Problem with the SD9?

The RWA Lakeside Route project discussion.

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Problem with the SD9?

Unread postby ChrisOnline » Thu May 29, 2014 8:50 am

I wonder if someone can help me here?

I'm having problems with the new SD9 in RW&A livery, free download from Golden Rails

1. No sound. The Manual does say that unless something like Cajon Pass is checked in the assets flyout, sound (and particles) won't work as they are aliased to the F7 which is part of the Kuju/US Assets pack. I get that, and if I open it in say Cajon Pass, I get the sounds. But how to get around it? Especially as this is designed specifically for the RW&A route, what's the point if the RW&A Route doesn't recognize the US loco pack? How can I get the RWA Lakeside Route to recognize the QD for the S9 (or any other loco relying on the Kuju US Asset pack)? Is a patch in order?

2. No motion. Trying to move the loco, the revs increase to 770 RPM but there is no movement. This also applies using the QD on the Cajon Pass, so presumably it's nothing to do with the problem in (1) above.

Any help or suggestions would be appreciated. Is no one else having this problem?

Chris
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Re: Problem with the SD9?

Unread postby fraserm » Thu May 29, 2014 9:10 am

As far as the sound is concerned, you must activate "Kuju>RailSimulatorUS" in the right hand flyout. For loco motion check your locomotive brake - it's also set to 60% as the Train Brake is. Then you will have sound and motion.
How do I know this? Because those things happened to me. !DUH!
Hope this helps!
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Re: Problem with the SD9?

Unread postby DaveDewhurst » Thu May 29, 2014 9:12 am

Try this, no more ticking to enable sounds. same issue as the F45
Just replacement bin files.
If the original creator wants to use them that's fine.

Dave

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Actually reading the manual, the creator might take issue with me just uploading the fix, if the creator doesn't have an issue, or they want it send me a PM
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Re: Problem with the SD9?

Unread postby artimrj » Thu May 29, 2014 10:05 am

Michael says in his manual that it is not finished yet and he is still working on some things. He does not want anyone to modify or make repaints of it until it is all the way done. And to make it work in the Lakeside route you have to go to the world editor and tell the route to use the Kuju/RailsimulatorUS assets. This is all outlined in the manual.
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Re: Problem with the SD9?

Unread postby DaveDewhurst » Thu May 29, 2014 10:48 am

artimrj wrote:Michael says in his manual that it is not finished yet and he is still working on some things. He does not want anyone to modify or make repaints of it until it is all the way done. And to make it work in the Lakeside route you have to go to the world editor and tell the route to use the Kuju/RailsimulatorUS assets. This is all outlined in the manual.


Aye, I only saw that after I made it, then removed the link immediately. I've contacted Michael through his site's page in case he doesn't see this thread, so he can see how it can be done.

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Re: Problem with the SD9?

Unread postby ChrisOnline » Thu May 29, 2014 11:57 am

fraserm wrote:As far as the sound is concerned, you must activate "Kuju>RailSimulatorUS" in the right hand flyout.


artimrj wrote:And to make it work in the Lakeside route you have to go to the world editor and tell the route to use the Kuju/RailsimulatorUS assets. This is all outlined in the manual.


Yes, I acknowledged that in my original post, but I thought I might have to do it every time I open a different QD setup, and with every "non-conforming" loco. If this isn't a once-only fix, can the RWA Lakeside Route be set up in a way that it is never an issue running a QD loco that relies on the Kuju US Assets (which is really what I was asking in the first place!)?

fraserm wrote:For loco motion check your locomotive brake - it's also set to 60% as the Train Brake is. Then you will have sound and motion.


Thank you! I fiddled around in the cab but with no mapping to the cab controls at the moment, it never crossed my mind that the two brakes on the HUD need separately releasing. Now I know, I got it working. Generally without issue, but it does still seem a bit inconsistent. Sometimes fails to respond after changing direction a couple of times, for instance.

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Re: Problem with the SD9?

Unread postby buzz456 » Thu May 29, 2014 1:56 pm

Please remember this was free. If anyone is having problems just get on and ask. Remember if no one else has a problem someone has already figured out what to do about whatever you are having a problem with. I have had no problems with this thing since I figured out how to get the loco brake off.
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Re: Problem with the SD9?

Unread postby artimrj » Thu May 29, 2014 2:00 pm

If Michael would have gave us the engine before the route was finished we could have. If he leaves it that way, I am sure there will be an update to the route sooner or later and that could be included in. In the mean time you'll have to turn on the Kuju assets in the route yourself. I wanted people on the platform but they could not make them so there are none. If we end up having to apply Kuju assets to the route, then I can have people on the platforms too. But it is all too soon for that. I now have a private tech support going for route problems taking way more time than I thought I would spending on it.
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Re: Problem with the SD9?

Unread postby ChrisOnline » Thu May 29, 2014 4:05 pm

buzz456 wrote:Please remember this was free. If anyone is having problems just get on and ask. Remember if no one else has a problem someone has already figured out what to do about whatever you are having a problem with. I have had no problems with this thing since I figured out how to get the loco brake off.


Yes, I'm not complaining, I'm just asking! Trust me, I appreciate every ouce of effort people put in to their creations, support, suggestions and fixes. I don't take any of it for granted. At the same time, someone may just have the definitive answer for something that has me stumped!

This is an excellent little route along with the "freebie" add-ons, and I'm delighted to make my contribution.

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Re: Problem with the SD9?

Unread postby OldProf » Thu May 29, 2014 5:35 pm

Installed according to Michael's simple and clear instructions, this engine works perfectly well. Enough said.
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Re: Problem with the SD9?

Unread postby GreatNortherner » Fri May 30, 2014 5:01 am

DaveDewhurst wrote:...<LINK REMOVED>
Actually reading the manual, the creator might take issue with me just uploading the fix, if the creator doesn't have an issue, or they want it send me a PM


Dave sent me his workaround/fix for the Kuju problem by email, and I was surprised that such an simple but effective solution for the external provider issue existed. I'm going to package this as a patch for all my SD7/9s and make it available through my website shortly.

Cheers
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Re: Problem with the SD9?

Unread postby Chacal » Fri May 30, 2014 9:49 am

Dave, please post the solution for this fix, this will be of interest for all.
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Re: Problem with the SD9?

Unread postby GreatNortherner » Fri May 30, 2014 11:41 am

Hi,

The update/patch is now available at my website. If you downloaded the SD7/9 before today, please get the small update RWP files and install them or extract them to your RW directory.
For the RWA units: http://golden-age-rails.com/freerw/rail ... date21.zip

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Re: Problem with the SD9?

Unread postby Chacal » Fri May 30, 2014 9:40 pm

Ah, I see.
You only need to include the sound blueprints with your engines, and that is enough for the game to load the sounds.
You change your engine blueprints to reference the sound blueprints.
The sound blueprints need no modification at all (they're just copied from Kuju/RailsimulatorUS).
The actual sound files and the sound proxy blueprint can stay in Kuju/RailsimulatorUS.

Clever.
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Re: Problem with the SD9?

Unread postby ChrisOnline » Sat May 31, 2014 7:08 am

(slightly off topic but maybe of general interest . . .)

I did a similar thing when I bought the IHH Class 82 (former AL2) electric end of last year. It aliases cab and sounds to the RSC Class 86 within the WCMLN route, and couldn't be installed as QD without the WCMLN boxes being checked. By copying over the aliased files it became available in all electrified routes via QD (or regular scenario).

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