|
Technical Details for Coal Road. DISCLAIMER Please note, these findings may not be necessarily 'correct' or 'true'.
They are all based on my own findings and thoughts. I'm no expert. Some facts have been gleamed from web , most have been done by 'trial and error'
by opening up every file I could, in MSTS, changing things around to see what happens testing and trying. Some things are 'inexplicable', you don't know why it happens but it just does.
GLOSSARY OF TERMS USED:
PLAYER LOCO: the leading loco you are actually driving. Will make full noises, notch up/down, horn etc
TRAILING LOCO: any other locos in the train you are driving from
A1 LOCO/TRAIN: computer run train, that will pass you in an activity
CONSIST TRAIN: train which is 'placed' on track/loop/siding in an activity. Doesnt move, makes idling sound only.
"_MU LOCO": attached to the train you are driving. Makes noise depending on speed of train. Thus as train accelerates it will 'sound' as notching up.
"_NS LOCO": will be silent when attached to train you are driving, but will make noise, when used within A1 train.
FILE NAMING:
Always a sore point for some !
Imagine my dilema when having my own versions of previously available locos. I had no right to just overwrite the original models
(imagine when your 'pristine' version of 48, gets overwritten by a dirty, faded 48 )
It was easy enough to rename the folders, you'll find 4803 in the 4803 folder
no "AU_" to trawl through here (!!)
But the loco 'name' needed to be both different and describtive.
For uses of Conbuilder, where you have no picture to see, you need the file name
to be discriptive.
For MSTS Activity Editor, you have a picture, but only get the 'name' when you first choose the loco. If you open up a consist, you only have a 'visual' of what it is.
For most models here, the actual loco (texture) is the same, its only the characteristics/sounds which are different. Thus the MSTS editor is useless as visually, all the different locos look the same.
Conduilder on the other hand, gives the actual wagon name, thus I like it better. It also lists in alphabetical order, thus its easier and quicker.
( I also 'manually' edit the actual .con files, but thats for advanced users only.)
The other problem was the 'bulk' of locos I had to do.
Going through 24x 48 classes was fun, putting all in individual folders, but feel sorry for me, as I had the 'beta' versions on my harddrive (with consists/activities)
I also had the 'self installer' versions in Trainset folder, and now I was doing my own versions. Open up Conbuilder and I had 3 differnt versions of 4864 !!!!
As we know MSTS gets upset when things are deleted, you have to watch activities, consist files etc or else you will suffer the consequences.
The same thing with the 81 class, I had 3-4 different versions to contend with.
Thus I chose to add _cr to the loco number, and the 48s got an extra describtive
depending on there colour, to help know whats, what, especially when using Conbuilder.
Then I made "no sound" locos, and "mu" locos, and "pusher" locos....grrrrr
So the file naming goes thus: (use 8113 as example)
8113_cr normal loco, full sounds
8113_mu makes 'multi unit' sounds, based on track speed 8113_ns makes no sound (silent) except if used as A1 consist.
8113_and_48 makes both 81 and 48 noise notching up and down.
SPECIAL NOTES:
Xplorer: this was repackaged into a single folder
SOUNDS:
One of the best features of MSTS and one of the most underused. In many instances, they give you sounds
then have them turned off (deactivated) by default. Thus you CANT hear the level crossing bell or the passing trains from within the cab, its turned off.
When you stick your head out a pass car (pass view 5) you CANT hear the loco powering or blowing whistle. Its turned off.
Go thru the SOUND folder, some wonderous sounds in there, yet 80 % are unused.
The confusion with A1 sounds, people still write about A1 locos, yet any loco/train can be A1. Most designers still copy out the tired 'old' A1 text in the .sms file, that gives a GP38 type noise
of a passing train, in exterior view only. What about in cab view and pass view ?? Replace the wave file with a notch 8 sound of an 81 or 48, and actually HEAR and 'feel' that train passing you.
Yet 99% of downloaded locos use the default script !! The sounds are there, they can be heard. Why don't we use them. ("calm down Gavin")
First a description of the sounds you will hear from a loco, using 'default' .sms files...here we go.
Player loco: makes full noise, notching up/down etc as depicted by you working controls
Trailing loco: only makes 'idle' sound
A1 train: will make noise as depicted by bottom statement in .sms file. Will only make noise when moving.
Consist loco/train: will make 'idle' noise only
Thus if you have a 3 unit train,
In PLAYER mode:
The lead loco will notch up/down, the 2nd and 3rd units will be in 'idle'.
In A1 mode:
All 3 locos will play the noise as depicted in .sms file, as long as they are moving.
In siding:
All 3 units will be idling.
