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Author Topic: LIRR / MNCR M7 Development Thread (V1.1 Update Released)  (Read 73512 times)

Offline Fan Railer

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LIRR / MNCR M7 Development Thread (V1.1 Update Released)
« on: June 18, 2014, 11:02:58 am »
[youtube]http://www.youtube.com/watch?v=OjA52QoPOKk[/youtube]
Long Island Rail Road & Metro-North Railroad Bombardier M7 EMU V1.1 for OpenBVE

This train is highly detailed and advanced. Keep reading for full details.

The M7 electric multiple unit was built in the early 2000s for both of the MTA's commuter railroad agencies; the LIRR, and MNCR. This pack comes with both versions of the M7. Painstaking care has been taken to differentiate both models from each other, which goes far beyond just having different paint schemes; note the differing seating layout, cab signal aspect displays, third rail pickup shoe mounts on the trucks, and the presence of traction motor blower air scoops on the MNCR M7 which are not present on the LIRR M7.

In addition, hours of coding were put in to animating the 3D engineer's cab. Note that the cab's train status and diagnostic displays are semi-animated/semi-functional.

Finally, note the placement of the cab doors throughout the consist; the end cars will have their cab doors closed, while the middle cars have them open.

The cab signalling on version 1.0 is not yet functional, but as soon as a route is coded that can make use of the cab signalling system, a plugin will be drafted and this pack will be updated to version 2.0.

Version 2.0 will also include animated destination signage and a detailed lavatory.

This pack comes with two versions of the M7 physics set; an unlimited and a limited version. The unlimited version sports the full acceleration spec as delivered by Bombardier, while the limited version features slightly toned down acceleration in order to lower current draw from the third rail.

Version 1.1 update; decreased number of service brake points from 6 to 4, to give B1 brake rate of 0.75 mph/s. Updated combined controller angle code to reflect reduction in # of brake points.

Credits list:
-Sounds: Fan Railer (Mike Kam)[general sound programmer] & William McMorris [high quality announcement chime, buzzer sound, & combined throttle/brake controller "click"]
-Engineer's Cab (3D): Manuel Alejandro Mejias Palacios
-Exterior model: Manuel Alejandro Mejias Palacios
-Physics: Fan Railer (Mike Kam)
-Project coordinator & BETA tester: Fan Railer (Mike Kam)
-Invaluable reference material (for physics): Gregory Grice

IMPORTANT: Please do not redistribute this train pack. This pack is only to be made available via sanctioned sites, ie, BVEstation & Fan Railer's Mediafire page.

Technical information:

Power system:  750 VDC Third Rail
Axles arrangement: Bo'Bo'
Service weight (empty; average): 126,808 lbs
Starting acceleration (MIN PWR): 0.5 mph/s
Starting acceleration (MAX PWR): 2.0 mph/s
Continuous acceleration (unlimited): 2.0 mph/s @ 35 mph ; 0.5345 mph/s @ 100 mph
Continuous acceleration (limited): 1.5 mph/s @ 47.5 mph ; 0.5345 mph/s @ 100 mph
Minimum reduction brake rate (MIN BK): 0.75 mph/s
Full service brake rate (MAX BK): 3.0 mph/s
Emergency brake rate (EMER): 3.355 mph/s
Propulsion system: Mitsubishi Electric - Sojitz (Melco) AC propulsion
Traction motor rating: 270 hp
Rated power (per car): 1080 hp
Service speed: 80 mph
Maximum design speed: 100 mph
Gauge: 4 ft 8.5 in
Length between couplers: 85 ft 0 in
Vehicle Width: 10 ft 6 in
Rail to Roof Height: 12 ft 11.5 in
Distance Between Truck Centers: 59 ft 6 in
Truck Wheel Base: 8 ft 6 in
Wheel Diameter (New): 36 in


Essential Operating Tips:
For openBVE purposes, this train has 6 power points, one for each major cab signal limit. Each point will increase acceleration proportionally.
P1 - 15 mph (24 km/h); 0.5 mph/s
P2 - 30 mph (32 km/h)
P3 - 45 mph (72 km/h)
P4 - 60 mph (96 km/h)
P5 - 80 mph (128 km/h); 1.5 mph/s - 2.0 mph/s
P6 - 100 mph (160 km/h); 2.0 mph/s

For openBVE purposes, this train has 4 service brake points.
B1 - B3 are dynamic brake only.
B4 blends in friction brakes to achieve full service brake rate of 3.0 mph/s.

