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Insane speeds of locomotive after disconnect with other cars


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FeuerFliegen
Posted (edited)

I assumed this was a well known bug, but maybe it's not because I didn't see any threads about it.

 

Locomotives can sometimes accelerate to insane speeds after you shoot some at some of the cars behind it and they disconnect from the locomotive.

At first, I measured the speed once at around 190kph, and thought, maybe it's historical as I've heard of high speed trains during that timeframe?  I had no idea if the type of train we see in the sim could do anything like that though; I just saw old articles and advertisements talking about trains doing over 100mph.

 

But then the other day, I did a single player mission in early Moscow with Hurricanes, and I attacked a train that disconnected everything behind the locomotive.  It suddenly accelerated so much that it was clearly a bug.

 

I was eventually able to match the speed and fly directly over it.  My speed as indicated by the information on the lower left corner of the screen (as opposed to the gauge in the plane) - 395kph!

 

Edit:  I also have a trk file that I can add if it helps.  I was just looking at the recording and even at 395kph, it was still attached to a few train cars behind it.

Edited by FeuerFliegen
  • Upvote 1
354thFG_Leifr
Posted

It's been reported quite often AFAIK, but I'm not sure if any one ever supplied track files to 1C to look at.

If you detach the carriages, the locomotive will take off at an increasibly rapid speed until it (tends to) derail on the first tight turn.

  • 1CGS
Posted

Yes, the QA team needs track files so they can get a better sense of what's causing this issue. 

Posted
23 hours ago, LukeFF said:

Yes, the QA team needs track files so they can get a better sense of what's causing this issue. 


This is always happening as a result of damage causing most or all of the cars to separate (I submitted a track with a bug report for this same topic previously).

 

Regardless of the bug, it raises a question - is it even remotely feasible that an attack could surgically decouple train cars while leaving those in front completely intact?  Even if this were a rare possibility in the real world, it always happens in game.  Wouldn’t it be more likely that when you blew up one of those cars it caused the train to derail, or the drag of the destroyed car was simply too much to pull?  Or scared the crew into hitting the brakes and bailing, instead of riding the train to Valhalla?  
 

I ended up building a train group for my missions where any sort of close pass causes the train crew to panic stop and bail, since that feels vastly more realistic then a lone locomotive racing away at 300mph.  It would have been nice to do this with an onDamaged report but I ended up having to use a proximity trigger, because onDamaged doesn’t work reliably with trains for some reason - the onDamaged report only triggers when the locomotive hits its destruction threshold, no matter what you set the damage percentage to.

  • Upvote 2
  • 6 months later...
Imperator_TFD
Posted

I don't suppose there's been any update on this bug?  Error still occurs.

  • 1CGS
Posted

It's a difficult issue to track down the root cause of, apparently. I'll ask again, though. 

Posted
1 hour ago, LukeFF said:

It's a difficult issue to track down the root cause of, apparently. I'll ask again, though. 

 

Isn't it possible to put a speed limit on the locomotive so it never goes to insane speeds? That would fix the worst of it.

  • 1CGS
Posted
46 minutes ago, Aapje said:

Isn't it possible to put a speed limit on the locomotive so it never goes to insane speeds? That would fix the worst of it.

 

No idea 🙂

  • 3 weeks later...
  • 1CGS
Posted

Our QA team has been able to reproduce the issue, but it will be a while before it can be fixed, as other projects have priority right now.

  • Like 1
  • Thanks 1
  • Upvote 1

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