I am currently trying to get an electric locomotive with extended pantograph animations to work within OR, but it looks like OR does not know these codes as of yet.
For better understanding, I post an excerpt from the uncompressed shape file, listing the matrices - the relevant ones which I am referring to are boldened:
The boldened parts do animate, but in a repetitive, non-stop and super-fast way.
In MSTS, they work as they should, as MSTS recognizes them as parts of the pantographs, and thus only animates them once, when the panto moves up, and a second time in the other direction, when the respective panto moves down again (when the player hits the P / Shift+P key).
So please, dear OR developpers, mark the P1_ANI_11 thru P2_ANI_22 codes for incorporation into a future release of OR.
Thank you.
PS: You may think about possible extensions of this system in OR, since some multi-current locomotives in Europe feature up to four different pantographs on a single locomotive, such as the new Austrian Taurus model 1216 of the OeBB (Austrian national railways). For a correct animation of such a model, four controllable pantographs would be needed, and correspondingly P1_ANI_11 thru P4_ANI_22.
PPS: While this model only features two extra animations tied to each main pantograph animations, you can easily imagine models with more than two such animations per pantograph, i.e. while you're at it, you could code e.g. P1_ANI_13, 14, 15, ... 23, 24, 25, ... 31, 32, 33, 34, ... etc. into the OR engine.
PPPS: Write me via PM to obtain the sample locomotive for testing and evaluating purposes with OR. A download link to the base model would be useless, since the base model got other issues which keep it from running in OR - see my other thread on this board explaining the problem and its solution: https://www.trainsim.com/vbts/showth...electric-locos
Of course you can make the explained adaptations by yourself in gmax, but why bother if you can get it ready-made from me ...
PPPPS: The animations in question are speed-sensitive in OR, i.e. in standstill, nothing animates, whereas the faster the loco runs, the quicker the animations work !
For better understanding, I post an excerpt from the uncompressed shape file, listing the matrices - the relevant ones which I am referring to are boldened:
matrices ( 27
matrix MAIN ( 1 0 0 0 1 0 0 0 1 0 0 0 )
matrix PANTOGRAPHBOTTOM1A ( 1 0 0 0 1 0 0 0 1 0 4.11 3.86608 )
matrix PANTOGRAPHMIDDLE1A ( 1 0 0 0 1 0 0 0 1 0 0.0790277 -1.18253 )
matrix PANTOGRAPHTOP1A ( 1 0 0 0 1 0 0 0 1 0 0.17645 1.63478 )
matrix P1_ANI_11 ( 1 0 0 0 1 0 0 0 1 0 0.0849996 -0.0427501 )
matrix P1_ANI_21 ( 1 0 0 0 1 0 0 0 1 -0.109965 0.0780935 -0.0777683 )
matrix PANTOGRAPHBOTTOM1A_1 ( 1 0 0 0 1 0 0 0 1 0 4.11 -4.76435 )
matrix PANTOGRAPHMIDDLE1A_1 ( 1 0 0 0 1 0 0 0 1 0 0.07903 -1.18506 )
matrix PANTOGRAPHTOP1A_1 ( 1 0 0 0 1 0 0 0 1 0 0.17645 1.63108 )
matrix P2_ANI_11 ( 1 0 0 0 1 0 0 0 1 0 0.0849996 -0.0427499 )
matrix P2_ANI_21 ( 1 0 0 0 1 0 0 0 1 -0.109965 0.0700297 -0.0777702 )
matrix PANTOGRAPHBOTTOM1B ( 1 0 0 0 1 0 0 0 1 0 4.11 4.76435 )
matrix PANTOGRAPHMIDDLE1B ( 1 0 0 0 1 0 0 0 1 0 0.079 1.18506 )
matrix P1_ANI_12 ( 1 0 0 0 1 0 0 0 1 0 0.0849996 0.0443201 )
matrix P1_ANI_22 ( 1 0 0 0 1 0 0 0 1 0.109968 0.0780954 0.07724 )
matrix PANTOGRAPHBOTTOM1B_1 ( 1 0 0 0 1 0 0 0 1 0 4.11 -3.86608 )
matrix PANTOGRAPHMIDDLE1B_1 ( 1 0 0 0 1 0 0 0 1 0 0.079 1.18253 )
matrix P2_ANI_12 ( 1 0 0 0 1 0 0 0 1 0 0.0849996 0.0443201 )
matrix P2_ANI_22 ( 1 0 0 0 1 0 0 0 1 0.109968 0.0699997 0.07724 )
matrix BOGIE1 ( 1 0 0 0 1 0 0 0 1 0 -0.06 4.91 )
matrix WHEELS13 ( 1 0 0 0 1 0 0 0 1 0 -0.01 -4.91 )
matrix WHEELS12 ( 1 0 0 0 1 0 0 0 1 0 -0.01 -4.91 )
