Hello, now that Soldier Summit comes to the front again... Something is wrong with the brake script used on engines there - probably also applies to Sherman Hill and a few others. Upon minimum application (23%), quite frequently (about 50% chance per scenario) I get a single point of emergency brake application penalty. Right now I'm experiencing it with the SD9, with it being a shunting DLC it's very high chance of failure. But I have definite memory of this from before, be it the GP9, the SD40, the ES44 or the SD70. It occurs when applying the brakes, so it could be related to how the detents are simulated / enforced, and how emergency is discovered. I.e. you apply 25% which is the technical maximum (script puts you back to 23% every frame, so it depends on fps) and that is emergency. Probably not since it would mean the mouse would have a solid 100% emergency penalty on every attempt, but you get my point. Literally.
Not playing with Scores enabled, but this is probably a result from the script (which itself is ok, it's only the scoring issue.) The handle you are using is the VirtualBrake which outputs to the script, which then outputs to the core "TrainBrakeControl". Stuff like this can be fixed by removing the Emergency notch from the core TrainBrakeControl. (Which often is at 1.0, but I've seen it at 0.9 or 0.95 too which may be in the application range of the VirtualBrake, thus triggering points reduction.) So find the offending engine.bin, search for "TrainBrakeControl" and remove the last notch which says Emergency. Don't touch the "VirtualBrake".
Slightly OT The ChrisTrains Class 186 have the same problem where it is easy to go in to Emergency because you cannot look at the Brake Handle position and see where you are when braking for a stop. Removing the last entry in the Virtual Brake stops the loco going to Emergency and makes it easier to drive.
In case of the SD9 it's at 0.99 for both brakes. My best guess is opening to 100% apply because 15/0 (target/current) = infinity. The script (both this and the CMP/NS iteration) works so that it approaches the target pressure, simulating slowing air flow. It could result in full application above a certain delta but it shouldn't - input-output values should be subject to range checking, limiting. Of course this would mean it always happens - but in my experience a short enough emergency (nor speeding) doesn't cause a penalty. So this might (also) be a frame rate dependent issue. The player cannot move the handle much beyond 0.237 from 0. I would gladly check the script but it's compiled. So it's all just theory. That's unfortunate, too I think the old 166 has the last notch at 98%. You can release the handle earlier and it will move up, but an unfortunate load stutter (or less experience and trying to hold) and there you go.
The JT Wessex Line comes with a bonus 166 pack which equips the old Kuju stock with new scripts and cablights and new liveries. Highly recommended!