If you are in 'cabview' you can hear the A1 train pass, if 'cab' is activated in .sms however if you pass a train sitting in siding (thus they are idling) you wont hear this noise
as the cab in deactivated, because otherwise you'd hear two sounds, the cab sounds plus the exterior idle sounds.
One way around this is to get rid of the cab sounds, and make the exterior sounds heard in the cab, therefore you now will hear an idling loco when you pass it
COAL ROAD LOCOS:
Luckerly NSW is blessed with some wonderful and different loco noises.
Your "Common.Snd folder now has "80", "81", "442", "48" and "EL" loco sounds which all the locos are 'aliased' to.
1) These have the 'exterior' sound heard in both exterior view and cabview.
2) All leading locos have 'auto horn' which will sound as loco/train starts to move off.
3) The A1 sounds have been enhanced, with slight 'notching up' noise, notch 8 noise constantly above approx 10kph
and they will return to 'idle' when the A1 train stops (at a signal). When the A1 train starts again, it will blow whistle,
then notch up again, as it departs. They also have 'random' horn sounds, as they approach/pass you.
4) Trains with similar locos have only the leading one make noise. ( are you mad Gavin ?)
The reasons behind this, is I always hated the 'idle' noise from the trailing units. It would seem to diminish
the proper noise the leading loco was playing. I especially noticed this doing the 48 class beta testing.
I originally hated the Alco sounds provided, as I first ran test trains as a 3-4 unit lash up. The idling of
the trailing locos caused 'booming', distortion, hard to explain, but made the leading loco noise sound awful. But I liked the cab noise {which of course had NO interference from those 'idling' sounds}
It wasnt until I started modifying the 48s myself, singlarly, I noticed the sound was absolutely stunning.
So I made copies of 48s with no sound as trailing units, and now all you heard was the crisp, clear tones emitted
from the lead loco. Upto 3 units you dont notice the single sound, but of course the further back you go, the
further the sounds go from left to right speakers. It also improved the cab sounds, as remember I was hearing the
idle sounds from trailing/consist trains as well, and I could hear the idle noise from the 2nd unit.
The 'pure' sound of one unit certainly sounded better, so all similar loco trains, eg: 81-81-81 and 48-48-48
have the leading loco make noise only, and the trailing units make no sound.
I was happy, until testing activities, I found A1 trains (yes, dont believe what they say, ANY loco/train/consist
can run as an A1 train) of course followed the above, ie: the leading loco made noise, and the trailing units were
silent. No longer did you have the excitement of 3 individual notch 8 sounds roaring past you. Grrrrr.
Originally I made copies of all consists, prefixed with "crA...." meaning an A1 train, and replaced the silent locos
with normal ones. Thus this consist would only be used in A1 traffic. Spending HOURS duplicating them, it of course added
and extra hundred odd consists, plus I had to change over the consist files in all 47 activities. Shudder.
I then thought I could just have an .sms with the A1 code....tried but didnt work. So I used normal .sms, and just had
the 1st group of sounds all deactivated. Thus as a trailing unit it will be silent, in an A1 situation it will make noise. (now I had to re edit all those .eng files again...grrrr...)
5) Multi Units of differnt locos have full loco noise.
After testing multi unit noises once again, the fact I could make a loco notch up and down by speed, again gave the
problem of, by increasing speed, you are naturally going to be notching up, but by decreasing speed, you are not
naturally be notching back. With the Ardglen bankers, they will get slower and slower as they meet the summit, by the
'notch up and down with speed' situation, when they get to top, doing 15 kph, they'll be almost making 'idle noise.
This was why the original Bankers made notch 8 noise up approx 2 kph, so they would still be 'barking' away at low speed.
I thought, if only you could turn the notch 8 noise on and off. Look at the keyboard controls, if I replaced the (unused)
BELL key with notch 8 noise, I need only press "B" to play it. I tried it, sounded great but you had to hold the key.
Hmmm, the "X" sander key is on/off mode, so I replaced the sander .wav , with a 48 class notch 8 wave, coupled an 81
to a 'silent' 48 and ran a 81 and 48 up Ardglen.Nearly brought tears to the eyes, as the sound of notch 8 in 81 turbo
and 48 alco spluttering both together sounded brilliant. I was a happy man. Went to bed feeling pleased with myself...but
I still wanted it better.....if only you cound utilise the A/D key triggers to notch up a trailing loco, it must be possible
but as we know the A/D key triggers only work for the leading loco....if only the leading loco could ALSO play the 48 class
sounds....doze...doze.....HEY WAIT !!!, whats to stop it, just copy the stream from the 48.sms and add it to the bottom of the 81.sms and it should play BOTH sounds.