matrix WHEELS11 ( 1 0 0 0 1 0 0 0 1 0 -0.01 -4.91 )
matrix BOGIE2 ( 1 0 0 0 1 0 0 0 1 0 -0.06 -4.91 )
matrix WHEELS21 ( 1 0 0 0 1 0 0 0 1 0 -0.01 4.91 )
matrix WHEELS22 ( 1 0 0 0 1 0 0 0 1 0 -0.01 4.91 )
matrix WHEELS23 ( 1 0 0 0 1 0 0 0 1 0 -0.01 4.91 )
matrix MAIN ( 1 0 0 0 1 0 0 0 1 0 0 0 )
matrix PANTOGRAPHBOTTOM1A ( 1 0 0 0 1 0 0 0 1 0 4.11 3.86608 )
matrix PANTOGRAPHMIDDLE1A ( 1 0 0 0 1 0 0 0 1 0 0.0790277 -1.18253 )
matrix PANTOGRAPHTOP1A ( 1 0 0 0 1 0 0 0 1 0 0.17645 1.63478 )
matrix P1_ANI_11 ( 1 0 0 0 1 0 0 0 1 0 0.0849996 -0.0427501 )
matrix P1_ANI_21 ( 1 0 0 0 1 0 0 0 1 -0.109965 0.0780935 -0.0777683 )
matrix PANTOGRAPHBOTTOM1A_1 ( 1 0 0 0 1 0 0 0 1 0 4.11 -4.76435 )
matrix PANTOGRAPHMIDDLE1A_1 ( 1 0 0 0 1 0 0 0 1 0 0.07903 -1.18506 )
matrix PANTOGRAPHTOP1A_1 ( 1 0 0 0 1 0 0 0 1 0 0.17645 1.63108 )
matrix P2_ANI_11 ( 1 0 0 0 1 0 0 0 1 0 0.0849996 -0.0427499 )
matrix P2_ANI_21 ( 1 0 0 0 1 0 0 0 1 -0.109965 0.0700297 -0.0777702 )
matrix PANTOGRAPHBOTTOM1B ( 1 0 0 0 1 0 0 0 1 0 4.11 4.76435 )
matrix PANTOGRAPHMIDDLE1B ( 1 0 0 0 1 0 0 0 1 0 0.079 1.18506 )
matrix P1_ANI_12 ( 1 0 0 0 1 0 0 0 1 0 0.0849996 0.0443201 )
matrix P1_ANI_22 ( 1 0 0 0 1 0 0 0 1 0.109968 0.0780954 0.07724 )
matrix PANTOGRAPHBOTTOM1B_1 ( 1 0 0 0 1 0 0 0 1 0 4.11 -3.86608 )
matrix PANTOGRAPHMIDDLE1B_1 ( 1 0 0 0 1 0 0 0 1 0 0.079 1.18253 )
matrix P2_ANI_12 ( 1 0 0 0 1 0 0 0 1 0 0.0849996 0.0443201 )
matrix P2_ANI_22 ( 1 0 0 0 1 0 0 0 1 0.109968 0.0699997 0.07724 )
matrix BOGIE1 ( 1 0 0 0 1 0 0 0 1 0 -0.06 4.91 )
matrix WHEELS13 ( 1 0 0 0 1 0 0 0 1 0 -0.01 -4.91 )
matrix WHEELS12 ( 1 0 0 0 1 0 0 0 1 0 -0.01 -4.91 )
matrix WHEELS11 ( 1 0 0 0 1 0 0 0 1 0 -0.01 -4.91 )
matrix BOGIE2 ( 1 0 0 0 1 0 0 0 1 0 -0.06 -4.91 )
matrix WHEELS21 ( 1 0 0 0 1 0 0 0 1 0 -0.01 4.91 )
matrix WHEELS22 ( 1 0 0 0 1 0 0 0 1 0 -0.01 4.91 )
matrix WHEELS23 ( 1 0 0 0 1 0 0 0 1 0 -0.01 4.91 )
In MSTS, they work as they should, as MSTS recognizes them as parts of the pantographs, and thus only animates them once, when the panto moves up, and a second time in the other direction, when the respective panto moves down again (when the player hits the P / Shift+P key).
So please, dear OR developpers, mark the P1_ANI_11 thru P2_ANI_22 codes for incorporation into a future release of OR.
Thank you.
PS: You may think about possible extensions of this system in OR, since some multi-current locomotives in Europe feature up to four different pantographs on a single locomotive, such as the new Austrian Taurus model 1216 of the OeBB (Austrian national railways). For a correct animation of such a model, four controllable pantographs would be needed, and correspondingly P1_ANI_11 thru P4_ANI_22.
PPS: While this model only features two extra animations tied to each main pantograph animations, you can easily imagine models with more than two such animations per pantograph, i.e. while you're at it, you could code e.g. P1_ANI_13, 14, 15, ... 23, 24, 25, ... 31, 32, 33, 34, ... etc. into the OR engine.
PPPS: Write me via PM to obtain the sample locomotive for testing and evaluating purposes with OR. A download link to the base model would be useless, since the base model got other issues which keep it from running in OR - see my other thread on this board explaining the problem and its solution: https://www.trainsim.com/vbts/showth...electric-locos
Of course you can make the explained adaptations by yourself in gmax, but why bother if you can get it ready-made from me ...
PPPPS: The animations in question are speed-sensitive in OR, i.e. in standstill, nothing animates, whereas the faster the loco runs, the quicker the animations work !






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