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Rotating Bogies and Rotation Control

 
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Chris



Joined: 10 Mar 2006
Posts: 644
Location: Wisconsin, USA

PostPosted: Sun Oct 26, 2008 11:34 am    Post subject: Rotating Bogies and Rotation Control Reply with quote

A test version of RtR has been released which includes two new features - rotating bogies and a rotation control, http://brainbombers.com/forum/viewtopic.php?t=569&start=0&postdays=0&postorder=asc&highlight=.

ROTATING BOGIES
Brainbombers will be releasing the capability for modelers to add a rotating bogie feature.

Note the difference between the locomotive and the hopper with its rotated bogies.

The following are preliminary specifications and may change:

Rolling stock developed to make use of this new feature will consist of two models: body and bogie.

The body should be elevated the appropriate distance from the horizontal plane to fit the bogie.

The distance from the center mass of the model to the center point of the bogie will be used to position the bogie fore and aft.

Sample XLI File
CWAGON_TYPE 10631 body_test.x 0.37 body
NOREF
101.92479
0
0
1982695

DUMMY_TYPE 10632 bogie_test.x 0.37 bogie
NOREF
0
0
0
2198858
1. This feature requires two consecutive entries in the xli file with body being the first entry. The model numbers are to be an incremented pair. The bogies will be recorded as DUMMY_TYPE.
2. The distance from center mass to center mass will be recorded as the third line of the body entry.

ROTATE CONTROL
The rotate control is another tool for the modeler. This control will permit smooth movement at a defined speed within a defined arc along a defined axis.

Rotation is defined in the rtr_objcontrol*.list file.

The list entry for a model is constructed as such:
10389 ROTATE 2
z-0090d050 Open
z+0090d050 Close

a. model ID number - 10389 (from the xli file)
b. control type must be 'ROTATE'
c. the number of possible states - 2 in this instance. 3 would be the maximum for the same reason as explained in the blinker control.
d. the axis of movement - z
e. - or + the direction of movement (counterclockwise or clockwise)
f. the arc of movement through a complete 360 degrees - 0090 in this instance.
g. d - required separator between the two sets of numbers
h. speed of rotation. A higher number will result in a faster rotation (degrees per second - if the object rotates a complete 360 degrees with the speed defined as 090, the entire animation will last four seconds).
h. Descriptive text for the action that will be displayed in the control window (no spaces)

The user will be presented with the following screen after placing an object that is capable of being rotated and choosing to control it.


I've used the control to reposition the points signal to indicate the turnout is active.

Here the line straight ahead is active.


Here a bridge is raised and lowered.



The center of rotation of the model is based on its orientation to x,y,z during the modeling process.

Brainbombers has requested that any questions regarding this particular test release be directed to me.

Regards,
Chris


Last edited by Chris on Sat Nov 01, 2008 9:47 am; edited 1 time in total
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austindave



Joined: 19 Feb 2006
Posts: 391
Location: UK

PostPosted: Sun Oct 26, 2008 12:07 pm    Post subject: Reply with quote

Hi BB and chris this is great. The ROTATE CONTROL will be great for the things that I think gnome made. Ass hall doors, british Xgates and the turning bridges. Will these work?
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Chris



Joined: 10 Mar 2006
Posts: 644
Location: Wisconsin, USA

PostPosted: Sun Oct 26, 2008 12:16 pm    Post subject: Reply with quote

Hi Dave,

Yes, it should work for any model requiring rotational movement. Doors, crossing gates, and turning bridges should all be perfect applications for this control.

Chris
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peter



Joined: 08 Jul 2006
Posts: 581
Location: germany,Thuringia

PostPosted: Sun Oct 26, 2008 6:10 pm    Post subject: Reply with quote

Hay all,
I think this could be as the turntabel but mobile and without any controlerboxes on tracks.
Peter
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for next time and thanx Peter
如 如 Nothing is impossible if we make it together.
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Chris



Joined: 10 Mar 2006
Posts: 644
Location: Wisconsin, USA

PostPosted: Sun Oct 26, 2008 6:39 pm    Post subject: Reply with quote

Hi Peter,

The type of rotation, up to three states, is determined by the entries in the appropriate list file. The rotation is triggered by the <object> control attributes window state that is displayed when a track control (contr.) from the build tracks window is created or edited.