So at 0600 I quickly did a copy/paste, and...it worked !!Notching up and down you played both the 81 noise and the 48 noise
you couldnt tell the 48 splutters were actually coming from the 81 class, you heard BOTH sounds, so of course both are powering.
Added a whole new dimension to the sim. (so I converted several locos over, then did conversion to Dash9 and GP38, to send out to
'community' to explain the finding....was very popular download, and got ZERO corrospondence from it !!!!)
So some locos have the full noise installed. There is a special .sms file in each loco sound folder. Only the locos used in the
relevant activity have the sound, as doing it to every loco, for every combination, would have given you 'hundreds' more locos, totally unnecessary.
Locos with the 2 or 3 different loco sounds are named eg: "8154_and_48", meaning the lead loco 8154 will
play 81 noise plus 48 noise at the same time. If you make your own consist up, just add a 48**_ns ( ie: no sound) loco behind 8154.
6) "EL" noise
These sounds, used for EL and NR and 82 are based on the default 'dash 9' sounds. Originally it was all just a slightly 'hacked'
dash9.sms file, with aliased sounds and a volume statement to slightly raise the volume. However this caused some problems of
distortion when played with some of the wagon.sms'. (dont know how/why) So Ive raised the volume a bit of the original files.
The quietness of the EL sounds, isnt as noticable whilst driving a EL/NR/82, as you naturally have the volume up, so you hear it.
However when run amongst the louder Alco/Turbo sounds, you can hardly hear the EL type noise.
WAGON NOISES:
As I originally said, go thru the SOUND folder and listen to the wonderful noises it contains. My 'clicker.sms' only uses
these original sounds, with slight editting of the basic "genwagfreight.sms" script. It even contains the 'wheel flats' noises.
Most wagons on the Coal Road utilise 'clicker.sms'.
The mooing/baaing/oinking stock wagons, originally made constant noise, whether standing still or moving. They tested ok, but
try to run them in bulk, or in an activity, and watch the framerates drop 80%. They absolutely kill framerates.
One way to avoid this was to have 'silent' wagons, so every 2nd wagon would be silent, it helped a bit, but still chewd up resources.
So I made the wagon only play noise, whilst moving, like most .sms files, and it works normally.
The Coal wagons have a unique 'coal noise ' which anyone who has actually seen a NSW coal train will regonise. It changes with speed
which works ok (differnet to loco) as the noise will change as the speed goes up and down. As a constant playing noise, it can eat up resources, so only every 4-5th wagon makes the 'coal noise', its usually
coupled next to wagons that make NO noise (saves resources) or my 'clicker' noise, with the odd flat/squaling noise here and there. These are only placed in LOADED coal trains, so open a consist
up in Conbuilder and you can see the different wagons, and where they are placed.
A1 trains will now play there relevant 'noise' when they pass your train, so you will hear, clickerty clacks, 'coal hopper' noise, squals and wheelflats.
HOTBOX/STICKING BRAKE
The original file of these had smoke emitting from the axle/wheel and that NOISE you quickly wont forget. I've now added red hot
wheels to the sticking brake wagons. They are used on several loaded coal trains, especially in the activity "T336 in trouble" where you will have to detach the offending wagon.
CAB RADIO/CHATTER/HOTBOX DETECTOR
Trackside sounds are placed as a static object, eg: bell noise coming from the level crossing. The further away you are the
quieter it will be, get closer, it will get louder, stop at the level crossing, you will hear it at full volume, then move off
and it will again get quieter. This is what I DINDT want for cab radio triggers, as the volume had to be FULL, not fading at
a distance. The Tehachipi route had a talking hotbox detector, triggered this way, but it was a short message, therefore you dindt really
notice the fade in/out. I tried making the massage louder and softer to compensate for the fading in/out, to no avail.
Never defeated I 'sniffed' every .sms MSTS provided, and in the Tutorial route found an interesting bit of code "ignore 3d".
It sounded promising/different so I added it to my .sms, then placed the marker where I wanted it to play.
I ran the train, but it didnt trigger at the marker, to cut a long story short, it triggered approx 1-2 kms from the marker !!
So by trial and error, putting the marker 2-3 kms in the middle of nowhere, it will trigger in a certain spot.
There are several of these throughout the route. The radio/hotbox detector can be heard
in cabview and passview ( as the gunzel sticking his head out the FS car or Xplorer will have his radio scanner with him, so he will hear all radio calls)
The "in cab conversation" can only naturally be heard in the cabview. They will trigger at the same spot every time, so if you are tired of hearing them, then just go to exterior view for a few seconds.
