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    A few bugs, and suggestion's

    Well, I've encountered a few bug's. My graphics card if it matters, is a ATI Radeon HD4800, the bug's are as follows:

    1: Passenger View


    I don't know if it's in the works, but you can't select any of the car's in the F9 menu, thus, alot of the BIN-Enabled Passenger view's are inaccessible, this unfortunately is a large turn off of OR for me, as I'm more of a virtual-passenger person, not a virtual-engineer 9 times out of 10.

    2: Uncoupling issue

    I accidentally trying to GET the passenger view's stated above, uncoupled my cars... Ok no biggie, drive forward, reverse, couple.... Now drive away-WTF? I'm in Notch 8, and I am BARELY moving all of a sudden... And getting wheelslip. So long as I don't uncouple, things stay fine. I was in question on the Surfliner route by Jeff here in the FL, and using the Coachella Express consist released today

    3: Sounds

    You've done a good job on the sound system, hat's off... Except for looping. Sound's don't loop. If I hold the spacebar, my horn's play the full file, then play over again...and again...and again. Same for the sander.



    Suggestions:

    In addition to fixing the above, I would like to suggest:

    1: Passenger style brakes, instead of freight-only.

    2: Ability to move around in the passenger car view, now I know SOME are designed with only one position in mind, so do include a 'view reset' button.

    3: What you had at the start of OR, and seemed to have gotten rid of, the option of setting up a '3d' cab, via using the .cvf position for the 3d view using the locomotive's shape file. This would not only be cool, but also a help to .cvf maker's to see and not guess if their position is spot-on.

    4: WORLD DOMINATION!

    5: Just kidding on the last, the last real suggestion is, perhaps, making this sim compatible with a thing called 'iZ3d'. It uses a number of 3d methods, adn works great with the other games I've used it on(Even Trainz). How cool would it be to run our trains in 3D? I tried running iZ3d and firing up OR, but it crashed upon opening.

    #2
    Originally posted by Komachi View Post
    Well, I've encountered a few bug's. My graphics card if it matters, is a ATI Radeon HD4800, the bug's are as follows:

    1: Passenger View


    I don't know if it's in the works, but you can't select any of the car's in the F9 menu, thus, alot of the BIN-Enabled Passenger view's are inaccessible, this unfortunately is a large turn off of OR for me, as I'm more of a virtual-passenger person, not a virtual-engineer 9 times out of 10.
    OR doesn't work the same way as MSTS when it comes to Passenger views. We already support changing passenger views with the same car-switching keys as camera 2 and 3 (Alt-Page Up/Down) and changing cab views with Switch Locomotive (Control-E).

    Originally posted by Komachi View Post
    2: Uncoupling issue

    I accidentally trying to GET the passenger view's stated above, uncoupled my cars... Ok no biggie, drive forward, reverse, couple.... Now drive away-WTF? I'm in Notch 8, and I am BARELY moving all of a sudden... And getting wheelslip. So long as I don't uncouple, things stay fine. I was in question on the Surfliner route by Jeff here in the FL, and using the Coachella Express consist released today.
    When you couple TO cars, the static consist has its brakes fully set. You must connect the train brake line (backslash key), release the handbrakes (SHIFT + Colon), and wait to charge the train brake line (there's a short cut for the impatient SHIFT + Question Mark that usually works)

    Originally posted by Komachi View Post
    3: Sounds

    You've done a good job on the sound system, hat's off... Except for looping. Sound's don't loop. If I hold the spacebar, my horn's play the full file, then play over again...and again...and again. Same for the sander.
    Noted and will be investigated

    Originally posted by Komachi View Post
    Suggestions:

    In addition to fixing the above, I would like to suggest:

    1: Passenger style brakes, instead of freight-only.
    Please read the user docs on how to implement passenger style brakes, there's a way to achieve that style already.

    Originally posted by Komachi View Post
    2: Ability to move around in the passenger car view, now I know SOME are designed with only one position in mind, so do include a 'view reset' button.

    3: What you had at the start of OR, and seemed to have gotten rid of, the option of setting up a '3d' cab, via using the .cvf position for the 3d view using the locomotive's shape file. This would not only be cool, but also a help to .cvf maker's to see and not guess if their position is spot-on.

    4: WORLD DOMINATION!

    5: Just kidding on the last, the last real suggestion is, perhaps, making this sim compatible with a thing called 'iZ3d'. It uses a number of 3d methods, adn works great with the other games I've used it on(Even Trainz). How cool would it be to run our trains in 3D? I tried running iZ3d and firing up OR, but it crashed upon opening.
    Your suggestions are noted and will be investigated.
    Chris
    "True rail fans have two favorite railroads. The B&O and one other."

