Search found 4243 matches
- Tue Feb 19, 2013 5:06 pm
- Forum: [TS] General Discussion
- Topic: For all scripters
- Replies: 2
- Views: 617
Re: For all scripters
I think I checked it out before ( was it commercial or am I thinking of another IDE? ) - nice, but no way of attaching it to the RW process's embedded lua engine so of somewhat limited use. Good for syntax checks and you could write your own driver framework to pretend to be RW also.
- Fri Feb 15, 2013 7:28 pm
- Forum: [TS] Physics
- Topic: Steam Physics and the Engine Sim Blueprint
- Replies: 23
- Views: 10629
Re: Steam Physics and the Engine Sim Blueprint
Not sure what the twin port regulator they modelled is, it's not an actual one though - just set it up with one port & if you need any more behaviour use VirtualThrottle and script the link between that & regulator.
- Fri Feb 15, 2013 7:04 pm
- Forum: [TS] General Discussion
- Topic: Why the railworks/ts texture format is so inefficient?
- Replies: 16
- Views: 2594
Re: Why the railworks/ts texture format is so inefficient?
I'm happy to solve texture puzzles, I just don't know if going from shaderA+mapA to shaderB+mapB is two or four draw calls.
- Fri Feb 15, 2013 12:24 pm
- Forum: [TS] General Discussion
- Topic: Why the railworks/ts texture format is so inefficient?
- Replies: 16
- Views: 2594
Re: Why the railworks/ts texture format is so inefficient?
Changing shader will result in a seperate draw call anyway - I'm not familiar enough to know if you can use that to map all similar shader materials to seperate textures without the texture swap also being a seperate draw call on top. If it isn't then there's obvious economies in texture sizing poss...
- Fri Feb 15, 2013 11:42 am
- Forum: [TS] Physics
- Topic: Wheelslip is it accurate ?
- Replies: 18
- Views: 6527
Re: Wheelslip is it accurate ?
It would appear to do something like (Adhesion weight/Sum of ( powered? ) axles in the consist )<> adhesion coefficient. What I feel might have happened after trying to work with the brake systems is that someone designed consists to be a collection of individual vehicles, and at some point later on...
- Fri Feb 15, 2013 11:27 am
- Forum: [TS] General Discussion
- Topic: Freightliner Class 57/0
- Replies: 36
- Views: 5611
Re: Freightliner Class 57/0
It's actually an updated model again ( and the sounds are a bit different ) - presumably the WCRC one will get those at some point ( which means someone will need to redo the branding ).
Is a pity about this fragmentation, but there's only one ringmaster.
Is a pity about this fragmentation, but there's only one ringmaster.
- Mon Jan 07, 2013 6:17 am
- Forum: [TS] General Discussion
- Topic: Anyone using Windows 8?
- Replies: 16
- Views: 2291
Re: Anyone using Windows 8?
Driver support is a bit patchy, and it managed to eat it's partition after a day installed... Seemed rather fast, faster than previous versions. The UI is *seriously* annoying though if you're used to using the start menu a lot ( and it's really ugly ). I'm hoping SP1 will give the option of a more ...
- Wed Jan 02, 2013 3:38 pm
- Forum: [TS] Building Rolling Stock
- Topic: Dynamic numbering and naming
- Replies: 3
- Views: 725
Re: Dynamic numbering and naming
Logos are no different to number textures - just tack them on the end and map some letters to logos in the texture set. If you want actual 3d models, I don't know how to do that.
- Tue Jan 01, 2013 12:20 pm
- Forum: [TS] Physics
- Topic: Steam Physics and the Engine Sim Blueprint
- Replies: 23
- Views: 10629
Re: Steam Physics and the Engine Sim Blueprint
3000lbs an hour was the agreement with the unions for an upper working limit.
- Tue Jan 01, 2013 12:18 pm
- Forum: [TS] General Discussion
- Topic: TrainEmissiveGlow.fx alpha channel?
- Replies: 15
- Views: 2207
Re: TrainEmissiveGlow.fx alpha channel?
Hmm, "glowing" can be done using the emissive setting for a material - so as far as I know your switch anim should show & hide the "lit" geometry which should provide any "glow", and you won't need the interior vis. object, just to bind the anim like usual. I'm a coder rather than much of a modeller...
- Mon Dec 31, 2012 2:47 pm
- Forum: [TS] Physics
- Topic: Steam Physics and the Engine Sim Blueprint
- Replies: 23
- Views: 10629
Re: Steam Physics and the Engine Sim Blueprint
What a real superheater does is pack more energy into the same volume of steam, so it *is* basically a power multiplier. Boiler volume will affect the rate the boiler empties.
- Mon Dec 31, 2012 10:41 am
- Forum: [TS] General Discussion
- Topic: Updated physics class 70
- Replies: 6
- Views: 1429
Re: Updated physics class 70
The problem is you've set it up fine, it's RW applying instant power that's wrong :p
- Mon Dec 31, 2012 10:40 am
- Forum: [TS] General Discussion
- Topic: TrainEmissiveGlow.fx alpha channel?
- Replies: 15
- Views: 2207
Re: TrainEmissiveGlow.fx alpha channel?
To clear things up: Initialise controls in the first loop of Update() - they aren't guaranteed to exist when Initialise runs for vehicles. On top of that, if the controls have an interface section and the sensitivity is too low you might need to force the value change for a few loops otherwise they'...
- Sat Dec 29, 2012 6:32 pm
- Forum: [TS] General Discussion
- Topic: Class 66v2 and AP HHA Wagons
- Replies: 14
- Views: 2611
Re: Class 66v2 and AP HHA Wagons
All bogies are designed with weight-shift in mind, it's a huge part of locomotive adhesion( just like cars and any other wheeled vehicle ). I don't remember if 66s have AC traction motors but all AC motors are SEPEX anyway, that's how they work. If you don't mind never slipping just put all the adhe...
- Thu Dec 27, 2012 10:48 pm
- Forum: [TS] General Discussion
- Topic: Class 66v2 and AP HHA Wagons
- Replies: 14
- Views: 2611
Re: Class 66v2 and AP HHA Wagons
Edit the rolling friction to a smaller number. They don't roll particularily well, btw so don't make it too low.
What is the blueprint MaxPower figure? not in the right place to check.
What is the blueprint MaxPower figure? not in the right place to check.