If you like, you can replace my sounds with your own ( 11khz 16 bit mono )
Here are the locations and relevent .wav file names (found in Coal Road/Sound folder)
Werris Creek Yard wck_to_shunters.wav Ardglen "bmw_to_bankers".wav
Muswellbrook muswellbk_to_U256.wav Grasstree grasstree hotbox.wav
Newdell Jcn newdell_to_L342.wav Singleton sing_to_T318.wav
Whittingham Jcn whit_hotbox.wav (not heard in pass view: see below) Branxton branx_to_doug.wav
Alandale mark_candid_cam.wav Maitland mait to sb7.wav
Thompson pool_crash.wav
some will also sound in the wrong location. Thats the way it is.
Whittingham Jcn hotbox detector was disabled in 'pass' view, because the 'routecam' at Minimbah kept triggering it off.
TRACK SOUNDS:
I must admit, up till final testing of the 'self installer's, I didnt know the (external) track made noise !!!!
Ive been busy adding noises to wagons for years, so they make different noises when moving along and in A1 mode.
Testing the self installer on a 'fresh' install of MSTS, I had the pleasure of running a 'default' train after installation
noticing the 'quiet' rumbling noise of track noise in cabview. I tried changing the 'ttype.dat' file but couldnt get any sounds
because I chose a "8" track type, which I thought sounded better when sniffing the .wav files.....
Then whilst sniffing the .sms files, I wondered why they include an 'exterior' one, when Ive only ever heard wagon sounds.
Checking it, I immediately saw the (volume 0.1) statement. If normal noise is '1' then 0.1 is almost silence, no wonder you didnt
hear anything. So I changed it to 0.9, ran a train, and the NOISE coming from the track/train was wonderful.
Yep in typical MSTS thinking, they give you a sound, then have it turned off.
Ive been running trains/making locos and wagons and routes, for 2 years now,and I never knew you had track noise !!!
So....more testing/trying, trial and error, editting etc, etc....and so I did my own track noise.
81 CABVIEW
As a bit of fun, Ive replaced the compressor noise, which always sounds when the cabview first comes on when starting the sim
with a "Welcome to...." sound .wav. (impress your friends with this one)
This also means the "msts woman" will also say this everytime the compressor starts (ie: releasing the brakes)
If you dont like this, either switch to exterior view momentarily, or remove the "msts welcome.wav" file from the common.snd/81 folder, altogether.
TONGUE IN CHEEK/What to look out for.
Some take MSTS too seriously, its only a game afterall.
The above '81 cabview' example is some of the fun you can have.
Yuris "bra" poster was a precedent to the pool building, if he could show...so could I.
Also look out for...
'that' poster caused a pile up somewhere, the truck driver noticed it, on the bend, and eventually got a closer look, then the 4wd driver saw it, crash, straight into the truck.
The cab chatter on "pool crash" is based on a down train passing this scene, the driver has seen the car crash on the left, makes
a comment to his fireman, who is looking out the right side.
The "kissing couple" turn up everywhere.
Dead sheep and kangaroos.
Police pulling over a truck.
Woofing dogs.
What is that green container looking object ?
What is the biggest selling 12" record single ?
Sarcastic comments in activity descriptions and in loco detail sections.
The girls at the end of the track (remember a letter in Railway Digest in 1991 ?)
" Good morning Miss Winters, Miss Winters, Miss Winters " she's out there.
NIGHT ACTIVITIES
I had converted the Coal Road to night time running months ago, but I never uploaded it. Most textures have night equivalents, including
the roads !! In suburbia, the 'glowing' roads look ok, as if lit by street lights, although the unlit vehicles dont help.
Another MSTS twist, as a static object, the cars will have night textures, but once on the carspawner they dont.
However, in the country, the 'glowing' roads dont look too good, eg: Kankool and Werris Ck to
Quipolly. My excuse was the car headlights were lighting it up.
Then I had great problems 'packaging' the route. I had a Coal Road\Global folder for the road sections .sd files (as they have to be
in a "Global" folder) but when I ran the .bat file, it would overwrite the .sd files in the Train Simulator\Global folder.
Testing it again, I decided the 'unlit' roads in the country are better than the 'lit' roads in the City, so the 'glowing' roads were discarded.
I also had problems when I night textured default buildings, as once again the .bat file would overwrite my editted version with
the original. As such it was also leaving out the textures....another day wasted sorting thru/testing and finally I gave up
and included all default shapes/textures, which infortunately added to size of route download, and I had to repackage again. Grrrr!!!
SPEEDBOARDS
Not in version 1, as I didnt know how !! Peter Newll brought out the NSW type ones so I had a fiddle with them.
Bowing to requests Ive simply installed them, mainly "trackspeeds". Ive put in 2-3 "curve" speeds, but they are mainly
for running passenger trains, which I never used to run. Seems funny to struggle uphill doing single figure speed with sanders going,on a steel train, to be greeted by a 95 board !!
