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Whitefish 5 problem, activity failed outside of 6-mile
I was doing the Whitefish - Sandpoint activity and I got info that a coupler in the train broke after getting in that yard about 1/4 mile from that long-butt tunnel, and so the activity failed.
Has anyone else had this problem?
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RE: Whitefish 5 problem, activity failed outside of 6-m
I did have a coupler break the same as you did. To make the activity playable without downloading particular rolling stock, the default MSTS cars are used. If the crappy wheelsets don't tick you off then breaking couplers will. My solution was to replace the rolling stock with cars I downloaded. The wheels are centered to the axles and the paint jobs are much better. The builders of the library rolling srock go to great pains to insure they actually look and operate like real cars, so as soon as I get a problem with the default rolling stock, out it goes. I believe there are fixes for breaking couplers, but if I am going to download, I will download the better library cars. I replaced the default cars with 6 CSX hoppers, Sean's memorial car, a CNW box car, and two cars of which I forget. Adding more cars than the activity came with allows better throttle operation.
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RE: Whitefish 5 problem, activity failed outside of 6-m
I THINK I just found another reason how it broke...why in that spot I'm not sure but I believe I know why.
I downloaded that "Heavy Traffic" activity and thought of using Chris Trains Jet Train, so I ran the activity editor and got to see the consist of the activity, and noticed the consist duribility was set to medium instead of all the way to the right "Duriable".
Could THAT of played a "key role" of why a coupler broke? I did replace it with the Jet Train, and I'm gonna slow it down too.
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