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Full Bucket Line 4 - Comment
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This thread is discussing the following file:OpenRails Full Bucket Line v4.01 Part 1 |
File date: 2024-05-28 15:56:06 Downloads: 378 >> View Bundle << |
This thread is discussing the following file:Full Bucket Line Rolling Stock |
File date: 2024-05-27 19:00:00 Downloads: 30 >> View Bundle << |
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Enough of the shapes that don't wanna load. Moving on -
Anyone who is up for an adventure, try substituting the Scale Rail track textures that came with Feather River. Then, using TSRE, navigate to some secondary trackage, and highlight a track shape. In the box that identifies the name of the track shape, _w_ in the shape file name. Change that to _c_. That exchanges the shape for one with rusty track textures.
At turnouts, in some cases it is possible to add the suffix _Trans at the end of the shape file name and it will add rusty rails diverging away from clean tracks on the main line.
For anyone brave enough to try, the effect is dramatic and very much worth the effort. But for the lazy, be warned - this method is NOT pushbutton easy!
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Anyone else downloaded and tried the Black Pump Mining update that Darkhorse427 uploaded recently? When I run the OR03 activity I don't see siding 3 at the mine, just 1, 1A and 2. So I've had to pick up the other cars there rather than the ones specified in the activity briefing which should be on siding 3. There are no entries in the log regarding any missing files that would explain this.Last edited by niknak; 06-13-2024, 10:17.Regards,
Nick
( ' boffin0_reprised ' on TikTok )
Cyberpower Desktop with AMD Ryzen 5 CPU. 16GB RAM. ATI AMD Radeon RX6700 12GB graphics. Windows 11 Home 64bit. RailDriver. Partridge in a pear tree....​
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Originally posted by niknak View PostAnyone else downloaded and tried the Black Pump Mining update that Darkhorse427 uploaded recently? When I run the OR03 activity I don't see siding 3 at the mine, just 1, 1A and 2. So I've had to pick up the other cars there rather than the ones specified in the activity briefing which should be on siding 3. There are no entries in the log regarding any missing files that would explain this.
this is just the act file with the text updated.
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Originally posted by Darkhorse427 View Post
that is because the zip archive apparently didn't update the .act file in the final draft for DR03. The error is just in the description and briefing text of the activity. is should say siding 1 not 3.
this is just the act file with the text updated.Attached FilesRegards,
Nick
( ' boffin0_reprised ' on TikTok )
Cyberpower Desktop with AMD Ryzen 5 CPU. 16GB RAM. ATI AMD Radeon RX6700 12GB graphics. Windows 11 Home 64bit. RailDriver. Partridge in a pear tree....​
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I did some more testing and I think I discovered what the cause was. I first checked in the TSRE activity editor and the hoppers appear on siding 1 along with all of the other static consist in the activity. Then ran the activity and yes you were correct the hoppers did not "spawn" nothing on theat siding but all other static consists appear as they should. Checked the log file and saw that there was an error for the static consist that it did not have a valid location. Even though TSRE activity editor had placed the hoppers on the new double track for the mine it did not update the location of them even when saving the activity because I did not move them. So I moved them to 1A and re saved then moved them back to 1 and saved again. looked at .act file for old version and new version and the location date is different. Tested new version of activity and hoppers now appear where they are supposed to.Attached FilesLast edited by Darkhorse427; 06-14-2024, 13:51.
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Originally posted by Darkhorse427 View PostChecked the log file and saw that there was an error for the static consist that it did not have a valid location. Even though TSRE activity editor had placed the hoppers on the new double track for the mine it did not update the location of them even when saving the activity because I did not move them.
There's a difference between how MSTS --- TSRE --- & OR places loose consists...the misplaced or missing loose consists always show up in the OR log as a warning.
IF it's not a loose consist involved in a pickup or dropoff, I usually delete one or two cars and load OR again to see if it shows up ....most often it does, problem solved without having to use TSRE.
IF it's a p/u and/or drop consist, then I have to use TSRE, usually one try works, but sometimes needs readjustments.
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Short update to my previous message about my "off brand" stuff for FBL. I'm probably running a week or 2 behind what I initially mentioned. I finished the tank cars this week (Newton, Continental & H&B tankers pictured at the refinery) and I made up a couple of loads for NAPC at Dunktown. In the next few days I want to do a few trailer loads on flat cars to add some variety to the spine car sets I've finished then a week or so of painting boxcars (plus writing the @#$%&!​ readmes... my least favourite part of the process) and it will be finished.Cheers!
Pete
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Hi David,
See the top banner at the head of this thread - click 'View Bundle'.
The notes on each of the four parts contains this :
For this route to work correctly you will need to have Scale rail v1.7 (File ID 87680), ScaleRoads (File ID 87684) and NewRoads v4.0 (File ID 80272) installed.
The thread for adding an animated turntable is here : https://www.trainsim.com/forums/foru...table-question
See the banner at the head of that thread for download links.
Cheers,
Ged
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