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Tail Lamp

Posted: Tue Oct 28, 2008 10:34 am
by mearle73
Thanks to Dave B for the tail lamp,nice touch,Ive created duplicate wagons useing the engine file to use as the rear wagon,adds more then you think to the sim,now if we could get some working level crossings.

Re: Tail Lamp

Posted: Tue Oct 28, 2008 11:49 am
by TheTazman
Hi

Where can i read up on this please?
mearle73 wrote:Thanks to Dave B for the tail lamp,nice touch,Ive created duplicate wagons useing the engine file to use as the rear wagon,adds more then you think to the sim,now if we could get some working level crossings.

Re: Tail Lamp

Posted: Tue Oct 28, 2008 12:55 pm
by mearle73
UKTS_19985_taillight_drb.zip

Re: Tail Lamp

Posted: Tue Oct 28, 2008 1:05 pm
by TheTazman
Now thats something that i posted about on some while ago. Thats a nice addition and i will take a further look.

Thank you.

 Click to view more informationModern Flashing Tail Lamp [40907 bytes] - taillight_drb.zip
File ID: 19985 Date: 01 Nov 2008 - 4066 Downloads

mearle73 wrote:UKTS_19985_taillight_drb.zip

Re: Tail Lamp

Posted: Thu Oct 30, 2008 9:22 am
by ka959
mearle73 wrote:Thanks to Dave B for the tail lamp,nice touch,Ive created duplicate wagons useing the engine file to use as the rear wagon,adds more then you think to the sim,now if we could get some working level crossings.
I'd be most appreciative of being able to have a file with EXACT, CLEAR instructions on how to get to the file(s) necessary, and a foolproof way to properly edit them correctly in order to get tail lights onto rolling stock - preferrably some Guards' vans and a few coal cars, etc. I don't mind editing some of the MSTS files with WordPad, which was easy enough, to be honest, but trying to do something with .xml files (?) in Rail Sim, terrorfies me no end, not having done it before, and having a hearing problem, I feel more comfortable in most cases, just reading clear and simple, step-by-step instructions with examples, on how to do something like this, if somebody would be able to set it out and upload the file to this site, possibly. It would help greatly, but is it possible also, for someone like Digital Traction, say, to re-release their Guards' vans with the necessary file(s) to have this flashing tail lamp already fitted ? NOT like the invisible (!!) flashing tail lamp in some MSTS rail vehicles, of course... not too realistic actually, with nothing to see but the flashing. And I genuinely wish someone would get up and make us a decent, working, level crossing, which RSDL could easily have inclided in the Mk2 upgrade, or in the original setup, and still, for the life of me, can't understand why they didn't, and when MSTS got it's working level crossings much sooner in it's early life, and not KRS. Level crossings with working booms and gates are part and parcel of everyday rail operations, and KRS seems strange without some readily available by now. It's what I really miss most.

Regards...

Jim McDermott

Re: Tail Lamp

Posted: Thu Oct 30, 2008 12:07 pm
by Basherz
ka959 wrote:
mearle73 wrote:Thanks to Dave B for the tail lamp,nice touch,Ive created duplicate wagons useing the engine file to use as the rear wagon,adds more then you think to the sim,now if we could get some working level crossings.
I'd be most appreciative of being able to have a file with EXACT, CLEAR instructions on how to get to the file(s) necessary, and a foolproof way to properly edit them correctly in order to get tail lights onto rolling stock - preferrably some Guards' vans and a few coal cars, etc.
Regards...

Jim McDermott
We are currently modifying all our stock, and we are looking at a way to be able to install the whole shebang, rather than people fiddling about with .XML/.BIN's and the like.

Some people will obviously want to fiddle about themselves, but we believe most users either "can't be assed" or are frightened or do not have a real ability for all the messing about that can entail.

Re: Tail Lamp

Posted: Thu Oct 30, 2008 9:03 pm
by ka959
That's good to hear. I'd be most interested in seeing the results, as you can guess. Thanks for that info. And you're dead right there - a lot of us out there wouldn't want to risk stuffing things up. I didn't touch anything, but only did what the instructions stated, in regards to the modified smoke (Particles folder) and, same as the first time, the steam locos (not the tenders) all refused to show up apart from the coupling gear. Something was wrong twice (original version also did that) - someone else had it work fine for him, but it won't work correctly for me though, and I wish I knew why.

Regards...

Jim McDermott


We are currently modifying all our stock, and we are looking at a way to be able to install the whole shebang, rather than people fiddling about with .XML/.BIN's and the like.

