SMM Digital NSAND

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Re: SMM Digital NSAND

Unread postby NDORFN » Tue Apr 10, 2012 6:15 pm

I'm experimenting with this at the moment. I've made a duplicate batch of crossings with thier own LUA with settings of WARN_DISTANCE = 300.0, CLOSE_DISTANCE = 200.00, PASS_DISTANCE = -20.0. for the 20mph section of my route and WARN_DISTANCE = 100.0, CLOSE_DISTANCE = 50.00, PASS_DISTANCE = -20.0. for a couple of switching sections in which the switches are close to the crossings and so avoids activation when you're not actually going to cross. They both work perfectly with all different lengths of train etc... It's actually pretty cool finishing of some switching then rolling up to the crossing at 2mph, watching cars cross right infront of you until you activate it then notch up across it :D I'll fiddle around with the S-Line section which is 45mph and 1 mile long trains and see what happens. We could upload a short and medium batch of crossings to go with your default ones so that no one has to edit and scripts !*don-know!* What do you think?
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Re: SMM Digital NSAND

Unread postby SMMDigital » Tue Apr 10, 2012 7:54 pm

Sounds good to me!
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Re: SMM Digital NSAND

Unread postby MontanaRails » Tue Apr 10, 2012 8:40 pm

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Re: SMM Digital NSAND

Unread postby Machinist » Tue Apr 10, 2012 10:02 pm

MontanaRails wrote:Almost a Darwin Award....

http://www.youtube.com/watch?v=Lqmbt46DmV4

!*brav*! **!!bow!!** awesome everything, including the red car's driver crossing fingers, and crossing... level !*roll-laugh*!
Who doesn't have dog, hunts with cat.
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Re: SMM Digital NSAND

Unread postby NDORFN » Wed Apr 11, 2012 12:06 am

I've almost got the vehicle lengths fixed for SR traffic so they don't pile up at the gates. I'll upload them when I've fine tuned them.
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Re: SMM Digital NSAND

Unread postby jamesphh » Wed Apr 11, 2012 5:00 pm

The revised "Sunday Drive" works, at least thru the junction. Even able to get the mod working that take the AI 4 autotrain thru to Hixon. However, it is a fps killer. Down to 14fps or less even with my upgrade to 8G ram. Free roams run to max with a 30 fps lock. Actualy they have between 33 and 45 fps unlocked.
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Re: SMM Digital NSAND

Unread postby SMMDigital » Wed Apr 11, 2012 6:10 pm

The diference between Sunday Drive and Chatt Freeroam that may be affecting FPS (other than the 900+ assets per tile) is the yard in Sunday Drive has freight cars in it. I think they count at 3 assets apiece, and even with dual video cards, I still get slowdowns in Chattanooga. But hey, whats a yard without cars?
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Re: SMM Digital NSAND

Unread postby MontanaRails » Wed Apr 11, 2012 6:15 pm

Using Greatnortherner's low poly count 'yard filler' cars helps immensely in the frame rate department. Using these cars from Portland Terminal (if you have it) will give you a nice assortment of east coast and west coast roadnames.
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Re: SMM Digital NSAND

Unread postby jamesphh » Wed Apr 11, 2012 6:58 pm

The issue is that I am below 14fps from the start. I have use the Golden Age low poly's in my own freeroams. Barely lowered fps with one yard about 1/3 full. Perhaps there can be a set of east coast fillers created.

Edit: free roams still shoe above 30 fps. A lot of long AI in this scenario. But it runs!
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Re: SMM Digital NSAND

Unread postby jamesphh » Fri Apr 13, 2012 2:10 pm

I believe I found the problem with low frame rates. The route had become corrupted. I was running on the CSX line near Jersey and noticed that a section of track had no track gravel. I decided to add this and then had a very low frame rate in ALL scenarios. Restoring a backup all is well. It appears that a mipmap file had been corrupted. Still have about 16-17 fps in Debutts, but that is normal. Most other areas are 29+ with 30 lock.
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Re: SMM Digital NSAND

Unread postby SMMDigital » Sat Apr 14, 2012 3:36 am

First off, the CSX line is simply there because it is there in the real world. I have no intentions of finishing it or running it, thus the missing ballast.

Second, corrupted MIXMAPS are fairly easy to fix. Do you have a coodinate or tile number on or near where you think the corrupted map might be?
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Re: SMM Digital NSAND

Unread postby jamesphh » Sat Apr 14, 2012 8:42 am

No, I don't have the coordinates. The issue was caused by something that I had tried to modify and not the fault of the route. Though why that modification caused a problem is beyond me. I do have a question about the real world Debutts yard. Are CSX engines able to use Debutts engine facility or do they only pass thru this area?
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Re: SMM Digital NSAND

Unread postby LandN » Sat Apr 14, 2012 1:09 pm

CSX does not use the facilities at DeButts. They have their own facilities at Wauhatchie Yard.
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Re: SMM Digital NSAND

Unread postby SMMDigital » Sat Apr 14, 2012 5:08 pm

Correct. Wauhatchie is around the other side of Lookout Mountain, near Trenton. The CSX yard wpuld be about where I stopped the line going to Birmingham.

Dont quote me on this, but I think there is an interchange point between the two RR's on the east side of I-24 at Chattanooga Junction. The should be a bulk unload yard there, but I didnt model it because the area already hits FPS pretty hard.
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Re: SMM Digital NSAND

Unread postby hughes407 » Sat Apr 14, 2012 10:01 pm

I want to thank Jerry for all the very hard work he has put into this route. I have gotten much enjoyment out of running it and I'm sure that many others feel the same. The quality of the scenarios and the visual presentation is second to none. I will continue to run it for a long time to come.

Don
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