This is RT3's first Australian locomotive: https://en.wikipedia.org/wiki/South_Aus ... _520_class
Current stats are provisional, but should be in the ballpark. It's set up mainly for express haulage, and for my express revamp pack.
Stats won't be very good with PopTop default express. I may (might, maybe) do an extra sets of stats to suit PopTop default cars at some stage, but don't hold your breath.
Anyway, at the moment it looks like this:
. .
Unlike most RT3 locomotive the valve gear is functioning, using my patented Walmarts valve gear system.
![Laughing :lol:](./images/smilies/icon_lol.gif)
Usually, if staggering a set of drivewheels 180 out of phase, the drivewheel that has the crankpin above the axle needs to have the connecting rod (but not the piston or coupling bar) flipped 180 degrees around its pivot point before exporting to .3dp. Anyone who is interested can see how this was done on my Pennsy H3 or the Mogul Revamp.
However, this new locomotive surprised me. It required the connecting rods for the valve gear to be in their normal position, even though their crankpins were set above the axle. Flipping them 180 degrees, as I would normally, resulted in them also being 180 degrees out when running in the game. I have no idea why this case is different to the others, but apparently it is. That's RT3 for you.
![!DUH! *!*!*!](./images/smilies/smilie120.gif)
That was easy to sort as soon as I saw it. The trickier part was getting the secondary (invisible) Truck3 drivewheels for the valve gear to be synchronised with the main (visible) drivewheels. Attempting to save some verts and polys, by using fewer invisible layers on the valve gear drivewheels, screwed up the rotation of the valve gear. Getting it sorted turned out to require that the invisible ones had exactly the same size and number of layers, set at the same offsets, as the visible ones. Doing that synched everything perfectly.
![cheers (0!!0)](./images/smilies/cheers.gif)
So it all works now. Zip attached. Give it a flogging.