SMM Digital NSAND

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Re: SMM Digital NSAND

Unread postby jamesphh » Fri Apr 06, 2012 12:01 pm

I fully understand your frustration. I had found the same errors. One thing I am going to do is upgrade to 8G of RAM. Also note that before the latest errors I had done a verify and found no problem files. Under RW2 I had been able to modify this scenario to extend the auto rack path sucessfully. I now suspect that the timetable editor has either been modified or corrupted under RW3. It should not be able the change a path on its own.
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Re: SMM Digital NSAND

Unread postby kevhead » Sun Apr 08, 2012 4:33 pm

yea Chris its the route. running rw is great on my machine. I thought maybe the error message would help because i just build and repair computers im not a programer. !*roll-laugh*! from now on if its not on steam im not gonna buy or download anything else I have enough to deal with trying to get that to work right. but I love it. !**duh*!!
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Re: SMM Digital NSAND

Unread postby _o_OOOO_oo-Kanawha » Sun Apr 08, 2012 5:22 pm

kevhead wrote:!*roll-laugh*! from now on if its not on steam im not gonna buy or download anything else I have enough to deal with trying to get that to work right. but I love it. !**duh*!!


Buying solely off Steam is no guarantee for quality or playability. Donner Pass, anybody?

On subject, finally found the V3 webpage and downloaded route and patch. Like with P&LE it runs for me only on a fresh install that is not cluttered with dozens of other routes.
For now, I am cruising down the line at track speed in the "Chattanooga" free roam. The standard scenarios depend on some more assets which I'll have to sort out first.

The trackside is looking a little "clean" obviously still, but I like the lush vegetation of mixed trees and the many moving cars one can see from the cab.
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Re: SMM Digital NSAND

Unread postby buzz456 » Sun Apr 08, 2012 7:28 pm

There are other issues here. I am running with 4 meg of ram and This route runs fine. I have tons of routes and zillions(well maybe a few less) of locos and cars. The P&LE gets a little stuttery in the heavy scenery areas but again runs just fine. Still running XP with dual pentiums.
!*cheers*!
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Re: SMM Digital NSAND

Unread postby _o_OOOO_oo-Kanawha » Mon Apr 09, 2012 3:46 am

Obviously there are other issues with my common USA install. I suspect a corrupted asset but without any helpful information in the SBHH it is like finding a needle in a haystack. RW_Tools reports everything clean, but I've done a lot of hacking on that install. I'll take all routes out and put them back one at a time to find which one is faulty.

Anyways, sorted the DLC out and put it in the fresh install. Set off on the "Sunday Drive" scenario and immediately felt at home: this is a real railroad recreated! Interesting and realistic traffic patterns IMO. No high speed running and prototypical long waits for meeting other trains.

I am running the NSAND on a 4 GB system also, memory does get tight sometimes, TS12 using close to 2 GB, but no problems so far. !!*ok*!!

PS: we need a "fingers crossed" or "knock on wood" smilie, or is that like tempting fate?
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Re: SMM Digital NSAND

Unread postby _o_OOOO_oo-Kanawha » Mon Apr 09, 2012 5:44 am

Was that a hurricane/tornado path between MP 20 and 21?
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Re: SMM Digital NSAND

Unread postby SCLALINE » Mon Apr 09, 2012 3:52 pm

need to look at that, that was the one that went through Ringgold, GA EF-4 i believe
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Re: SMM Digital NSAND

Unread postby jamesphh » Mon Apr 09, 2012 4:19 pm

Nice touch on the tornado area. At first I thought it was a glitch with object placement, but then realized what it was.
Sort of like the flying saucer chased by jets in one of the MSTS routes.
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Re: SMM Digital NSAND

Unread postby Csxgp38-2 » Mon Apr 09, 2012 5:20 pm

I did a tornado scenario for fun on my HSM Co route after the bad twisters in NC last year. Looked pretty realistic.
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Re: SMM Digital NSAND

Unread postby hughes407 » Mon Apr 09, 2012 9:30 pm

Does Patch 2 contain all of Patch 1 or are they both required?

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Re: SMM Digital NSAND

Unread postby _o_OOOO_oo-Kanawha » Tue Apr 10, 2012 3:03 am

I probably found out the source of the problems with my common USA install. It seems like Bob Artim found out what causes the bad interaction between certain routes.
Read this carefully, particularly the posting by Bob over the default assets being replaced http://vnerrforums.com/rwforums/viewtopic.php?f=22&t=1459&start=10

Let every route builder heed this advice and not corrupt asset folders that don't belong to them! So the P&LE will have to go into a separate install until patched.
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Re: SMM Digital NSAND

Unread postby hughes407 » Tue Apr 10, 2012 5:51 am

With patch 1, I was able to run Sunday Drive, Terminal, and Dalton Delivery. When I overlay patch 2, I SBHH on Sunday Drive. The other two still load.

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Re: SMM Digital NSAND

Unread postby SMMDigital » Tue Apr 10, 2012 7:43 am

A patch is coming for the timing issue that causes the SBHH in the Sunday Drive. I have to test it first on my laptop.

Yes, that is tornado damage just south of Apison. A big one that was - started out near I-75 at Ringgold, rumbled through downtown, crossed the CSX tracks there, ripped up the west side of the mountain, and then tore through Apison. I'm not trying to be disrespectful to those who were injured or killed there, but I went through that area about after it happened and was awestruck by the power of it.

Patch 2, and all future ones, will contain all previous changes that were made to fix the original route download.

As far as Bob Artim's assesment of route interactions, that is an interesting find. For the record, what he said about SMM Signals are true, to an extent. The USS Searchlights do install to the Kuju-Signals folder, but the only shared file with a Kuju asset they would use is the default signal script. The non-default uses the PikeHkr script, which if installed, is deposited in the Kuju-Signals directory. All other signals install to the SMM folder, unless using the default Kuju scripts.

As far as SMM Assets that are deposited in the Kuju folders and share textures with Kuju stuff, there are only a few - Grace Davison (textures), Highway Piers (textures), and two concrete rail bridges in Chattanooga. Those were done early on, before I knew better than to do that.

Of course, the route does use stuff from the 3DTrains asset folders, and would not be possible without them. The HSC route plays a very minor roll on the NSAND, with a few assets scattered here or there, and the sky used in some scenarios.
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Re: SMM Digital NSAND

Unread postby hughes407 » Tue Apr 10, 2012 3:59 pm

I'm glad to hear there's another patch coming for Sunday Drive. That is just about my favorite scenario in RW. Few other's have AI interaction as interesting as this.

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Re: SMM Digital NSAND

Unread postby SMMDigital » Tue Apr 10, 2012 5:06 pm

Crossing gate deactivation while the train is in the crossing is an undesirable, but normal, issue. The way the level crossing script works is, lets say your train is a mile long, and the activation is set for 400m (1/4 mile). At 400m from the crossing, the crossing activates. After the lead locomotive passes and when the train reaches 400m in length, they deactivate. Then, 400m from the end of the train the crossings reactivate until the end of the train. I discovered that little gem while messing around with the HB detectors. I guess RSC figured no one would be waiting around to watch the entire train. Darn those US railfans!

I'll check in on the script and see if we can get the activation times a little closer to normal. 800m would be ideal for a mile long train, and would give coverage over it's entire length. However, initial activation would be 1/2 mile away, farther than prototype standards. The other caveat is that it would change the crossing activation times for any other routes you may have those crossings installed on.
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