Search found 4243 matches

by Kariban
Tue Feb 19, 2013 5:06 pm
Forum: [TS] General Discussion
Topic: For all scripters
Replies: 2
Views: 640

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.
by Kariban
Fri Feb 15, 2013 7:28 pm
Forum: [TS] Physics
Topic: Steam Physics and the Engine Sim Blueprint
Replies: 23
Views: 10780

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.
by Kariban
Fri Feb 15, 2013 7:04 pm
Forum: [TS] General Discussion
Topic: Why the railworks/ts texture format is so inefficient?
Replies: 16
Views: 2736

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.
by Kariban
Fri Feb 15, 2013 12:24 pm
Forum: [TS] General Discussion
Topic: Why the railworks/ts texture format is so inefficient?
Replies: 16
Views: 2736

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...
by Kariban
Fri Feb 15, 2013 11:42 am
Forum: [TS] Physics
Topic: Wheelslip is it accurate ?
Replies: 18
Views: 6642

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...
by Kariban
Fri Feb 15, 2013 11:27 am
Forum: [TS] General Discussion
Topic: Freightliner Class 57/0
Replies: 36
Views: 5905

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.
by Kariban
Mon Jan 07, 2013 6:17 am
Forum: [TS] General Discussion
Topic: Anyone using Windows 8?
Replies: 16
Views: 2386

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 ...
by Kariban
Wed Jan 02, 2013 3:38 pm
Forum: [TS] Building Rolling Stock
Topic: Dynamic numbering and naming
Replies: 3
Views: 780

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.
by Kariban
Tue Jan 01, 2013 12:20 pm
Forum: [TS] Physics
Topic: Steam Physics and the Engine Sim Blueprint
Replies: 23
Views: 10780

Re: Steam Physics and the Engine Sim Blueprint

3000lbs an hour was the agreement with the unions for an upper working limit.
by Kariban
Tue Jan 01, 2013 12:18 pm
Forum: [TS] General Discussion
Topic: TrainEmissiveGlow.fx alpha channel?
Replies: 15
Views: 2311

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...
by Kariban
Mon Dec 31, 2012 2:47 pm
Forum: [TS] Physics
Topic: Steam Physics and the Engine Sim Blueprint
Replies: 23
Views: 10780

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.
by Kariban
Mon Dec 31, 2012 10:41 am
Forum: [TS] General Discussion
Topic: Updated physics class 70
Replies: 6
Views: 1490

Re: Updated physics class 70

The problem is you've set it up fine, it's RW applying instant power that's wrong :p
by Kariban
Mon Dec 31, 2012 10:40 am
Forum: [TS] General Discussion
Topic: TrainEmissiveGlow.fx alpha channel?
Replies: 15
Views: 2311

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'...
by Kariban
Sat Dec 29, 2012 6:32 pm
Forum: [TS] General Discussion
Topic: Class 66v2 and AP HHA Wagons
Replies: 14
Views: 2706

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...
by Kariban
Thu Dec 27, 2012 10:48 pm
Forum: [TS] General Discussion
Topic: Class 66v2 and AP HHA Wagons
Replies: 14
Views: 2706

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.

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