I have made the section from Kankool to Pangela a 60kph section, as it is riddled with 50-55 curves in real life.
BUGS
bzzzzz....
Dreaded "broken coupler" syndrome.
At Drayton Jcn points on DOWN At Muralla loop points on DOWN At Camberwell Jcn, passing under brige on UP.
The only wagons Ive had broken couplers at these locations, were the VQFX (and derivatives) despite the usual 'coupler fix'
further investigations showed the wagons had been (purposely) "flipped" (reversed) when making the consist.
To overcome this, these wagons havent been "flipped" and have "CouplingHasRigidConnection" enabled. Now they no longer uncouple.
Disappearing scenery.
At Mt Owen (between Camberwell Jcn and Newdell Jcn) whilst running an activity with a train in the coal siding, or an A1 train
passing, sometimes the scenery will not "load" up at this location, and will be just green terrain.
At Quirindi this also ONCE occurred, also getting message that the ".sms file would not load". Clicking the "ok" button, kept the train running ok.
Terrain over track.
A curse of version 1, however since then I have seen other routes with this problem, including some payware ones. So I dont feel
too guilty. The unstable terrain between Ardglen tunnel to Pangela, I think got worse when I was working in the area planting trees.
Lifted track.
A bizarre phenomamn in version 1, the lifted track at Werris Ck box and Kankool, which just "happened", which while unsightly
it wouldnt derail a train at any speed, and was given the "all clear" blue line in the route editor.
I fixed it at both locations, then 2 months later, another track "lifted" in Werris Ck yard. I left it.
Frame Rates
Whilst not a bug, its a problem. Some activities with multiple A1 trains passing, especially on 4 track section, can kill frame rates. Despite a 128mb video card and 1gb of RAM,
sometimes I was even down to single figues, so they might stop some lesser spec machines.
one trick is just to view the side-on of leading loco, as this will consume less resources.
Conbuilder.
Conbuilder for some reason gives errors for NSSF/NSCF saying it cant find the sound file, despite its in SOUND
folder. I assume the word "sound" is confusing it.
A couple of files had to be editted to make conbuilder 'happy'. Despite the fact that MSTS didnt complain, and the train/loco
ran with no problems, Conbilder would say the 'loco doesnt exist' or similar. Despite the fact I just ran it all the way to Werris Ck !!!
Sounds.
You of course MUST have the
sound slider on MAX setting (in options page). Most activities have numerous sounds playing, although
it doesnt seem to deplete resources, MSTS will just 'drop' sounds if the system can't cope, this is especially true for trackside sounds which are of lower priority.
To state the obvious, try to have your speakers turned up as high as possible, or better yet use headophones, turned up full !! I found this running "EL" or "NR" trains, as the loco noise from
these is so (prototypically) soft, you need extra volume to hear any loco noise at all, and then you noticed the trackside sounds a lot better.
ACTIVITIES
Activity writing can be time consuming, especially since you have to run/test it in real time.
You may plan a cross to occur at Parkville, the VCR thing says its ok, you run train, 1 and 1/2 hours later, you find that both trains
have stopped at the home arrival signal. A stalemate. You will have to re edit it and try again. You CANT (F2) "save" it, for as soon as
you edit the activity, you void the "save". The only way to test it, is....yep, run it for 1 and 1/2 hours again......only to find it still doenst work.!! (and your family wonder why you are screaming)
So Ive done a few short/midsection activities, which are quicker to test. If an up train doesnt cross at Quipolly correctly, youve
only lost 10". If the cross doesnt occur at Quipolly on the down from the docks, youve lost 2 1nd 1/2 hours.
Single line crosses where you arrive first, wait a minute or two, as the A1 train roars thru are difficult to plan. Its just trial and error.
A1 trains passing you on the main double/quad section are quite easy. As you can adjust the speed of an A1 train, all you need to
do is start it, just before you are going to pass that location with your player train.
(With experience you get to know the running times) but remember a light weight/horsepower superfreight climbing out of Singleton
might be doing 70kph, where a heavy steel train might be only staggering along doing 20kph.
The best way to plan A1 traffic, is to do a full run with your player train, driving at correct speed etc, as you would.
Whilst driving take notes of the times passing locations
eg
Docks dep 1000
Yd Box 1008 Coal Road Jcn 1013 White City 1018 Maitland 1025 Alandale 1035 Minimbah 1045 ...etc...etc....
