PlayStation Nid, Pzb And Br 103 & 628 Questions

Discussion in 'TSW General Discussion' started by Pipe, Jun 11, 2023.

  1. Pipe

    Pipe Well-Known Member

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    Hi everyone,

    I´m currently learning the use of PZB / LZB on german routes. Still with the help of the HUD, but quite a pleasant experience it is. I even bought an external keyboard for the PS5 in order to get this straight.

    However, I´ve got a few questions regarding PZB on NID and the BR 628/928. I know how to activate the safety systems but I can´t seem to find a PZB Mode switch. PZB "O" doesn´t make much sense to me since the max speed on that route is only 60 km/h?! How do I drive under PZB on that route? Is it even required IRL? (I see the magnets there, though).
    It works like a charm driving those lovely 628 services on LFR, but NID? And speaking of which: The BR 103 on LFR doesn´t seem to show the PZB/LZB LEDs in the combined instrument. So, that would make HUDless driving a bit difficult, no? Courtesy bug from DTG or am I missing something here, too?

    Thanks in advance for your answers. :)
     
    Last edited: Jun 11, 2023
  2. Taihennami

    Taihennami Well-Known Member

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    The PZB mode has more to do with the braking characteristics of the train than the maximum speed reached. Mode O is appropriate for any passenger train, which can be expected to have pretty good brakes. Broadly speaking, use mode M for freight trains with the brakes in P mode, and mode U for heavy freight trains with the brakes in G mode.

    Real drivers would use the safety systems at all times, unless they are faulty (in which case the train would be taken out of service at the next opportunity). Even on a slow line like the Niddertalbahn, PZB has the distinct safety benefit of enforcing stop signals, through the combined action of the 500Hz and 2000Hz magnets. The 2000Hz magnet is directly adjacent to the stop signal; the 500Hz magnet will apply the brakes sooner if the train is going too fast to reliably stop at the signal. The 1000Hz magnet associated with Distant signals ensures that drivers react to an adverse signal ahead, and intervenes if they either fail to acknowledge the signal using the appropriate switch, or fail to follow the prescribed braking curve. Only the braking curve action is (mostly) irrelevant to Niddertalbahn.
     
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  3. Lamplight

    Lamplight Well-Known Member

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    PZB mode is not dependent on max speed. It depends on the BrH (Bremshundertstel) - have a look at the calculating PZB modes link in my signature if you’re interested. Essentially, BrH tell you how quickly a train can stop. The 628 is even equipped with magnetic brakes - it easily has enough BrH for mode O. Yes, that does result in the situation you describe where 1000Hz monitoring on 60km/h-top-speed-track is essentially useless. But that is PZB working as designed. The driver still needs to acknowledge the monitoring, so a vigilance function is still given. And of course, the 500Hz and 2000Hz magnets still do their job just fine.


    Do you have a screenshot of that? I’m not quite sure you refer to. If you mean the 55/70/85/B/Ü etc. indicator lights, they work on my end. Just have to turn up their brightness a bit with the corresponding button on the right hand side of the instrument.

    Hope that helps :)
     
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  4. Pipe

    Pipe Well-Known Member

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    Great many thanks for your answers!

    I´ve started with Lamplight manuals before I even switched the safety systems on in the sim. Very helpful, very well written. Thanks a lot for publishing those!
    And I figured that PZB ain´t about speed limits rather than about an intended brake curve profile under different circumstances to get that considerable cinetic mass to a stop before it reaches a danger zone.

    Which brings me to the next question: Is it really possible to cover all combinations of trains / weights / brake types / possible brake faults etc. within 3 PZB categories. I mean you get empty freight trains weighing, say 600 tons, and then some heavy coal trains up to 4000 tons, maybe even ore. Not to mention a vaste variety of freight wagons with different brake behaviour. How do you squeeze this wide range into three categories?
     
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  5. Lamplight

    Lamplight Well-Known Member

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    It's a little more complicated than that in real life. Based on the BrH, individual speed limits per train are calculated. They don't really affect passenger trains but are crucial for freight. Essentially, the most restrictive gradient every few kilometres or so is checked against the BrH of the train and speed limits are amended as necessary in the train's timetable (Buchfahrplan/EBuLa). For example: A heavy freight train in modus U will hardly ever go 100km/h, it'll probably be limited to more like 80/90km/h for a lot of its journey (case in point: the heavy ore trains - Erzbomber - are limited to 80km/h in the flat as far as I know). We tried to simulate that in our freight-PZB thread by just calculating the most restrictive speed limit and applying that to the entire route, but the new book timetable tools by tygerways#2596 and OpenMinded are closer to what it's like in real life.
    Long story short, the 3 PZB modes are more like rough classifications. For freight at least, the BrH will have more influence on how the train is actually handled and how fast it can go.

    Just want to say that I can only take credit for the US MU/DPU video tutorial for SPG I published ages ago. The stuff about PZB basics and GPA magnets is just a very well-written website I stumbled upon. The calculating PZB modes guide was a real group effort. All I did was try to correlate the findings into a somewhat user-friendly walkthrough since the original explanations presupposed quite a bit of knowledge about the underlying theory and terms.
     
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  6. Pipe

    Pipe Well-Known Member

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    Very instructive answer. Thanks again!

    Duuuhhh, it was a "me-issue", indeed. But even at 100% it is hardly perceptible.

    Train Sim World 3_20230611103253.jpg Train Sim World 3_20230611103330.jpg
     
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  7. Lamplight

    Lamplight Well-Known Member

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    Yes, it's certainly somewhat dim. From what I recall, they're more visible with fewer clouds, but I wouldn't say it's a "you-issue". I have sat there sometimes wondering why they aren't on (when they were merely dim) as well.
     
  8. Pipe

    Pipe Well-Known Member

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    I´ve just figured that those indicator lights do not work after a savegame restart. I´ve switched anything on and off, even the instrument panel main breaker, just to make sure. But this is the kind of a bug I can live with.

    Train Sim World 3_20230611171405.jpg
     
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  9. Lamplight

    Lamplight Well-Known Member

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    Save game strikes again I see. Good catch.
     

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