SMM Digital NSAND

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Re: SMM Digital NSAND

Unread postby jamesphh » Wed Mar 28, 2012 4:22 pm

Per your suggestion I replaced the slugs with GP-38 NS units. Made it past the initial point of lock up. Thought it was a go, but locked up just before the hump.
This with the Chattanooga freeroam.

edit: I did remove the route (route only) and manually installed the route before the last tests. This is because I had a problem with a rwp for the NERW Pa Div. The rwp refused to install 2 folders provided and had to manually install them.
And yes I have done a verify.
Last edited by jamesphh on Wed Mar 28, 2012 4:28 pm, edited 2 times in total.
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Re: SMM Digital NSAND

Unread postby PapaXpress » Wed Mar 28, 2012 4:25 pm

Long shot.... can some turn on LogMate and see if it talks about a missing GEO?

I would try, but I am still at work.
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Re: SMM Digital NSAND

Unread postby SMMDigital » Wed Mar 28, 2012 5:04 pm

Thanks guys for trying all this! It is definitely a fixed asset issue somewhere between the Engine terminal and the Hump tower. On my laptop, I can fly around the edges of those tiles, but the moment I cross into them, it crashes. This test is done on an empty scenario with no rolling stock.

When I go to edit again in the morning, I will turn on LM and see if it comes up with something.

pS. Im not dumping the route. Not yet anyway. Im just not releasing it again until its fixed. It may take some time. I apologize to everyone about this debacle. I would never have released it had I the route been acting this way on my computer.
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Re: SMM Digital NSAND

Unread postby Csxgp38-2 » Wed Mar 28, 2012 5:24 pm

I take it this is why the download was taken away? Can't wait to try it out, but it's best the errors are fixed first. Wouldn't want another DP style route... Looks really cool from the screens I've seen, nice work.
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Re: SMM Digital NSAND

Unread postby SMMDigital » Thu Mar 29, 2012 12:10 pm

Just as I loathed, I have a corrupted Tracks database. Removing all other tile.bins - Scenery, MixMaps, Roads, Lofts, etc I still get the SBHH on the Engine Terminal tile and the tile just beyond to the east. Removing the Tracks.bin allows for free movement over all of the map.

The Ripley Protocol has been engaged.

Just on the off chance there is hope, has anyone run this route that didn't have problems?
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Re: SMM Digital NSAND

Unread postby PapaXpress » Thu Mar 29, 2012 12:47 pm

I haven't tried yet. Hopefully I can today.
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Re: SMM Digital NSAND

Unread postby SCLALINE » Thu Mar 29, 2012 1:32 pm

ive run it a bit, i have to turn it down some, no issues so far ill keep looking
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Re: SMM Digital NSAND

Unread postby SCLALINE » Thu Mar 29, 2012 1:33 pm

have you tried cutting and welding in the area there was an issue
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Re: SMM Digital NSAND

Unread postby krellnut » Thu Mar 29, 2012 2:29 pm

I've run the route from beginning to the end and back. But like I said, i deleted all your scenarios, and made one at route origin, then flew else where to make more. Works and looks perfect.
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Re: SMM Digital NSAND

Unread postby SMMDigital » Thu Mar 29, 2012 2:32 pm

SCLALINE wrote:have you tried cutting and welding in the area there was an issue


No I haven't. What does that do?
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Re: SMM Digital NSAND

Unread postby LandN » Thu Mar 29, 2012 3:56 pm

What is the latest D/L that is available?

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Re: SMM Digital NSAND

Unread postby SMMDigital » Thu Mar 29, 2012 4:45 pm

No Eureka moment yet. I've nuked Debutts yard from end to end and im going to rebuild and see if that fixes the Tracks.bin issue. Ironically, I was at that yard last week, and I saw some things that I really wanted to do on the route but didnt have time to mess with. For one, the escape track from the loco terminal to the hump tower is actualy closer to the receiving yard than I had modeled it, and waste-water pools have been built in the wooded area behind the ET. Id like to remodel some roads now that iv'e modd... er, learned how to place better traffic lofts. So if I can get it to work, this problem may turn out for the good.

Krellnut, out of curiosity, what system specs are you running? Did you by any chance try to run the "Switchin Racks" scenario? It is out away from the other errors, and it was the only one I could get to load on my laptop.
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Re: SMM Digital NSAND

Unread postby krellnut » Thu Mar 29, 2012 6:09 pm

I've got a pretty stout machine made up of a EVGA X-58 motherboard, i-7 proc.@ 3.32, 12 gb's ram, 2-150 gb's velociraptor hard drives, 2-GTX 580 cards, GTX 520 for PhsyX, 1200 watt power supply, Windows 7-64 bit. The only way I could get the route to work was to delete all your scenarios. I am more than grateful to get freeware routes, so I most certainly do not expect the author to supply scenarios also.
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Re: SMM Digital NSAND

Unread postby SMMDigital » Thu Mar 29, 2012 6:38 pm

Krellnut, thats good for us, but it may also be bad, because it kind of goes along with what others have been sayong about routes that are being built to high end system spec then don't play well on other machines that arent that powerful. I want my stuff to be enjoyed by all, no matter what the specs, not just limited to whomever has the latest and greatest.

Something odd I noticed from LogMate. Its listing assets from JCornell, EMD and two other active modelers as missing even though the assets listed are not or never have been used on this route. I wonder if this is being pulled out of the Route Properties bin?
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Re: SMM Digital NSAND

Unread postby krellnut » Thu Mar 29, 2012 6:51 pm

But its the game demanding killer specs, and it shouldn't be that way. I deleted the scenarios from the start menu, but I made my own first to insure I could get the route to load. I've been playing Mafia2 lately, and the physics on the different vehicles is the most realistic I've ever seen. The game plays beautifully, although it does studder once in a while on car runs. The video card fans don't even ramp up playing this one.
Last edited by krellnut on Fri Mar 30, 2012 7:34 am, edited 1 time in total.
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