Note in the Object control attributes window above that the two state options available are to Open or Close the signal - not very descriptive captions for a signal, sorry about that. I've used Raised and Lowered for the bridge - that should be more intuitive.

Hope that helps,
Chris
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peter



Joined: 08 Jul 2006
Posts: 581
Location: germany,Thuringia

PostPosted: Thu Oct 30, 2008 9:31 am    Post subject: Reply with quote

Hay Brainbom,
If we do these models with rotating bogies then what id range do we have?
Peter
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Chris



Joined: 10 Mar 2006
Posts: 644
Location: Wisconsin, USA

PostPosted: Thu Oct 30, 2008 11:02 am    Post subject: Reply with quote

Hi Peter,

Note the xli entries above. The rotating bogie will be dummy_type and the model ID will be the next sequential model number. Otherwise, there are no restrictions on the ID to use.

CWAGON_TYPE 10631 body_test.x 0.37 body
NOREF
101.92479
0
0
1982695

DUMMY_TYPE 10632 bogie_test.x 0.37 bogie
NOREF
0
0
0
2198858

As DUMMY_TYPE, it will not be displayed in the menuing system.

Hope that helps,
Chris
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peter



Joined: 08 Jul 2006
Posts: 581
Location: germany,Thuringia

PostPosted: Thu Oct 30, 2008 11:51 am    Post subject: Reply with quote

Hay Chris,
Then with the animated wheeltrucks i can model "the crocodile E-loco"
2 CīCī2.
Thx for the info Peter
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Chris



Joined: 10 Mar 2006
Posts: 644
Location: Wisconsin, USA

PostPosted: Thu Oct 30, 2008 1:00 pm    Post subject: Reply with quote

Hi Peter,

Just remember that the rotating trucks will be placed in a symmetrical position fore and aft based on the "L" value. So if that's the case with your loco, you should be golden.

Oh, a thought, if that's NOT the case for your loco, you could probably shift the model forward or back on its long horizontal axis to fool the program into placing the rotating bogies at the points where you need them.

Regards,
Chris
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peter



Joined: 08 Jul 2006
Posts: 581
Location: germany,Thuringia

PostPosted: Thu Oct 30, 2008 3:20 pm    Post subject: Reply with quote

Hay Chris,
This loco is symetric,donīt worry.
Peter
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austindave



Joined: 19 Feb 2006
Posts: 391
Location: UK

PostPosted: Thu Oct 30, 2008 4:10 pm    Post subject: Reply with quote

Chris the object ROTATE CONTROL will this work with the 1.5 that we can Dload? As I would like to have a go at the british X gates that gnome made.

Dave
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Chris



Joined: 10 Mar 2006
Posts: 644
Location: Wisconsin, USA

PostPosted: Fri Oct 31, 2008 11:17 am    Post subject: Reply with quote

Hi Dave,

No, I doubt that. I was given a newer version of the 1.5 beta to test. (I was warned that layouts saved with it would not be playable under earlier versions of RtR.)

The rotating bogies version is an intermediate release version of the beta as well (between the public release beta and the rotating controls beta).

Regards,
Chris
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peter



Joined: 08 Jul 2006
Posts: 581
Location: germany,Thuringia

PostPosted: Fri Oct 31, 2008 12:17 pm    Post subject: Reply with quote

Hay Chris and Dave,
This beta 1.5 is absolutely newland for us all,self the bogiecontrol is also beta as the soundfunction and the blinkingfeature and the lamplifting. Wink
Peter
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如 如 Nothing is impossible if we make it together.
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