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TRURAIL AC44 HEADLAMPS

Posted:
Wed Dec 11, 2024 10:10 pm
by CSXAC60CW
So this is a new issue I have ran into while running TruRail's CSX AC44's. I love these models so much that I run them just about every session. Recently I have noticed that the headlight flares that used to be visible as soon as you see the locomotive now are not existent until you are 300 meters away. Does anyone know where I might be able to tweak the settings on this? I don't really know what happened between the time they used to work normally and now??
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Re: TRURAIL AC44 HEADLAMPS

Posted:
Wed Dec 11, 2024 10:19 pm
by AmericanSteam
This has been happening with many locomotives since the last update. There is a way to manually adjust the distance. Jaslina showed me how but I have forgotten. He will probably will not be here for a few days but I will find out how he did it. Unfortunately there are a few other issues as well but there has been nothing but silence from DTG on TSC in months. They treat us like mushrooms.
Re: TRURAIL AC44 HEADLAMPS

Posted:
Wed Dec 11, 2024 10:44 pm
by CSXAC60CW
AmericanSteam wrote:This has been happening with many locomotives since the last update. There is a way to manually adjust the distance. Jaslina showed me how but I have forgotten. He will probably will not be here for a few days but I will find out how he did it. Unfortunately there are a few other issues as well but there has been nothing but silence from DTG on TSC in months. They treat us like mushrooms.
Just got a fix from Martin Ashwill, you need to change your beta branch to “public”
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Re: TRURAIL AC44 HEADLAMPS

Posted:
Thu Dec 12, 2024 4:31 am
by AmericanSteam
I thought they removed the Beta program. Thank you for the information.
Re: TRURAIL AC44 HEADLAMPS

Posted:
Thu Dec 12, 2024 9:35 pm
by jalsina
300 meters is usually a very high value to use for headlight activation.
Anyway, if you know how to deal with TS-Tools and load (and edit) a bin, what you have to do is search into the "Lights" folder of the engine you need to mod, a bin that controls the headlight (whatever the name).
You open it with TSTools and search for a parameter named FadeStartDistance and increase the value you have there. You may need to alter the size of the light (usually with the parameters FlareSize and FlareStartSize) which may influence the visibility of the headlight. This also works for every ditch or rear lights or numberboards (this last only when there is a light source on the boards). These parameters are usually included in the HeadLightFlareComponent part of the blueprint.
Older DLC´s light source xlm´s don´t usually have any "distance" parameter, so probably they are controlled by the core.
But you can call a modern mod like those from Searchlight Simulations or some latest DLC´s.
I usually make modifications using enhancement lights from Searchlight Simulations (MLWAUDIO) which usually have these distance parameters.
You usually call these light control files from child objects related with lights.
Any mod has to be located in the right path outside the .AP file.
Re: TRURAIL AC44 HEADLAMPS

Posted:
Fri Dec 13, 2024 3:25 pm
by AmericanSteam
Going to the beta may have possibly fixed the light issue but all turntables are unusable in beta V78.1a because they idled physics when locomotives are stationary so when the turntable deck is moving the locomotive does not and you get a derail and game over. The idled physics was intended to stop the "creep" people noticed in the game. The current non-beta version does not have this turntable issue but does have the light issue. It seems that the options are turntables or distant lights. We have not had any update information on the core game for many months. I guess that they are all in on TSW5. Silence does not bode well, Horatio.
Re: TRURAIL AC44 HEADLAMPS

Posted:
Fri Dec 13, 2024 9:28 pm
by jalsina
AmericanSteam wrote:Going to the beta may have possibly fixed the light issue but all turntables are unusable in beta V78.1a because they idled physics when locomotives are stationary so when the turntable deck is moving the locomotive does not and you get a derail and game over. The idled physics was intended to stop the "creep" people noticed in the game. The current non-beta version does not have this turntable issue but does have the light issue. It seems that the options are turntables or distant lights. We have not had any update information on the core game for many months. I guess that they are all in on TSW5. Silence does not bode well, Horatio.
The beta or non-beta will not modify whatever can be in the FadeStartDistance parameter, but may change the lights that don´t have a HeadLightFlareComponent block.