Thus you can plan your A1 trains
2-3 Up trains leaving Maitland several minutes apart, leaving at 1009 and 1013
(this means you'll see them on the 4 track section)
Alandale, start an A1 train doing 20mph from Greta at 1033
(as you pass thru Alandale at 1035, as you roll down towards Greta, you'll see this A1 seemingly STAGGER past on
the uphill section. Remember the A1 makes Notch 8 noise, so it'll be roaring along, at slow speed, seemingly staggering up the hill)
VERSION 1 ACTIVITIES:
Most have been slightly to fully updated. They have "kangaroo hazard" active, and some have new train consists within them.
"slabs to Werris Ck " has now been fixed, the offending train that caused problems at Dartbrook, has been removed.
"Branxton" has been copied twice, "Branxton at night" is the same as "Branxton" except for darkness.
"Waiting at Branxton", is a more modern day version, though completely different.
"Slams to Mbk" has a 'night' equivalent.
"Austeam 94" has been copied as "Austeam 88" as more older locos from that era are now available.
"Ardglen Bankers", which was the first train/activity I ran, as it was the train that HAD to 'make it' up the hill, I later
found out now didnt work, stalling by Kankool, because of the blasted "friction/physics" thing (??).
So its been slightly changed with the slightly 'lighter' NHHF wagons.
ACTIVITY ERA:
Where possible Ive tried to keep locos/colour schemes/consists within a set "era", utilising currently available
rollingstock. (so no guards vans, 90s and batwings, 44s {ahem...some of us have them} etc)
Even using reference material, keeping track of tuscans/reverse/red/candy/blues etc in perspective...as well as the 'museum pieces' brought back into running, coupled (!!) to "empty" consists,
"loaded" consists, 42 wagons, 63-72-84 wagon rakes....then add loco combinations to suit...a gigantic job. The combinations you can make out of twenty six 48 class' alone, makes the mind boggle.
In other words if you see a same consist in an activity, find a colour scheme wrong etc etc, I do apoligise. Just fire up conbuilder
and activity editor and replace yourself.Likewise the FA container wagons run in any era, if you dont like, repaint yourself.
ACTIVITIES AND FRAMERATES
The one thing to kill framerates is consists sitting on tracks. Put a train in every crossing loop from Muswellbrook to Werris Ck
and see what framerates you get.
Seems strange, because the computer will not actually 'draw' the train, until you are close to the tile its on, so why should you
loose framerates for a train sitting at Quipolly, when you are at Parkville.
It seems as though MSTS actually allocates resources to these trains, before you start the activity, and whats left is the FPS you
get to run your train.
One way around this, is to have those trains in loops, as A1 trains, that 'appear' just before you get to the crossing loop, so you will only loose FPS when the train actually
'appears'. MSTS doesnt seem to allocate resources to this, so when you start the activity you almost get framerates as if you were in 'explore route' mode.
The other advantage of this method, is the train will 'move off' as soon as you clear the points.
Timing is important, and signals are a must (although you can do it carefully without them)
You must make the train 'appear' whilst you are in the single line section, this way the train will start in the loop, move upto the
RED signal (as you are in section) If it starts before you are in section, the A1 dispatcher will let it depart, as no train is in section.
This is where the timing locations is important.
eg.
Muswellbrook 1000 Parkville 1010
if you start your A1 train in Parkville loop, at 1005, it will move along the loop until the RED signal, it will stop.
You go thru at 1010, you'll see it, and it will depart when you clear the points.
Thus you only loose a minute or two of FPS.
As comparison if you put this train in the loop as a consist, it would eat up resources from the beginning to end of activity.
(whilst doing this, I originally found the problem with an A1 train loco only making noise WHILST MOVING. In the above situation, as
it was sitting STILL at signal, it would be SILENT. Thats why I gave the A1.sms code as giving constant noise, whether moving or still)
ACTIVITY PROBLEMS:
While tested, like everything in MSTS, things can happen. In version 1, activities I could run perfectly, I would get an email saying
the activity brought up error messages etc, that I couldnt duplicate. Even testing them, a bit of early/late running can effect an outcome of whether a signal clears or not...etc.
'ROUTECAM' ACTIVITIES:
I always liked to watch trains go past a location, and since in MSTS the 'camera' will always be 'in' a locomotive, and following a locomotive, you needed a train in a
siding to do this (eg: "Sitting at Branxton" and "Sitting at Singleton" activities.)
However two locations, that I used to photograph 'real' trains going past, at Greta and Minimbah bank, obviously didnt have a siding to put a loco or train on.
I then thought, I could just put down a 'hiden' piece of track where I wanted it, place an 'invisible' loco on it, and the leading
'view' would be my 'camera' view, like when any activity starts, then I wouldnt 'drive' my loco, just sit, and watch A1 trains go past.
