2014 Building your consist

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Re: 2014 Building your consist

Unread postby Chacal » Tue Oct 08, 2013 8:42 pm

I think so.
I guess the <Name> node is not enough, there needs to be at least one value in <Localisation-cUserLocalisedString> in one of the languages.
A simple fix would be to copy the Name value in the English node if empty.
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Re: 2014 Building your consist

Unread postby RSMattP » Wed Oct 09, 2013 1:34 pm

That's correct.

This is something we've only just become aware of ourselves very recently too since it doesn't (as far as I'm aware) affect any RSC DLC.

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Re: 2014 Building your consist

Unread postby jamesphh » Wed Oct 09, 2013 3:24 pm

"What do you know, our old friend PONtrack.bin. I thought I had delete all copies of it.
Sure enough, I got a look into Developer\Addon\RailNetwork\TrackRules and there it was.
After deleting it, the consist builder loaded without crashing."

Thank you , thank you, thank you!
Track rule also appeared in my Railsimulator folder.
After deleting both bin files I am now able to access 3rd party routes and probably european legacy routes.
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Re: 2014 Building your consist

Unread postby BNSF650 » Wed Oct 09, 2013 6:22 pm

How are you all getting this to work. It wont even work with the defult stuff.
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Re: 2014 Building your consist

Unread postby buzz456 » Wed Oct 09, 2013 7:02 pm

That's not a very accurate statement. Most of us have solved most of the issues, not that we should have had to do so.
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Re: 2014 Building your consist

Unread postby BNSF650 » Sat Oct 12, 2013 7:00 pm

This is not working for me still what do i need to do?
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Re: 2014 Building your consist

Unread postby plicpriest1 » Tue Oct 15, 2013 1:45 pm

Not sure if anybody else has got this one: when I build a consist with my GS 4 daylight (downloaded from steam store, directed there by RSC), it always crashes when I go to drive my new consist. This locomotive only. Not sure whats up. Ideas?
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Re: 2014 Building your consist

Unread postby OlPaint » Fri Oct 18, 2013 8:39 am

Chacal wrote:Add this to the launch options in the Steam client:
-LogMate -SetLogFilters="All" -lua-debug-messages

Or do like me, make a shortcut for Railworks, and use this as the target:
[your Steam path]\steam.exe -applaunch 24010 -FPSLimit=30 EnableAsyncKeys -VC -LogMate -SetLogFilters="All" -lua-debug-messages


Chacal

I can understand the most of the launch options string shown above. But what does "...EnableAsyncKeys -VC..." command string accomplish?

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Re: 2014 Building your consist

Unread postby RSMattP » Fri Oct 18, 2013 1:31 pm

EnableAsyncKeys means that CTRL-SHIFT-1 thru 5 (i think?) cause the game to run at accelerated time.

Useful for *some* aspects of scenario development but we certainly don't recommend its use because the AI calculations and physics calculations are not done in the same way in accelerated time - so accelerating your way through a scenario to test it will not prove your scenario works at all unfortunately.


VC - this is for people who are having crashing problems. I certainly don't recommend its use unless you specifically are asked to try it by our support team. Indeed, following the recent patch those who are using it should probably give it a go without.


Hope this helps.

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Re: 2014 Building your consist

Unread postby GSkid » Sun Oct 20, 2013 1:01 am

Well I've had some of my consists crash the sim recently trying to quick drive them on certain routes. May have something to do with the recent update but I'm not sure. Crashes while the route is loading. !*don-know!*
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Re: 2014 Building your consist

Unread postby plicpriest1 » Sun Oct 20, 2013 5:41 am

Me too!!! Since the new update I have seemed to loose my gtrax northern *!sad!* . It is one of my favorites. I will have to dig deeper, but for now i dont know where it went !*don-know!* .
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Re: 2014 Building your consist

Unread postby buzz456 » Sun Oct 20, 2013 7:05 am

plicpriest1 wrote:Me too!!! Since the new update I have seemed to loose my gtrax northern *!sad!* . It is one of my favorites. I will have to dig deeper, but for now i dont know where it went !*don-know!* .

Just as a FYI the Northern is working OK here so it is a local problem with you. *!sad!*
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Re: 2014 Building your consist

Unread postby plicpriest1 » Sun Oct 20, 2013 10:23 am

Thanks buzz that is helpful to know. It stopped working in quick drive. Havent had the oppertunity to check it in scenarios. I dont even have a picture anylonger. Some digging required indeed!
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Re: 2014 Building your consist

Unread postby GSkid » Wed Nov 06, 2013 11:51 pm

A little advice if you happen to make a very long train. If you decide to ever go back and re-edit it, be VERY, VERY PATIENT! I tried to re-edit a 7,000ft train to add a couple more locos to eliminate the wheel slip I was getting going up Donner Pass and it hangs at 95% on the load screen FOREVER! Went into task manager and it said Railworks wasn't responding.

I thought it was a edit bug that wouldn't let you re-edit a train. But I made a test train of just a loco and a caboose and it allowed me to edit it just fine. So this time I simply waited several minutes and my long train finally was able to be edited.

They need to optimize the consist builder in the future. As you add cars, it's response time to be able to add the next car gets longer and longer as your train gets longer.

ALSO.... I wish when you select a loco or car in your assembled train to edit (move, flip or delete), it would list it's name somewhere on the screen. I've used Krellnut's ES44 and SD70 10-packs and each helper has it's own name (70a, 70b, 70c, etc) with each having it's own unique sound file. But ONCE placed in your train, there is no indicator as to which helper you have selected once highlighted to move or flip. I have to remember which is which. I usually add them to the consist in alphabetical order so I know which one is which since there are no visual cues to tell the difference. I wouldn't have to remember the order if it simply gave me the name of it once selected (highlighted). **!!2cents!!**
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