David,
We tend to hold what we know dear. There is no shame.
regards,
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Originally posted by Vince View PostHi Dave,
Went to Best Buy about two months back . . . a USB 3 button plus wheel mouse was $9.00! I bought two.
regards,
I couldn't believe how much I've been missing these last few skinflinty years ...
Cheers,
David
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Hi Dave,
Went to Best Buy about two months back . . . a USB 3 button plus wheel mouse was $9.00! I bought two.
regards,
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Originally posted by tooltroll View PostDave,
Yes, just about everything responds the same to movement/rotation commands; Track, buildings, bridges, you name it. If you don't have a wheel, for now you can use the 'T' function to enter translate mode (works the same as 'R' for rotate mode, just select the item and hit T instead of R.) and use the numpad or other keys to nudge things around: http://koniec.org/tsre5/recontrols.html (I think numpad 3 & 9 are the up/down. Try it and see.)
Again, thanks very much. I had read a couple of Goku's pages, but not that one. Even if I had I'm not sure I would have guessed that "translate" meant move and object. But now, thanks to you, I know!
I'd been using CTRL + numpad 8 & 2 to move pivot points up and down; looks like I can do the same with "T" and just about all the other commands as well. That is, until I get out of cheapo mode and buy myself a new mouse
Dave
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Dave,
Yes, just about everything responds the same to movement/rotation commands; Track, buildings, bridges, you name it. If you don't have a wheel, for now you can use the 'T' function to enter translate mode (works the same as 'R' for rotate mode, just select the item and hit T instead of R.) and use the numpad or other keys to nudge things around: http://koniec.org/tsre5/recontrols.html (I think numpad 3 & 9 are the up/down. Try it and see.)
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Originally posted by tooltroll View PostDave:
1- I don't think so, unless it's one of Goku's 'hidden' functions. At least, I haven't tripped over it accidentally while editing yet.
2- Wouldn't it be easier to just raise the terrain slightly to cover the roadbed and leave the rails exposed than muck about 'sinking' the track by the same amount? As for concrete docks, etc., do you really need to rotate them, or just raise and lower them? Select object and use the mouse wheel to raise/lower, +CTRL for finer adjustment.
Bob
Thanks for your reply. I should have been clearer about item no. 2, in that what I was looking for was the ability to move a track object up and down, in other words in the horizontal plane, without using the "R" rotate function. The problem with the R function is that it will move an object but does so on the pivot point, and the pivot point of tracks and roads is at one end.
I did try moving the terrain up, in this case the docks on SLI's BNSF Scenic Sub v.2, but when I did so the concrete turned to grass! So I thought that "burying" the track a bit would be a better shot.
Does the mouse wheel move tracks as well as other objects up and down? If so, I need to buy a new mouse: my current one, an old Logitech gaming mouse, had the wheel die on me a while back.
Dave
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Dave:
1- I don't think so, unless it's one of Goku's 'hidden' functions. At least, I haven't tripped over it accidentally while editing yet.
2- Wouldn't it be easier to just raise the terrain slightly to cover the roadbed and leave the rails exposed than muck about 'sinking' the track by the same amount? As for concrete docks, etc., do you really need to rotate them, or just raise and lower them? Select object and use the mouse wheel to raise/lower, +CTRL for finer adjustment.
Bob
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I've two questions regarding TSRE, both related to my work on track shape substitution and validation through the editor.
1. Is it possible to place the cursor on a given point and direction on a route's track open in TSRE, and then with a keystroke or push of a button have it follow the route in the direction the cursor was heading automatically. In other words, freeing you from having to both push the up arrow button to move forward and the mouse to position the cursor as the route wanders. When you are checking a route of over 100 miles as I am doing now this would save a LOT of time and hand cramps.
2. I know about using the Select "R" to rotate objects on their pivot point, but what if you want to move the object up or down with a user-defined pivot point? For example, I'd want to bury tracks in yards so that just the railheads are showing; ditto for concrete docks, etc.
Thanks for your thoughts!
Regards,
Dave
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Thanks Rick! NOW I understand what you were saying.
Yup, a "lasso" feature would be good for forest placement, but even before I read Goku's reply, I foresaw issues with the way both MSTS and OR reads and implements the "forest" feature.
Ah well, it is what it is.
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Great idea, Rick. Maybe a "hopeful" for some future release of OR.
I've never used the forest files before because of the square/rectangle shape. Being able to custom draw the shape for any particular area you are working on would indeed be a game changer!
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And all the route editors just got very sad.......................
Oh well
Was a thought on taking OR to the next level...........
Thanks for checking it.
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Custon shaped forests can't be done using MSTS world file specification. It has to be implemented as a new feature in OR. And then it can be implemented in TSRE. There is no point for making it in TSRE if it won't work with OR.
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I wouldn't mind this idea, either. I have to find a way to forest sizeable portions of the shore of Lake Superior, and dont like the idea of having those clunky box forests to deal with
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Yes please go right ahead, your post gave me the idea actually!!!!!!!!!!!!!!
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