Download link: http://www.mediafire.com/download/8h3j24u2977jceb/LIRR+%26+MNCR+Bombardier+M7+EMU+Pack+V1.1.7z


Since no real LIRR / MNCR routes exist yet, here is a list of recommended routes to run this train on:
1. http://www.trainsimstuff.org/network-west-midlands/nwm-downloads
2. http://www.mediafire.com/download/9r6tfx0zx8xxikm/Maastricht+Route+Pack.rar
3. http://www.mediafire.com/download/27112b6vjxh1iss/MAV+120a+Route+Expansion+Pack.rar
4. http://www.celtictrainsim.com/routesdl.html (Ballyfeckin & Waterville Route)
5. http://www.bvestation.com/downloadinfo.php?id=62
6. http://sites.google.com/site/velarobve/downloads
« Last Edit: January 02, 2015, 07:11:48 am by Fan Railer »

Offline Dj Hammers

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Re: LIRR / MNR M7 Development Thread
« Reply #1 on: June 18, 2014, 06:22:07 pm »
This is awesome! Can't wait to see the final product.

Offline PelhamLocal

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Re: LIRR / MNR M7 Development Thread
« Reply #2 on: June 18, 2014, 08:14:32 pm »
Dope @fanrailer PM if you want textures :)

Offline Fan Railer

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Re: LIRR / MNR M7 Development Thread
« Reply #3 on: June 18, 2014, 09:18:03 pm »
Dope @fanrailer PM if you want textures :)
I'll let you know when Manuel responds to my fb message lol. Probably later tonight. Oh, did some more work; 1 hour video is rendering now.

Offline PelhamLocal

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Re: LIRR / MNR M7 Development Thread
« Reply #4 on: June 18, 2014, 09:48:10 pm »
Word sounds good.
« Last Edit: June 19, 2014, 01:54:08 am by PelhamLocal »

Offline Simon

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Re: LIRR / MNR M7 Development Thread
« Reply #5 on: June 18, 2014, 11:34:09 pm »
Wow this sounds really nice! The pitch is a little off for the first few notes, but I think that may be a limitation of the simulator rather than the audio files you've collected. One thing I might add is that the change in tone after the first few melodies (where the deeper pitch occurs and extends onward, which happens in your train at 36 mph) should occur earlier (from my personal experience). Maybe it's the train's acceleration being out of sync or something, but from my riding experiences, it seems like it occurs earlier.

But marvelous work! Any plans on you porting this over to Train Simulator? M7 sound pack perhaps haha.
Kawasaki_Plant

Offline Fan Railer

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Re: LIRR / MNR M7 Development Thread
« Reply #6 on: June 19, 2014, 09:57:32 am »
Wow this sounds really nice! The pitch is a little off for the first few notes, but I think that may be a limitation of the simulator rather than the audio files you've collected. One thing I might add is that the change in tone after the first few melodies (where the deeper pitch occurs and extends onward, which happens in your train at 36 mph) should occur earlier (from my personal experience). Maybe it's the train's acceleration being out of sync or something, but from my riding experiences, it seems like it occurs earlier.

But marvelous work! Any plans on you porting this over to Train Simulator? M7 sound pack perhaps haha.
Yea, OpenBVE has always had it's pluses and minuses when it comes to sound work. I agree that it's hard to time pitch changes when you don't have actual measuring equipment to do it with (gps, or being able to look into the cab and peek at the speedometer). I want to say that I've gotten the pitch changes relatively close, but since I don't expect a release too soon in the future, I MAY be able to make my way out to LIRR/MNR territory to do some more research before I release the train. Manuel has gotten back to me and said he will put the exterior / cab modeling on his list of things to do. Otherwise, everything is going smoothly.

