View Full Version : V360 Problem
09-18-2010, 01:51 PM
I've got a problem. When the player train starts moving I get a loud buzzing sound that stops once the train passes the camera or if an AI train passes but resumes once the AI train is gone. It also happens when go to cabview but stops when I blow the horn only to resume when pausing between blasts of the horn. IT'S LOUD !!!
09-18-2010, 03:01 PM
Model: Dell DXP051
CPU: Intel(R) Pentium(R) D CPU 2.80GHz (2 CPUs)
Memory: 2046MB RAM
Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp.080413-2111)
DirectX 9.0c (4.09.0000.0904)
Video: NVIDIA GeForce 8500 GT 512.0 MB
NVIDIA Driver Version: 6.14.0012.5721
Sound: SigmaTel Audio
sthda.sys Driver Version: 5.10.4823.0000
Hard Drive: Maxtor 6L160M0 147.8 GB
Due to that cheap Sigmatel onboard sound chip I get a lot of weird effects in some games, not getting it with most after installing the latest driver for it. One thing to try;
Tinker with some of the sound settings in the OR launcher options, see what happens.
09-25-2010, 03:37 PM
Another problem I found in ORTS V360: I tried the one activity in Phil Skene's Dragon Bay. It seems that loose consists consisting of only one loco (in this case the two helpers on North and South Passes) do not appear on the rails. All other loose consists are there.
Otherwise I find the new version just great. Performance is a lot better than it was in v128. And finally we can now see how the next switch is set.
BTW, where is the PO&N ORTS that I found in Sniper297's route list?
09-25-2010, 11:59 PM
Unnecessary junk. I cloned PO&N 10 to replace all the aliased track sections with normal track sections due to what I thought was a compatibility problem with ORTS. Turns out it's not actually a problem, when you get the error message about "consist on track not listed in database", just ignore it and leave it alone for two minutes and it will continue loading.
Coal mine tracks;
For those not familiar with this, MSTS only allows one track texture per route - to get around that I used cloned custom shape files in the Routes\PortOgden\Shapes folder, and when the world file tries to load the track shape from global, the aliasing "../../Routes/PortOgden/Shapes/" redirects that from the global shapes folder back to the route's shapes folder. ORTS originally got the hiccups from that, but it works now and appears it won't be necessary to replace the aliased tracks in PO&N 9, 10, or 11.
09-26-2010, 05:36 PM
Aliasing Static Track Objects and storing them in "../../Routes/PortOgden/Shapes/" redirects them from the global shapes folder back to the route's shapes folder. ORTS originally got the hiccups from that, but it works now and appears it won't be necessary to replace the aliased tracks in PO&N 9, 10, or 11.
I used that trick I have learned from you in the Swiss BERNINA which had no tunnels with tracks in them, driving trains into black holes and with the help of Frank Carver created them for the route.
The TDB lists tracks to drive on in tunnels but the Tsection.dat and GLOBAL\SHAPES folder does not have shapes for them and had to create many and store them in the route's Shapes/Textures folders for use as Static Objects in World files.
ORTS has no problems displaying them, apart from a few other cosmetics. http://www.otto-wipfel.co.uk/gif/blink.gif
O t t o
09-26-2010, 06:00 PM
RE: the tunnel entrance. We had a version of the code that properly removed the poly over the tunnel entrance and then discovered we had a problem doing the transfer that is used to fill in some of the gap. It looked pretty bad. So rather than releasing it in that condition we rolled the change back and it'll stay that way until we can get it to look correct.
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