So I made an invisible loco in TSM, (just a rectangle, covered in transparency, so it cant be seen) gave it a gp38.eng file, and gp38
cabview, made a consist of the 'invisible' loco, opened up activity editor, had the 'invisible' loco as the 'player', put it facing where I wanted, then programmed an A1 train to pass it.
Ran activity....it worked, activity started with gp38 cabview, facing the tracks, as A1 roared past !! So I made individual loco/cams
for each location, as I would have to personalize their camera views, then in the route editor added 'invisible' pieces of track at Minimbah and Greta, where I wanted them.
Then I removed cab window surrounds, and changed the no 1 cabview, (with left-front-right) and 'headout' and no 5 'passview', to suit
each individual location, hours later, it was ready. Made relevant activities, and you just sit trackside and watch trains go past. Who needs to go gunzelling, when you can do it at home ?
Ive provided several of these 'run past' activities, different sides/eras and times of day.
To make your own, use one of mine, and re edit and 'save' under different name. Add new traffic as required, or just
swap consists/trains over. I might do some more in future, as I really enjoy them myself. (imagine "6 hours at Minimbah" ...just like the real thing)
PHYSICS AND FRICTION
Ive never understood it !!
Gallop3 provided me with most specifications, others I pinched off Yuris site. Some I had to make up/get equivalent of.
So they may not be correct.
The .eng files were laboursly editted the best I could, in regards specs, lights, smoke. Some were changed over and over, so one or two may have slipped thru as incorrect.
FENCES AND TELEGRAPH POLES
These have been added in places to add some trackside scenery only. They are not prototypically placed. Some locations missed out, due
to the Route editor crashing, when placing them. (UP side of Murrurundi)
Like real telegraph poles, they get in the way whilst taking screenshots. Some classic curve locations have been spoilt by them.
TRACK
Apart from new track textures, its same as version 1. Bit risky doing any changes, as it might stuff up one of the earlier activities.
Also if the track database did crash, I doubt it would stand up to a rebuild. Ive heard, by rights, the track database just isnt right.
SHOVE ACTIVITY, PUSHING FROM REAR
I tried to make the Ardglen Bankers activity workable from the bank engines in version 1, but couldnt figure out how.
This time I was able to come up with a solution.
You need the cabview from the player loco, usually on the front. But if you make a consist with the loco on the rear, you will be now
pushing the consist. (But you need two 81s on the front, Gavin !!!)
Yes but its only an 81 SHAPE, it could be a wagon, that looks like an 81.
So I made two 81s into 'wagons', gave them 81mu sound,so
they make notch 8 noise, added 42 coal hoppers, my player loco, which is pushing the rake, then the two rear 80s behind, with 80mu noise.
As I was missing the power of the 2 leading 81s, I had to upgrade my player loco with increased power, ultimately with the power of an 80-81-81 altogether.
Tried to run train, but it wouldnt move ?, I had the power, so why not.
Of course the brake pie was only charging BEHIND my loco, NOT in ADVANCE. So I gave the two 81s and NHHF wagons NO BRAKES.
On the flat, it now pushed ok, but starting at Willow Tree the track here dips over a hump, so if you start standing still
you have a UNBRAKED 4200 tonne train, being held by 3x 80s, on the slight downhill grade, it just rolled backwards !!right off the end of the siding.
Not a worry, so I started the activity 'moving' to overcome this. Despite the required horsepower, it still got excessive wheelslip
and required constant sand. I weighted the loco a bit to get rid of the wheelslip indication, and I made up a different amended .sms
so you wouldnt get the sander noise, despite it being on. The physics/friction etc of this 'supersonic' engine probably arent right but it works, by golly.
After all this, it worked !! Also gave the player loco, a pass view out the drivers side window.
Thus this consist is a one off for this activity, and remember you have a 4200 coal train UNBRAKED, as you start the downhill
descent. Somehow the loco brakes of the three 80s wont hold it !! So just let it roll if you like, see how far you get ?
BRAKING:
All lococs, except 48s have 'default' 'dash 9' type brakes.(ie: self lapping/on-off type)
Be wary though, as the wagons now have realisticly slow, application and release rates. See how long it takes to release brakes off 84 x NHGF wagons !!!
Because of the extremely SLOW charging of 63-84 wagon coal trains, when initialling starting an activity, the 81s have had
the 'initial' "train brake applied" changed from the standard 75% to 50%, so you can move off a bit quicker.
48 class have A7el type braking (by Gallop 3)
The operation of the brakes on this loco has been modified from the 'standard' operation used in MSTS, to a more 'realistic' operation.
