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Author Topic: Ropes and Counterweights  (Read 2653 times)

Offline spinba11

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Re: Ropes and Counterweights
« Reply #30 on: September 21, 2017, 01:17:04 PM »
If we have an elevator with a rear door can we move the counterweight to a different side and can we move the rails to the side if an elevator has a side door?

Offline eventhorizon

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Re: Ropes and Counterweights
« Reply #31 on: September 21, 2017, 02:40:22 PM »
If we have an elevator with a rear door can we move the counterweight to a different side and can we move the rails to the side if an elevator has a side door?

Yeah there's config options for all of that.

Edit: I didn't think of side doors, I don't exactly know how you'd do that yet.
« Last Edit: September 21, 2017, 06:55:12 PM by eventhorizon » »

Offline eventhorizon

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Re: Ropes and Counterweights
« Reply #32 on: September 21, 2017, 05:02:59 PM »
Yup, they should be, but maybe not with the counterweight's guide rails. @eventhorizon did say that the function is just generic right now. Anyway, couldn't you make T-Shaped rails with the AddWall function?

AddRails is just a helper function that uses CreateWallBox2 on each floor of the shaft, up to the machine room base.  For the t-shaped rails, do you mean this?
http://www.structuremag.org/wp-content/uploads/0614-sp-2.jpg

Update - I've attached how the rails look now.
« Last Edit: September 21, 2017, 05:41:24 PM by eventhorizon » »

Offline Test Tower

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Re: Ropes and Counterweights
« Reply #33 on: September 22, 2017, 09:42:47 AM »
AddRails is just a helper function that uses CreateWallBox2 on each floor of the shaft, up to the machine room base.  For the t-shaped rails, do you mean this?
http://www.structuremag.org/wp-content/uploads/0614-sp-2.jpg

Update - I've attached how the rails look now.
This is what I was thinking about

Offline ZZ9_Elevators

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Re: Ropes and Counterweights
« Reply #34 on: September 22, 2017, 10:52:35 AM »
I think the lighter texture bit of the rail should not extend out as far as it is doing. Unless that's because of the shaft dimensions, I think it should be made to extend less far out from the rest of the track.
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Offline eventhorizon

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Re: Ropes and Counterweights
« Reply #35 on: September 22, 2017, 01:56:05 PM »
I think the lighter texture bit of the rail should not extend out as far as it is doing. Unless that's because of the shaft dimensions, I think it should be made to extend less far out from the rest of the track.

Well the command for it uses a rail_width parameter, and that's for both directions of the rail t-shape (so that parameter does both the rail width and depth).  I could change it though.

Offline eventhorizon

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Re: Ropes and Counterweights
« Reply #36 on: September 22, 2017, 05:47:10 PM »
Here's the updated video for this feature:



Offline SHADYWOOD79

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Re: Ropes and Counterweights
« Reply #37 on: September 22, 2017, 06:30:07 PM »
That is so cool
I've been a member since the very start-- 9 full years ago-- to enjoy the simulator & the talent that is behind the buildings created here. :).  I always read every post and am the Forum Co- Administrator ....we're here to assist you

Offline ZZ9_Elevators

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Re: Ropes and Counterweights
« Reply #38 on: September 23, 2017, 01:25:44 PM »
That is 2:1 roping for traction elevators. It's not exclusive for the MRL. It's also applied for the elevators using gearless traction machine.
http://www.hkelev.com/str_design.htm
What I'm saying is you will need to set a maximum height that the ropes are visible for MRL elevators.
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My top 3 elevator companies:-
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  • Otis
  • ThyssenKrupp

Feel free to give me feedback on my buildings and my YouTube channel! ;D

Quote from: cheapie
1st rule of real life: Anything can happen. It doesn't have to make sense.

Random lift voice of the day: "THis LIft is OUT OF Service, Please Use Next Lift"

Offline eventhorizon

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Re: Ropes and Counterweights
« Reply #39 on: September 23, 2017, 02:30:23 PM »
What I'm saying is you will need to set a maximum height that the ropes are visible for MRL elevators.

Right now you can set the max height of the ropes, by using the MotorPosition elevator parameter.

Offline ZZ9_Elevators

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Re: Ropes and Counterweights
« Reply #40 on: September 24, 2017, 05:32:23 AM »
Right now you can set the max height of the ropes, by using the MotorPosition elevator parameter.

That's quite a neat feature! Cool! ;D
- ZZ9 ;)
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ZZ9: An elevator enthusiast from Scotland!

My top 3 elevator companies:-
  • KONE & Schindler joint 1st
  • Otis
  • ThyssenKrupp

Feel free to give me feedback on my buildings and my YouTube channel! ;D

Quote from: cheapie
1st rule of real life: Anything can happen. It doesn't have to make sense.

Random lift voice of the day: "THis LIft is OUT OF Service, Please Use Next Lift"

Offline potew

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Re: Ropes and Counterweights
« Reply #41 on: August 10, 2018, 01:39:33 PM »
I am so glad you all added this feature to the simulator. In the mid 2011 I remember making a request on this forum... now I checked the simple building and the Marriott Interchange in order to learn how it works.

Can someone explain how these numeric parameters works (the ropes I've already figured out)? The lines below were taken from the simple building. I will try to mod other buildings's shafts to add rails, ropes and the counterweight to them.

Code: [Select]
AddRails Rails, RailsEdge, 0, 0, false, 3.5 + 0.06, 0.1
CreateCounterweight CounterweightFrame, Counterweight, 0, 3 + 0.5, 2, 6, 0.5, 0.5
AddRails Rails, RailsEdge, 0, 3 + 0.5, false, 1 + 0.06, 0.1
Thanks,

Offline jdtaylor

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Re: Ropes and Counterweights
« Reply #42 on: August 15, 2018, 10:00:51 AM »
That's excellent but should there be the usual hole at the top for the cables to go through?

If that's possible could then a simulated motor be added to them as well?

Offline cheapie

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Re: Ropes and Counterweights
« Reply #43 on: August 16, 2018, 07:56:04 PM »
That's excellent but should there be the usual hole at the top for the cables to go through?

If that's possible could then a simulated motor be added to them as well?

You can add holes wherever using the usual commands, and while it's trivial to put a model of a motor in, I don't think there's support for animating it yet.

 

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