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If you ain't a cussin' man...

Posted:
Tue Mar 27, 2012 10:48 am
by SMMDigital
... play around with Railworks long enough and you will be!
It's always good to see this when you go "on tour" for the final checkout the morning of a route release. Especially when it wasn't like this the day before.
capture_032712081634.jpg
Maybe i'm just tired, but I don't know how much more of this constant break-and-fix crap I can take. I get the feeling that the problems that have been built into this program from the beginning are going to continue to be built upon until it's basically impossible to make anything work for more than a few minutes in this "simulator".
Re: If you ain't a cussin' man...

Posted:
Tue Mar 27, 2012 11:05 am
by PapaXpress
at first I thought you had a rabbit farm... then I clicked zoom.
Is this happening on one tile or all over the place?
Re: If you ain't a cussin' man...

Posted:
Tue Mar 27, 2012 11:34 am
by SMMDigital
One tile, several different areas, but not all tree blocks are affected. Seems to be affecting parking lot decals too.
Re: If you ain't a cussin' man...

Posted:
Tue Mar 27, 2012 12:11 pm
by PapaXpress
do you have a backup where you can pull that one tile off?
Re: If you ain't a cussin' man...

Posted:
Tue Mar 27, 2012 12:48 pm
by SMMDigital
Yeah, I got back ups of the back ups, and those are backed up to. Point is, it shouldn't be this way.
Re: If you ain't a cussin' man...

Posted:
Tue Mar 27, 2012 1:17 pm
by PapaXpress
Oh I hear'ya. There is no reason for things to get wonky after they have been tested and retested.
Re: If you ain't a cussin' man...

Posted:
Tue Mar 27, 2012 1:23 pm
by MontanaRails
I read your online manual and verified I have all the required 3DTrains assets and requirements according to your list, yet I get a SBHH anytime I go any further north out of the Dalton Free Roam than this picture shows:

Dalton Delivery fails as well. As does the Chattanooga Free Roam and Scenario.
Just in case it isnt just me, I wanted to give a heads up while you're here. For the time being, I revered back to RC2 with no problems.
Re: If you ain't a cussin' man...

Posted:
Tue Mar 27, 2012 2:27 pm
by jamesphh
Yes, the Dalton freeroam locks up just before the road crossing in the pic above. The funny thing is that if I use the #8 cam it goes right past the lockup. But returning to any other cam it locks up.
At 34.83641 (-84.97375) the crossing traffic link is reversed, also at the first road crossing in Dalton and one other in between.
The Chattanooga freeroam locks up near the start of the yard as does the Sunday Drive.
In the Sunday Drive the player train now has priority over the Autorack train. Not like that in the previous release.
Working on the rest.
Good frame rates considering my specs. 20+ at Dalton and hits the lock (29) elseware.
Q9300 quad 2.5G
4G ram
Nvidia 545 1.5G card.
Vista 64
RW tools lists nothing as missing, including all scenarios.
Re: If you ain't a cussin' man...

Posted:
Tue Mar 27, 2012 2:33 pm
by MontanaRails
jamesphh wrote:Yes, the Dalton freeroam locks up just before the road crossing in the pic above. The funny thing is that if I use the #8 cam it goes right past the lockup. But returning to any other cam it locks up.
At 34.83641 (-84.97375) the crossing traffic link is reversed, also at the first road crossing in Dalton and one other in between.
The Chattanooga freeroam locks up near the start of the yard as does the Sunday Drive.
In the Sunday Drive the player train now has priority over the Autorack train. Not like that in the previous release.
Working on the rest.
Good frame rates considering my specs. 20+ at Dalton and hits the lock (29) elseware.
Q9300 quad 2.5G
4G ram
Nvidia 545 1.5G card.
Vista 64
RW tools lists nothing as missing, including all scenarios.
I too found the same w/ RW Tools, nothing missing. Hmm...!

Re: If you ain't a cussin' man...

Posted:
Tue Mar 27, 2012 3:29 pm
by PapaXpress
It doesn't have to be an missing object. In my case it was a corrupt part of the track (in the XML). I had to remove the track tile and relay it.
Re: If you ain't a cussin' man...

Posted:
Tue Mar 27, 2012 5:29 pm
by jamesphh
The Terminal scenario also failed near the hump in the Chattanooga yard.
TVSR failed at start up.
Created a freeroam scenario about where the Sunday Drive starts and made it thru Chattabooga with no problem.
Locked up at about 34.91670 (-84.97005).
Also, in the Sunday drive the AI made it thru Chattanooga, but not the player train.
I am wonderng about a static consist issue at that point.
Near Dalton I have no idea yet.
Re: If you ain't a cussin' man...

Posted:
Tue Mar 27, 2012 5:57 pm
by kevhead
I also checked with rw tools and found nothing missing in the route or scenarios. I did get one to work sort of of but route locks up. I am glad it was not just me but sad that it does not work. Get some rest and it will come to you. I'm sure you will figure it out.

Re: If you ain't a cussin' man...

Posted:
Tue Mar 27, 2012 6:04 pm
by SMMDigital
So you guys are seeing all of these SBHH's, but i'm seeing nothing on my end? How is that possible? I ran the Dalton Delivery this morning, and wrote the Chattanooga and Dalton Free roams this morning as well, tested with no problems.
Have any of you tried making a free roam scenario of your own and running it?
Re: If you ain't a cussin' man...

Posted:
Tue Mar 27, 2012 6:24 pm
by SMMDigital
Ok, here is something I suspect on the Chattanooga end. If you can get into the Scenario Editor without it locking up, go to the Engine terminal and delete the RPE-4D slugs from the Dead Line track. As I said, i'm having no problems with them on my end. But some of you are saying that the scenarios lock either at the hump yard in the east or at the beginning of the yard in the west - that would be near where the tile for the Engine terminal starts. If that fixes that SBHH, then i've got to remove and rework those slugs. Or it could be the Engine terminal itself.