SMM Digital NSAND

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Re: SMM Digital NSAND

Unread postby SMMDigital » Mon Apr 02, 2012 6:37 am

Now that's just not right. This route is always Debutt of the DeJoke. !*brav*!
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Re: SMM Digital NSAND

Unread postby kevhead » Wed Apr 04, 2012 7:20 pm

I have the latest updates on my card so a nvida gtx 550 is not good enough to run this sim? !*don-know!*
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Re: SMM Digital NSAND

Unread postby PapaXpress » Wed Apr 04, 2012 7:25 pm

What is the problem?
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Re: SMM Digital NSAND

Unread postby SMMDigital » Wed Apr 04, 2012 9:08 pm

Kevhead, if this is in reference to the Vertex error, I cant tell you if its my route, your video card, or RW in general thats causing the issue. We seem to have conflict on a large scale on just what hardware it takes to run this game. We had a certain set of specs for RW2, that changed with RW3, and now it seems that as each route comes out, the specs change.
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Re: SMM Digital NSAND

Unread postby PapaXpress » Thu Apr 05, 2012 4:15 pm

b737lvr wrote:Hey smm, do you ever plan on updating your crossings to having TSX Lighting? Or is that not possible !**conf**!


I don't understand this. Why should crossing lights get TSX lighting? I really don't see the benefit? !*don-know!*
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Re: SMM Digital NSAND

Unread postby arizonachris » Thu Apr 05, 2012 6:23 pm

kevhead wrote:I have the latest updates on my card so a nvida gtx 550 is not good enough to run this sim? !*don-know!*


Kev, when you say "this sim" do you mean RW or just the NSAND route? The GTX550 is more than adequate. But also depends a lot on amount of RAM and CPU speed and cores. Plus settings. It all intertwines, and it's anyones guess at best really.
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Re: SMM Digital NSAND

Unread postby SMMDigital » Thu Apr 05, 2012 7:07 pm

I will check the Sunday Drive Scenario and see if it is broken. In the mean time, make sure that you have all of the required assets - Containers from GTrax Sims, NS ES44 from the RWA archives, CSX SD40 repaints from the RWA archives.
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Re: SMM Digital NSAND

Unread postby Csxgp38-2 » Thu Apr 05, 2012 7:17 pm

I installed the patch and all but still get a SBHH on the default Chattanooga freeroam. Any ideas?
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Re: SMM Digital NSAND

Unread postby SMMDigital » Thu Apr 05, 2012 8:19 pm

What is the closest tile or lat-long coordinates that you can get to before things go belly-up? Have you tried creating a simple scenario of your own and roaming in the area that way? Are any of the other scenarios working?
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Re: SMM Digital NSAND

Unread postby hughes407 » Thu Apr 05, 2012 8:50 pm

b737lvr wrote:Also, Sunday Drive is broken !*hp*!

Says AI Train cant find destination and the other has "Many Errors"


Sunday Drive worked just fine for me.

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Re: SMM Digital NSAND

Unread postby MontanaRails » Thu Apr 05, 2012 9:25 pm

Sunday Drive worked fine here as well...also, no SBHH anywhere on the route since the patch.
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Re: SMM Digital NSAND

Unread postby Csxgp38-2 » Thu Apr 05, 2012 10:52 pm

Route works now, just some bad-ish lag in some areas. Great work Jerry, it's only part done, correct? Because I freaked out upon reaching a sudden end of scenery, thought it was an error before I remembered it's a WIP. Thanks!
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Re: SMM Digital NSAND

Unread postby SMMDigital » Fri Apr 06, 2012 7:14 am

Right now, the plans are to keep improving and extending the route until it's finished or until some future version of Railworks makes it incompatible. Sixty miles down, about 104 to go.
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Re: SMM Digital NSAND

Unread postby jamesphh » Fri Apr 06, 2012 10:38 am

I too am having the Sunday drive fail after the p2 update. Will not load. Before the update the scenario let the player train proceed BEFORE the auto rack.
After creating a clone of the scenario to try to change priorities in order to get the auto rack to move before the player the editor became flacky and changed the path of the BNSF coal train and blocked the player train. This the editor did on its own!
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Re: SMM Digital NSAND

Unread postby SMMDigital » Fri Apr 06, 2012 11:18 am

I'll upload a fix (hopefully) for this. For some reason, the timing is off now, with no changes made by me. The AI Autorack is supposed to take off at 8:09. It used to work fine that way. Now, anything later than 8:06:10 causes the NS Short Stack and the CSX Stack Train to fail. Don't ask me why, this Scenario crap has a mind of it's own, and that's the reason I don't like dealing with them.
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