I don't have plans to work with TS2014 motor sounds any time soon. The structure of the coding involved for motor sounds in TS is much too different from OpenBVE for me to comprehend at the moment. Static sounds (horns, bells, door sounds) I can handle in that game at the moment, but not dynamic sounds (motor sounds).

Here's that 1 hour preview I said I'd post. I managed to improve the low end traction motor sound (which should correct that issue that Simon brought up about the pitch being off at low speeds). Just need to work on volume adjustments and ancillary sounds:
http://www.youtube.com/watch?v=iCuLguvSSXA#
Enjoy =)

Offline Fan Railer

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Re: LIRR / MNR M7 Development Thread
« Reply #7 on: June 19, 2014, 11:41:54 am »
Another sound quickie:
OpenBVE HD EXCLUSIVE: LIRR Metro North M7 EMU Sound and Physics Element Nearing Completion WIP
The sound and physics elements are just about complete. Exterior and 3D cab development will commence shortly.

Offline Simon

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Re: LIRR / MNR M7 Development Thread
« Reply #8 on: June 20, 2014, 03:12:09 pm »
Very nice! The acceleration is spot on 100%. Nothing else to do there!

Just one quick tip about the deceleration, although it's not ground breaking. When the train starts decelerating at high speeds, there's a constant whirring noise that can only be heard inside the train. It's hard to hear on recordings because the pitch is so unique that it usually gets blurred out onto background noise, but when you're physically inside the train you can hear it very clearly. It's a constant noise I'm sure you'll be able to hear next time you ride on an M7/A, and it dies out the second the deceleration traction noise starts to play. Might be a bit hard to code in, but it'll definitely make it more immersive.
Kawasaki_Plant

Offline Fan Railer

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Re: LIRR / MNR M7 Development Thread
« Reply #9 on: June 21, 2014, 02:11:49 am »
Very nice! The acceleration is spot on 100%. Nothing else to do there!

Just one quick tip about the deceleration, although it's not ground breaking. When the train starts decelerating at high speeds, there's a constant whirring noise that can only be heard inside the train. It's hard to hear on recordings because the pitch is so unique that it usually gets blurred out onto background noise, but when you're physically inside the train you can hear it very clearly. It's a constant noise I'm sure you'll be able to hear next time you ride on an M7/A, and it dies out the second the deceleration traction noise starts to play. Might be a bit hard to code in, but it'll definitely make it more immersive.
If it's possible, I'll try to isolate that sound you are talking about. If not, then I think it'll work fine as it is.

Offline Manuel18

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Re: LIRR / MNR M7 Development Thread
« Reply #10 on: June 22, 2014, 03:27:22 pm »
Well i don't have problem with some textures that will really help :P . B-unit done

BTW this EMU makes remember me at Class 395 Javelin desingned by me :lol:




« Last Edit: June 22, 2014, 03:35:47 pm by Manuel18 »
It doesn't matter who did it , if how he did it.
Myself :P

Offline PelhamLocal

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Re: LIRR / MNR M7 Development Thread
« Reply #11 on: June 22, 2014, 08:49:19 pm »
Beautiful!

Offline Fan Railer

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Re: LIRR / MNR M7 Development Thread
« Reply #12 on: June 25, 2014, 10:39:58 pm »
I've actively started riding M7s due to my new summer job being in close proximity to them. I'll therefore be able to work out the motor sound vs speed timings over the next few weeks before this train is released.
http://www.youtube.com/watch?v=miNxM9uQFjA#

Offline Manuel18

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Re: LIRR / MNR M7 Development Thread
« Reply #13 on: July 06, 2014, 07:20:05 pm »
Nice Fan Railer, By the way i've started modelling the interior :P

This train is going to be my first North American train with interior :P

Finished the trucks.


Interior



A small comparision between M7 and my Caracas Metro train .
It doesn't matter who did it , if how he did it.
Myself :P

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Re: LIRR / MNR M7 Development Thread
« Reply #14 on: July 06, 2014, 07:45:29 pm »
not bad