    Comment


      #3
      Originally posted by longiron View Post
      OR doesn't work the same way as MSTS when it comes to Passenger views. We already support changing passenger views with the same car-switching keys as camera 2 and 3 (Alt-Page Up/Down) and changing cab views with Switch Locomotive (Control-E).



      When you couple TO cars, the static consist has its brakes fully set. You must connect the train brake line (backslash key), release the handbrakes (SHIFT + Colon), and wait to charge the train brake line (there's a short cut for the impatient SHIFT + Question Mark that usually works)


      Noted and will be investigated

      Please read the user docs on how to implement passenger style brakes, there's a way to achieve that style already.



      Your suggestions are noted and will be investigated.
      *Puppy dog eyes* Including World Domination?

      Comment


        #4
        Also, I forgot to enable the 'Bin sound' option, things loop now, however I have no external horn on some trains now for some reason. Mostly the custom ones, not default. And, the sander refuses to loop still.



        Edit: New bug. I used the Amfleet Car's by Buzz Benz, the Amfleet II Demo, and the doors when I use them, cycle entirely. They pop open, then pop shut....
        Last edited by Komachi; 08-06-2011, 19:16.

        Comment


          #5
          Originally posted by Komachi View Post
          Also, I forgot to enable the 'Bin sound' option, things loop now, however I have no external horn on some trains now for some reason. Mostly the custom ones, not default. And, the sander refuses to loop still.
          There's a bug or state that OR does not interpret correct with regard to volume of sound sources. We will address in the upcoming release, but identifying the various freeware ENGs that we can test will help.


          Originally posted by Komachi View Post
          Edit: New bug. I used the Amfleet Car's by Buzz Benz, the Amfleet II Demo, and the doors when I use them, cycle entirely. They pop open, then pop shut....
          Some doors seem to cycle through the animations constantly, thanks for identifying the trainset for testing.
          Chris
          "True rail fans have two favorite railroads. The B&O and one other."

          Comment


            #6
            Originally posted by longiron View Post
            There's a bug or state that OR does not interpret correct with regard to volume of sound sources. We will address in the upcoming release, but identifying the various freeware ENGs that we can test will help.




            Some doors seem to cycle through the animations constantly, thanks for identifying the trainset for testing.
            No prob. Another one I found that didn't work, was the TGV POS Set.

            As for the eng I was using with the sound issue, it actually was the Series 30000 here on the FL, that includes the cab update. Also the Amtrak Acela Express New Cab update.

            Comment


              #7
              I think the locomotive exhaust is WAY too heavy... my SD60s smoke like Alcos! And you shouldn't be able to see your headlight beam reflecting off of things in broad daylight. Actually, I think the daytime sunlight is just a little bit dim, in fact... is there any way to brighten it up a little more?

              Comment


                #8
                Originally posted by Railfan727 View Post
                I think the locomotive exhaust is WAY too heavy... my SD60s smoke like Alcos!
                Next release will have steam and smoke effects hooked up to physics + vary according to the ENG file. Right now its a standard effect for all locos

                Originally posted by Railfan727 View Post
                And you shouldn't be able to see your headlight beam reflecting off of things in broad daylight.
                Most MSTS lighting specs are way too heavy and bright compared to the real world. OR is just displaying what the ENG file says to display.

                Originally posted by Railfan727 View Post
                Actually, I think the daytime sunlight is just a little bit dim, in fact... is there any way to brighten it up a little more?
                In future releases, user configurable environmental effects will be available
                Chris
                "True rail fans have two favorite railroads. The B&O and one other."

                Comment


                  #9
                  Longiron, this talk of lights reminds me of something. I have SEVERAL BLW Payware pack's, all of them have a major issue. The Red MARS light that comes on for the emergency brake, is always on, and it replaces the standard white MARS Light for the hi-headlight.

                  Comment


                    #10
                    New bug I found, it's with the FOV I suppose, in alot of the passenger car's and ESPECIALLY dome car's, part of the car near the point-of-view disappears. Also, for whatever reason, the speed-posts in the default Tokyo-Hakone route, are blank.

                    Addition: SeaView5 doesn't work with OR, it ALWAYS sets your train as the default KIHA 31 no matter WHAT, and ALWAYS at Hawk Island, no matter what.
                    Last edited by Komachi; 08-08-2011, 01:05.

