JohnS wrote:Well most of you know I have been working on brake mods for a lot of USA add ons. Well today I came across an odd one. NYNH CSX SD40-2 is the odd duck. It has a regular TrainBrakeControl in the Engine.bin file but it also has VirtualBrakeControl. The virtualBrakeControl is what is being used to control the train brakes and takes it's place in the inputmapper file. Now if I remove the VirtualBrakeControl then set the bin file and inputmappers to correct settings the Lua file no longer works. I can't read the Lua file since it is compiled into LuaP (.out) but I don't understand how removing a line in the bin file would effect the Lua. I just figured if the Lua file can't find the reference it would be ignored. Any idea how to make this work? I need to remove the VirtualBrakeControl to make the brakes and the locomotive usable as a player locomotive.
JohnS wrote:I understand what the VirtualBrakeControl is doing in reguards to the TrainBrakeControl. If I change the inputmapper to use TrainBrakeControl then remove the VirtualBrakeControl from the bin file I can get the brakes to function properly using the pressures and handle positions from the simulation and engine bin files but it breaks the Lua file scripting. If I leave it alone the pressures and handle positions are all incorrect no matter what I do to the Engine and Simulation bin files. If I can't adjust the Lua file then there is no way to correct what is incorrect. Am I correct in this?
mrennie wrote: Wait, I just realised that we're talking about the NYNH SD40-2, not the Sherman Hill diesels. The NYNH was done before the advanced brakes for SH, so they could well be the not-very-advanced brakes (not done by me). In which case, ignore what I said about the SH advanced brakes![]()
In any case, if the LUA is reading from VirtualBrake and then writing to TrainBrakeControl, it'll continue to try do that even if you remove VirtualBrake from the engine blueprint and the inputmapper. It might actually cause the LUA script to crash when it tries to get a value from a controller that it can't find anymore. At best, it'll write rubbish to TrainBrakeControl.
There's no way to decompile (or reverse engineer) the .out files. The best you can do is to replace the .out file with a basic one that does practically nothing (like from the old SD40-2). That way, it won't interfere with the normal core code handling of the brakes (and everything else).
I see what you mean about the brakes in the NYNH SD40-2 - they're a mess.
mrennie wrote:If it were me, I'd copy over the .out, engine and simulation bin files from the SH SD40-2 and then edit the names and texture paths and so on.
Personally, I think it's a pity that DTG haven't chosen to update all the diesels, on every route, to have my advanced brakes. I can't stand using the old ones now.
_o_OOOO_oo-Kanawha wrote:
Why don't you release the (yours?) advanced braking in lua so it can be used to update all the other locomotives?
mrennie wrote:There's quite possibly more value in the .lua source for the advanced braking than there is in many a .3ds file, and just as I would never release a payware model's source geometry files (not even the geopcdx file, for that matter), nor would I release its script source code. The fact that the script has considerable value is evident, given that DTG themselves paid me a reasonable sum of money to develop it (it was based on the code I developed for the FEF-3, but then adapted for the newer air brake control stands and with a much improved simulation of the auxiliary reservoirs, better simulation of pressure wave propagation, inclusion of PCS, etc., all of which cost time and money to do).
buzz456 wrote:Please John give it a rest.
mrennie wrote:_o_OOOO_oo-Kanawha wrote:
Why don't you release the (yours?) advanced braking in lua so it can be used to update all the other locomotives?
There's quite possibly more value in the .lua source for the advanced braking than there is in many a .3ds file, and just as I would never release a payware model's source geometry files (not even the geopcdx file, for that matter), nor would I release its script source code. The fact that the script has considerable value is evident, given that DTG themselves paid me a reasonable sum of money to develop it (it was based on the code I developed for the FEF-3, but then adapted for the newer air brake control stands and with a much improved simulation of the auxiliary reservoirs, better simulation of pressure wave propagation, inclusion of PCS, etc., all of which cost time and money to do).
_o_OOOO_oo-Kanawha wrote:
Understood. That means the collective of players should try to develop an 'open source' alternative in modular form of many locomotive scripts that can be adapted to use and are free of such restrictions. With TS2016 being the last incarnation and without any notion as to how "open" the new UE4 game will be, I doubt many will find the need and time to develop such a library of scripts.
_o_OOOO_oo-Kanawha wrote: Besides, implementing the advanced braking scripts in SH 2016 broke other things in the locos.
_o_OOOO_oo-Kanawha wrote:I am inclined to remove the advanced braking from all of my DLC besides SH, for I think it is better to have one modus operandi across the whole game than one advanced loco amidst a stable of straight ones.
_o_OOOO_oo-Kanawha wrote:Sherman Hill is best served with working advanced braking on the FEF, SD40-2, SD70M and ES44AC, plus the new GETL. Soldier Summit is a hodgepodge.
_o_OOOO_oo-Kanawha wrote:Are AI trains using advanced braking locos running as straight or advanced? I.e. controlled in Simple or Expert mode?
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