I would suggest you use the 'full' F5 display to assist in the operation of the brakes, as you will need to watch the brake pipe pressure
fall,as the bottom display on the screen,when applying the brake, will only display FULL SERVICE
and NOT a "% of brakes applied" as you would be used to.
Pressing of the ";" (semicolon) and "'" (apostrophe) keys will operate
the braking positions of...
QUICK RELEASE RUNNING HOLD FULL SERVICE EMERGENCY
1.The 'normal' (brakes released) position is "RUNNING".
2.To APPLY brakes, press "'" (apostrophe) key twice
(its first position is "HOLD")
Note the F5 display, that brake pipe pressure falls at a controlled rate.
When you have taken sufficient pressure out of brake pipe, press ";" (semicolon) and the the brakes will remain set, "HOLD".
To put brakes on more, press "'" (apostrophe) again (noting F5 display) and then press ";" to HOLD brakes applied.
3. To RELEASE brakes, press ";" again, and you will now be in RUNNING, the brakes will release at a normal rate. (Note F5 display, that brake pipe pressure raises
ie: the air brake releases on the train.)
Press ";" again, you will be in "quick release", the brakes will recharge/release
at a quicker rate.
WARNING ......on those activities where the loco is moving as the activity starts (eg: Up TNT, Up Nth Mail....)
despite facts brakes are "off", the brake handle is in "application" position. If you later try to apply brakes not knowing this, you will in fact be putting brake into "emergency".
So hit "release" brakes first..then hit "apply".
HOW IT WAS DONE:
The upgrade was started in Dec 03, with grouping of locos/wagons being first
priority, so I could keep a unique 'coal road' set of rollingstock. Basic editting of .eng and .wag files, and consist making followed.
Some unforseen extra time saw the actual 'route editting' commence in 2nd week of Dec, adding trees, people, buildings etc.
This took up whole of my 4 weeks annual leave, and the route itself was nearly ready on Jan 1 04.
More details were added, including sound regions, which took several days. I then started activity writing, unforntuately whilst
writing one, MSTS seized up big time, and despite checking etc etc, I had to succumb to what I' thought I'd never do, and had
to uninstall/re install. I then had to reload all rollingstock/routes etc, and test out, thus losing couple of days.
Activity writing continued, until I was sick of it, I then did weathering of locos. Activities continued, which picked out a few faults in the route, so more route editting was done.
Fine combing of every MSTS script used, took up several days. More activity creations, then sounds, activities, sounds again changing parameters in .eng and .wag....
Finally the 'raw' route could be tested, on another computer with a new install of MSTS.
Despite checking, "bongs", "bings", "konks" popped up, as MSTS coulding find/load certain things. Re edit...
Run thru Routeriter and Conbuilder, find a few more things, find out "loose consists" are written in .act file as a separate "consist"
so the consists I editted in "consist" folder, where still refenced differently in .act file. More check edit..
Make run/test activities, trying to utilise locos, time of day, events, consists. Check/edit etc.
Finally stopped myself from making activities, but got back into 'sounds'. Changed the loco sound scripts again and again, more testing, over and over, changed wagon scripts...ditto...ditto.
Early March, nearly ready ?? did test 'packaging' of and 'self installing'.
Test activities, find group of wagons that hadnt been 'physiced', re edit,find I hadnt done 48 class marker lights, try out more
sound schemes, check/test etc.
Ive had enough. But got back into loco/wagon A1 sounds...which begat three new activities...which needed testing.....
Finally, added up 'facts' whilt writing 'readme', 200 locos, 108 wagons, 50 activities included. (that was 'then' !!)
(not to mention, gigabytes of screenshots, stacks of cd-r of saves/backup after every session, a 'frizzled' hard drive, which has
had so many copies of the route itself, locos, .sms and .eng files, .ace files etc put thru the recycle bin.)
Then just after writing all this, with the route about to be packaged up again, I dreamt up 'routecam'. More fiddling, trial and error testing, and of course more activities written....its never ending.
Unfortunately, I liked 'routecam' so much, I couldnt stop making 'run pasts' at Minimbah bank. It also showed up one or two slight
problems in A1 .sms scripts...more re editing/testing, found the 'Whittingham hotbox detector' kept on playing whilst in "5" view
at Minimbah, re edit..sat thru countless run pasts at Greta and Minimbah.....that must be all, surely.
Time to repackage/make installers and test on other computer again.....
Then I discovered a 'fix' to the FS car textures, which meant a 'daytime' pass activity was made....
Then I had problems with .bat file and night textures/shapes...more repackaging, testing....until final testing, it was hours away from
being uploaded, when I 'discovered' that the track is meant to make noise....2 days later, 'final' testing...again !!!
"Thank You for running trains on The Coal Road"
Gavin Mclaughlan
March 2004.
|