Goku, Has the discrepancy between TSRE5, ORTS, and MSTS coordinates been solved? It's bad enough to work on a route that is horribly skewed as it is in MSTS RE only to find such discrepancies in TSRE5 which does not fully agree with either MSTS or ORTS compass readings.
Robert
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I did find it funny how simply wanting a 2D view of a consist in the CE sent my GPU temps to the roof, up more than 40 degrees C. It was as if opening up a 100 car consist needed 100 instances of some internal shape viewer sub-program opened at the same time just to display the flat side view we used to get with JPEGs. Shaking my head, when you can't even see sequential pictures of consist members without calling on the NSA's computer resources.
Also, 40 C is not a high temperature at all
For CE maybe it would be nice to draw image only when changed and not with 60 FPS, but I don't think that's so important.
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geepster I also have some of those oddball entries...I believe they are left over from Goku's installation and won't change unless you actually use TSRE to get geo data or to work on or build a route. They do not appear to affect anything.
Resource problem you observed...same here, but machine has enough hp that it doesn't slow things down.
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Changing the directory location of the application made no difference on my installation
Already had
objectLod = 4000
#fogDensity = 0.5
Changing fogDensity to 0.01 AND deleting the # preface on that line fixed, errr., strike that, worked around the problem.
I did find it funny how simply wanting a 2D view of a consist in the CE sent my GPU temps to the roof, up more than 40 degrees C. It was as if opening up a 100 car consist needed 100 instances of some internal shape viewer sub-program opened at the same time just to display the flat side view we used to get with JPEGs. Shaking my head, when you can't even see sequential pictures of consist members without calling on the NSA's computer resources.
other AS-INSTALLED gems that Settings.txt had
gameRoot = F:/train simulator (no such folder)
routeName = asdasasdasd1233 (don't know what the hell that route is)
#startTileX = -5306 (I can only imagine where the hell those coordinates are on the globe)
#startTileY = 14961
geoPath = F:/hgst (no such folder)
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RE: Consist whiteout
Here's some of the fixes posted in Goku's CE thread at ET.
From Goku:Try to change:
objectLod = 3000
in settigns.txt to bigger value. It should help.
Or maybe better
fogDensity = 0.7
to
fogDensity = 0.01
...
I also had the TSRE buried a couple of directory levels down, so I moved it up to F:\TSRE5 and that appeared to work?? Why, I dunno. Didn't make sense to me, so I figured it was not really fixing the problem, but if you have it installed a few levels down in a directory you could move it up to the top and see what happens.
...and I added ( or if already present in settings.txt, increase the value )
objectLod = 4000
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Happened to me. Seems to happen when my computer gets too hot, which makes me think something isn't going quite right with the video card. But that is armature speculation.
Christopher
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Can anyone explain this phenomena with the TSRE consist editor where each picture gets progressively brighter? This is the version of the consist editor downloaded from Trainsimulations website.
Head end
About mid-consist
DPU
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Originally posted by ebnertra000 View PostDavid,
That is about as fine a control as anyone has over opening holes in the terrain. Your only real option is to cover up the holes around the edges of the tunnel portals.
As for terraforming, play around with the embankment settings in the terrain section. Your best bet is the size slider
Regards,
David
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David,
That is about as fine a control as anyone has over opening holes in the terrain. Your only real option is to cover up the holes around the edges of the tunnel portals.
As for terraforming, play around with the embankment settings in the terrain section. Your best bet is the size slider
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I found a great route to learn Goku's new route editor; it's called "3irty 5ive" and can be found on the uktrainsim f/l. It's exactly one tile big, perfect for fiddling around with the various functions.
Speaking of which, I have a couple of quick questions regarding terrain and gaps:
1. All of the tunnels on this route are filled with terrain at the mouth openings, see below:
But when I use the Gap+ button to punch a hole in said tunnel, surrounding terrain gets deleted as well and I end up with great white voids. Is there a way to program the editor so that the hole it punches is limited strictly to the interior of the tunnel mouth?
2. Selecting a track piece and using the "F" key to have the terrain lift to the track object is a wonderful tool, but it too paints a fairly broad brush stroke. Sometimes you need to be surgical and lift or lower terrain in small amounts. In the pic below, I want to raise the terrain up to the roadbed of this incline (see arrows in pic below), but leave the surrounding terrain at the level the author intended. How can I do this?
Regards,
David
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I have encountered a strange problem with the new route editor I can build a new route just fine, as well as edit existing routes. The problem is that as soon as I press "save" and leave the editor, all the new tracks vanish from the TDB file. I have two options: either load the MSTS Route Editor and rebuild the database or go back into the new editor and manually insert each track into the database with the Z-button. But then, if I save and leave the editor, the tracks will once again delete themselves from the TDB. I have no idea what caused this problem. It just suddenly appeared out of the blue, and even when I make a complete re-install of MSTS, the problem is still there. I am totally lost and have no idea how to fix this problem.
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So you still need to fire up DEMEX to correct that. Also not sure if it skips the start tile when processing DM's, too.
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Quick update on the tile extraction and terrain creation. I kind of got this to work, the only problem/bug I could see was that if you set the route up with one start tile in MSTS RGE (as discussed previously if you still want to do some of the work in classic MSTS RE), it does not terraform that original tile. So you still need to fire up DEMEX to correct that. Also not sure if it skips the start tile when processing DM's, too.
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