Search found 262 matches
- Tue Nov 20, 2012 11:08 am
- Forum: [TS] General Discussion
- Topic: ES64 U-Taurus Donationware
- Replies: 250
- Views: 66550
Re: ES64 U-Taurus Donationware
As always you need to press Q after stopping to release the game's built in emegency brakes. But it won't work correctly, as the game engine for some reason(bug) randomly apply brakes after the built in emergency brake used(while none of the brake controller control values changing if you watch it w...
- Tue Nov 13, 2012 6:23 pm
- Forum: [TS] General Discussion
- Topic: Electrifying a route.
- Replies: 3
- Views: 609
Re: Electrifying a route.
nope. You can't. Overhead wires are possible.
- Tue Nov 13, 2012 2:18 pm
- Forum: [TS] General Discussion
- Topic: New Wagons from VR
- Replies: 6
- Views: 1352
Re: New Wagons from VR
probably(... surely) there are multiple wagon body nodes in one model file, and the visibility of these nodes are switched by activatenode script call.
So you just export a model multiple skinned wagon body nodes to game, then you hide all except one with the help of random function.
So you just export a model multiple skinned wagon body nodes to game, then you hide all except one with the help of random function.
- Sun Nov 11, 2012 2:24 pm
- Forum: [TS] General Discussion
- Topic: ES64 U-Taurus Donationware
- Replies: 250
- Views: 66550
Re: ES64 U-Taurus Donationware
in default routes the magnets are placed correctly if it placed... the problem is, the most of them aren't placed at all.
- Sun Nov 11, 2012 11:12 am
- Forum: [TS] General Discussion
- Topic: ES64 U-Taurus Donationware
- Replies: 250
- Views: 66550
Re: ES64 U-Taurus Donationware
Q is acknowledging the SIFA, for 1000hz you need to use "Wachsam" (page down).
- Thu Nov 08, 2012 3:22 pm
- Forum: [TS] General Discussion
- Topic: Coupling
- Replies: 2
- Views: 600
Re: Coupling
i don't have SBHH, but at most uncouplings it seems my train teleports to the empty space for a moment 
- Sun Oct 21, 2012 8:59 pm
- Forum: [TS] General Discussion
- Topic: What are .out files? New to TS2013?
- Replies: 11
- Views: 4517
Re: What are .out files? New to TS2013?
I confirm, exactly that happens. .out is the primary source, .lua is the secondary.nobkins wrote:I believe it read both. If the out was present then it used it. Otherwise it used the lua.
Not 100% certain though. Just what I have picked up along the way. Hopefully someone else can confirm.
- Sun Oct 21, 2012 8:57 pm
- Forum: [TS] General Discussion
- Topic: Self Build computer for use with TS2013
- Replies: 24
- Views: 4166
Re: Self Build computer for use with TS2013
Honestly? I'm not sure. Some users have mentioned that they find RW/TS "more stable" when they have 16GB RAM compared to 8GB. But as you've said 4GB (3.5GBish in reality) is all that a 32-bit process can address in a 64-bit environment. So unless you are running a HUGE amount of background processe...
- Sun Oct 21, 2012 3:07 pm
- Forum: [TS] General Discussion
- Topic: Self Build computer for use with TS2013
- Replies: 24
- Views: 4166
Re: Self Build computer for use with TS2013
Skyrim actually lists quad-core in its recommended specs... Of course, bigger recommendations, bigger sales for hardware vendors, however the developers said that skyrim is LESS threaded than oblivion was, it uses max 2 cores. "Present moment not many games use more then dual core, But more and mor...
- Sun Oct 21, 2012 1:12 pm
- Forum: [TS] General Discussion
- Topic: Self Build computer for use with TS2013
- Replies: 24
- Views: 4166
Re: Self Build computer for use with TS2013
"computer for use with TS2013" not for everything. By the way, very few games can use more than two cores, and other applications what use more, are very rarely used by a casual user.
- Sun Oct 21, 2012 10:45 am
- Forum: [TS] General Discussion
- Topic: The end of re-skinning ?
- Replies: 14
- Views: 3855
Re: The end of re-skinning ?
Nothing is changed in texture compression... every texture export as it exported before. RWTools usually have problems with big textures, i use rsbintool instead. "HC_IMAGE_FORMAT_COMPRESSED_INTERP_ALPHA" = texture with 8 bit alpha "HC_IMAGE_FORMAT_COMPRESSED_EXPL_ALPHA" = texture with 1 bit alpha (...
- Sun Oct 21, 2012 10:41 am
- Forum: [TS] General Discussion
- Topic: Self Build computer for use with TS2013
- Replies: 24
- Views: 4166
Re: Self Build computer for use with TS2013
for TS2013 you don't need quad core, the game uses max 1,3 cores. Better to buy a dual core with higher clock frequency., the game will run better than a lower frequency quad core.
- Sat Oct 20, 2012 5:07 pm
- Forum: [TS] General Discussion
- Topic: Grey sky fix.
- Replies: 27
- Views: 5766
Re: Grey sky fix.
That's not a bug, that's the "new" sky color setting... on WCML the old remains, on routes that use default sky setting this new grey sky appear.
- Fri Oct 19, 2012 5:02 pm
- Forum: [TS] General Discussion
- Topic: Autonumbering in cabs - can it be done?
- Replies: 14
- Views: 2232
Re: Autonumbering in cabs - can it be done?
I think that's not possible. All dynamic numberings that i saw are done by interior visibility object by hiding unhiding nodes of ones, tens, hundreds, etc.
- Fri Oct 19, 2012 12:48 pm
- Forum: [TS] Building Rolling Stock
- Topic: Child object batching
- Replies: 2
- Views: 1262
Re: Child object batching
Thanks i've found out it too. I can make a scenery blueprint with children, and attach this blueprint to the main blueprint. "Activate" and "ActivateNode" call will find it in unlimited depth.