Some people will obviously want to fiddle about themselves, but we believe most users either "can't be assed" or are frightened or do not have a real ability for all the messing about that can entail.[/quote]

Re: Tail Lamp

Posted: Thu Oct 30, 2008 10:16 pm
by tango4262
Very nice addition :)


A quick dumb question, will this fit to locos? will look nice on a drag i reckon :)


Kind regards


Dave

Re: Tail Lamp

Posted: Fri Oct 31, 2008 7:13 am
by smarty2
ka959 wrote:
mearle73 wrote:Thanks to Dave B for the tail lamp,nice touch,Ive created duplicate wagons useing the engine file to use as the rear wagon,adds more then you think to the sim,now if we could get some working level crossings.
I'd be most appreciative of being able to have a file with EXACT, CLEAR instructions on how to get to the file(s) necessary, and a foolproof way to properly edit them correctly in order to get tail lights onto rolling stock - preferrably some Guards' vans and a few coal cars, etc. I don't mind editing some of the MSTS files with WordPad, which was easy enough, to be honest, but trying to do something with .xml files (?) in Rail Sim, terrorfies me no end, not having done it before, and having a hearing problem, I feel more comfortable in most cases, just reading clear and simple, step-by-step instructions with examples, on how to do something like this, if somebody would be able to set it out and upload the file to this site, possibly. It would help greatly, but is it possible also, for someone like Digital Traction, say, to re-release their Guards' vans with the necessary file(s) to have this flashing tail lamp already fitted ? NOT like the invisible (!!) flashing tail lamp in some MSTS rail vehicles, of course... not too realistic actually, with nothing to see but the flashing. And I genuinely wish someone would get up and make us a decent, working, level crossing, which RSDL could easily have inclided in the Mk2 upgrade, or in the original setup, and still, for the life of me, can't understand why they didn't, and when MSTS got it's working level crossings much sooner in it's early life, and not KRS. Level crossings with working booms and gates are part and parcel of everyday rail operations, and KRS seems strange without some readily available by now. It's what I really miss most.

Regards...

Jim McDermott
Hi Jim i started this thread because i am one of those that wont touch these files with a barge pole :roll: http://forums.uktrainsim.com/viewtopic. ... 15&t=88240

Mart

Re: Tail Lamp

Posted: Fri Oct 31, 2008 12:12 pm
by jp4712
Am I the only one baffled by what appears to be the lack of the "example file of the default HAA wagon" in the download? I have unzipped the file and find that it installs files to the directory \Assets\Kuju\RailSimulator\scenery\Animated\ but nothing to \Assets\Kuju\RailSimulator\RailVehicles\Freight\HAA - where I would expect an extra or updated file to be.

Paul

Re: Tail Lamp

Posted: Fri Oct 31, 2008 4:52 pm
by Basherz
jp4712 wrote:Am I the only one baffled by what appears to be the lack of the "example file of the default HAA

wagon" in the download? I have unzipped the file and find that it installs files to the directory

\Assets\Kuju\RailSimulator\scenery\Animated\ but nothing to \Assets\Kuju\RailSimulator\RailVehicles\Freight\HAA -

where I would expect an extra or updated file to be.

Paul
Unfortunately, the example HAA did not appear to be forthcoming within the download. But here is a piccy and a copy of the .bin code to add in.
Image

.BIN code for the HAA to add from the point <children>:

<cEntityContainerBlueprint-sChild d:id="29109648">
<ChildName d:type="cDeltaString">TailLight</ChildName>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">Scenery\Animated\taillight_drb.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Matrix>
<cHcRMatrix4x4>
<Element>
<e d:type="sFloat32" d:alt_encoding="000000000000F0BF" d:precision="string">-1.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F0BF" d:precision="string">-1.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="000000C0CCCCDCBF" d:precision="string">-0.4500</e> (Offset from Truck centre - left or right)
<e d:type="sFloat32" d:alt_encoding="000000205C8FF23F" d:precision="string">1.1600</e> (Height from the ground)
<e d:type="sFloat32" d:alt_encoding="00000000000010C0" d:precision="string">-4.0000</e> (offset to rear from truck centre)
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</e>
</Element>
</cHcRMatrix4x4>
</Matrix>
</cEntityContainerBlueprint-sChild>

Re: Tail Lamp

Posted: Fri Oct 31, 2008 5:57 pm
by davveb
Opps! Sorry, my mistake. I've now uploaded a version 1.1 that includes that missing file.

Dave B