hi folks

    Bit of an odd one - since the BMG Castle pack was released, I’ve played with it quite a bit. The models and the physics are brilliant, the sounds on the whole pretty great, but there’s been something niggling in my mind that I couldn’t put my finger on. Then today I’ve just been running a Castle in tandem with a Manor and I can’t help noticing that the Castle, with its 6ft8in driving wheels, has a faster wheel rotation speed than the Manor with its 6ft drivers. This is surely a problem isn’t it?

    Has anyone else noticed this? Obviously with the sounds synched to the wheel rotation speed, getting the numbers wrong would impact how fast the loco sounds like it is going. Large-wheeled GWR locos are known for their stately glide whereas now I’ve seen it, the BMG Castle is noticeably spinning faster than it should.
     
  2. IronBladder

    IronBladder Well-Known Member

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    If the wheels are turning too fast for its speed, you should also see constant wheel slip.

    I don't have the DLC, so can't see it for myself.
     
  3. Limeyfox

    Limeyfox Well-Known Member

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    I can see the wheels are going round too fast, there is no indication that the game sees the locomotive as slipping though.
     
  4. IronBladder

    IronBladder Well-Known Member

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    Have you reported it to Bossman?
     
  5. Limeyfox

    Limeyfox Well-Known Member

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    Not yet, I was curious if anyone else thought the same!
     
  6. 21c164fightercommand

    21c164fightercommand Well-Known Member

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    Also at slow speed, where wheels rotating too fast in relation to their forwards motion over the rails is most noticeable?
    AFAIK, these advanced locomotives have their wheels' rotation scripted in order to achieve wheelslip and stall
     
  7. Spikee1975

    Spikee1975 Guest

    It could also be a mismatch between the actual model's wheel size and its <WheelRadius> given in the bogie blueprint. If these don't match the rotation will be off and the loco will appear to be sliding.
     
  8. 70045

    70045 Active Member

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    I guess perhaps in the same category - some of the BMG locos sound effects have a far too fast wheel-beat against the actual rotation. I first noticed this in the Patriot by watching carefully but to the ear several others also chuff far too fast at lower speeds.

    John
     
  9. 21c164fightercommand

    21c164fightercommand Well-Known Member

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    Bear in mind LMS Patriot, Southern Bullied are 3 cylinder locomotives, hence their different exhaust beats.
    GWR Castle are 4 cylinder locomotives, so their exhaust beat is faster still.
    Also, above a certain speed, usually around 15 MpH, the scripted individual exhaust beats change into a continuous loop.
     
  10. 70045

    70045 Active Member

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    I can bear all sorts of things in mind ;) but what I said is what I see and hear.
    John
     
  11. Limeyfox

    Limeyfox Well-Known Member

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    With a couple of notable exceptions, 3 cylinder locomotives have 6 beats per wheel revolution whereas both 2 and 4-cylinder locos have 4.
     
  12. Limeyfox

    Limeyfox Well-Known Member

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    It’s essentially the opposite, the driving wheels motion (and initial sounds) are too fast for the speed of the loco. But I guess the cause would be the same sort of mismatch.
     
  13. Limeyfox

    Limeyfox Well-Known Member

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    I’ve sent a message to Precision Locomotive Developments (BMG), I’ll see if anything comes of it.
    (On a separate note, I just saw their Met-Camm Pullmans, #drool)
     

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