                    Comment


                      #11
                      Originally posted by Komachi View Post
                      SeaView5 doesn't work with OR, it ALWAYS sets your train as the default KIHA 31 no matter WHAT, and ALWAYS at Hawk Island, no matter what.
                      Well, Seaview 5 is one of the routes that I run the most with OR (I know I know... I'm not your normal train-simmer!) I can speak to the fact that it loads with various locos and at various locations (if, of course, you've got activity paths set, as with any route). My own criticisms with OR come streaming out of me whenever I load SV... the lack of micro-tex makes the ground look awful, none of the wonderful animations work, and the Seaview sea (which I created)... omg

                      But the normal functioning, the issues you mention, work fine. Not sure what to suggest to you to fix that, except, as mentioned, make sure there are a selection of activities present, even if they are only "Explore Route" activities (with really only start points). Bill (Burnett) did include a bunch of Explore Route activities, and they should enable you to start at any of them. As to the loco, I never use the KIHA, but other than that I'm not sure what to suggest.

                      Jeff......................

                      Comment


                        #12
                        Originally posted by Komachi View Post
                        New bug I found, it's with the FOV I suppose, in alot of the passenger car's and ESPECIALLY dome car's, part of the car near the point-of-view disappears. Also, for whatever reason, the speed-posts in the default Tokyo-Hakone route, are blank.
                        Speed posts and speed limits have not been implemented yet. They are a top priority for the next release.
                        Chris
                        "True rail fans have two favorite railroads. The B&O and one other."

                        Comment


                          #13
                          Originally posted by longiron View Post
                          Speed posts and speed limits have not been implemented yet. They are a top priority for the next release.
                          Ah, alright then. What about the passenger issue? Is that fixable?


                          Originally posted by jeff9595 View Post
                          Well, Seaview 5 is one of the routes that I run the most with OR (I know I know... I'm not your normal train-simmer!) I can speak to the fact that it loads with various locos and at various locations (if, of course, you've got activity paths set, as with any route). My own criticisms with OR come streaming out of me whenever I load SV... the lack of micro-tex makes the ground look awful, none of the wonderful animations work, and the Seaview sea (which I created)... omg

                          But the normal functioning, the issues you mention, work fine. Not sure what to suggest to you to fix that, except, as mentioned, make sure there are a selection of activities present, even if they are only "Explore Route" activities (with really only start points). Bill (Burnett) did include a bunch of Explore Route activities, and they should enable you to start at any of them. As to the loco, I never use the KIHA, but other than that I'm not sure what to suggest.

                          Jeff......................
                          Huh, I have ONE explore route activity, but when I try to use it it tells me 'System.NullReferenceException: Object reference not set to an instance of an object. at MenuWPF.MainWindow.DisplayActivityDetails()

                          What's that mean?

                          Comment


                            #14
                            Originally posted by Komachi View Post
                            Huh, I have ONE explore route activity, but when I try to use it it tells me 'System.NullReferenceException: Object reference not set to an instance of an object. at MenuWPF.MainWindow.DisplayActivityDetails()
                            What's that mean?
                            The techies can tell you what that means, but you'll probably need to attach your log.txt file from your desktop after you receive that error.

                            But that's not the point. Leave aside running that activity... if you just want to free roam by exploring the route, MSTS only gives you a choice of start points for your explorations which are start points of existing activities. MSTS, mind you, and OR behaves similiarly. No activities... no explore route. This is why Seaview, and many other routes, while they might not be supplied with "real" activities, are always supplied with "explore route" activities. You don't use them as activities, cause they are just start points.

                            Let me guess. That one activity... start point is.... Hawk Island??



                            Jeff.............................................. ..

                            Comment


                              #15
                              Originally posted by jeff9595 View Post
                              The techies can tell you what that means, but you'll probably need to attach your log.txt file from your desktop after you receive that error.

                              But that's not the point. Leave aside running that activity... if you just want to free roam by exploring the route, MSTS only gives you a choice of start points for your explorations which are start points of existing activities. MSTS, mind you, and OR behaves similiarly. No activities... no explore route. This is why Seaview, and many other routes, while they might not be supplied with "real" activities, are always supplied with "explore route" activities. You don't use them as activities, cause they are just start points.

                              Let me guess. That one activity... start point is.... Hawk Island??



                              Jeff.............................................. ..
                              I have no way to tell, I can't check what the start point on that activity is. However, MSTS the route behaves fine. I can use whatever train I want, at whatever start point I want. OR's locked me into Hawk Island with the default KIHA31...

                              As for the log.txt, here ya'll go. I took a look myself, and that error message doesn't even update my log for whatever reason. I chose STeam4me's SAR Redhen for this route, and no surprise... Got the KIHA31.

                              OpenRailsLog.txt

                              Comment

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