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    Alco RSD12

    AFAIK the C&NW never had any of these, but I'm on a NorthWestern muse lately for some reason, so the first will be C&NW. Cincysouthernrwy made a pretty good RSD12 for C&O, I've updated to 2.9 and added some of the usual effects along with new experimental exhaust flame effects. Very well detailed body mesh.







    Another back burner project, reskinning the GP7s to the true colors, KUID2 replacements will come when I get the bugs out of the new flame effects.



    Working on fixing up the trucks, haven't looked into a replacement set yet. Other new feature of these will be the same cabview as the Fairbanks-Morse H16-44 models, I got the cab attachment tweaked on this mesh so the same cab can be used for any reskin since inside the cab you see only the console and controls along with the actual loco that you're in.





    Cab attachment includes the usual four a.outsideview cameras left and right headout and the fore and aft catwalks,






    First test version should be up by this weekend.
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    #2
    I need to see the flames... I need to see the flames!!
    Vern.

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      #3
      Eeeek, Pervert!

      Dirty old man, you want her to show you her FLAMES?! Hmm, let's see if I can talk her into it, I don't think any Alco could be defined as shy and demur.



      Still tweaking flame colors, red should be more orange, yellow should be more yellow, coronas are a beast since you can't really adjust the brightness. Been fiddling with the scripts all this time, if you look at the GP7 and GP9 locos with the single color flame effects on the DLS, for some reason I get flames from both stacks as a player loco, but the AI flames from only one stack. Doesn't affect this one since it's a single stack.
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        #4
        Got the new orange and yellow close enough, uploaded the coronas just now, first test version of the loco to follow. Again looking for bug reports or A-OK reports, I tried in TS12 as an AI train and got a script bug (and please post the text or a screenshot of the script error!), or I've run in 2010 and 12 in six sessions as AI and player, no problems observed.



        Running number boards still not quite what I want, this is a 1024x1024 main image but for some reason there's a lot of distortion and blurring in the number boards. Headlight is a departure from the usual yellowish cast from the 30s and 40s, more of a late 50s early 60s mercury vapor lights. light_color 64,64,128 is what I used for that loco.

        The spark script generates random flashes of six attachments, two of each corona, controlled strictly by speed in DCC mode (which is what all AI trains use) and in CAB mode is both speed and ammeter reading, often you'll see two flames at the same time;



        Orange flame and blue flame;



        Yellow and blue;



        Yellow and orange,



        Different attachment point yellow and blue. As these are cloned and weathered the effects can be changed, for example more blue for newer units, less or no blue and more orange and yellow for old beat up weathered versions.
        Last edited by sniper297; 12-13-2012, 22:23.
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          #5
          Now that's an Alco!!
          Vern.

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            #6
            Well, she's uploaded for better or worse, hopefully if someone gets script errors they'll report it so I get a chance to fix it before uploading the whole series with the same stealth error. Also had to clone and fix the bogeys since they were floating a couple inches above the rails, and used an experimental engine spec to make it a little less sensitive to wheelslip. Icky Wiki articles are nuts and all assume you are a rocket scientist, I really need Plainsman to explain what all these fizzix numbers are.

            One more shot, why not.

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