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Thames-Mersey Reported Problems & Solutions
Posted: Wed Jun 16, 2004 5:07 pm
by ccsdc
Since the release of the Thames-Mersey route I have been inundated with posts, private messages and emails, most of which are very positive, however, there are a number of reported problems.
Currently there are many separate threads, running in many different forums covering these problems, in order to make my job of addressing and fixing these problems easier, I have posted a reply on any thread that refers to a problem, referring you to this new thread, on which I would like all future problems to be posted.
I intend to correct these problems, where possible, and upload a patch file in the not too distant future. In the meantime, here is a list of the reported problems to date.
Known Problems
1. Incorrectly placed signal just north of Rugby station – solution I have slightly moved the offending signal gantry and signals further away from a switch. Will be in patch file.
2. Speed limits incorrect when driving south of Rugby – solution I have introduced new speed limits which take the speed back up to 80 mph for the Northampton loop and 100 mph for the direct line to Roade. Will be in patch file. Just received notice of speed limit problems north of Crewe and south of Stafford, will also rectify and include in patch.
3. The presence of Water Troughs in the “Modernâ€
Posted: Wed Jun 16, 2004 5:13 pm
by ccsdc
Just to get this post back to the top of the forum.
Posted: Wed Jun 16, 2004 5:31 pm
by Backfoot2002
The paths are what caused me problem. In the end I deleted them all becuase MSTS was taking so long. Can I just ask do we really need 330 odd paths? I know its a big route but I thought a 100 Max!
Ive also had problems out of Euston where its missing a file IJ_Concrete, but I think I may have solved this, did a search on my hdd.
One probelm that stunned me, was when I was driving out of Rugby, i was going for a while, then all of a sudden, error report came up and exitied to the desktop

Im still trying ot figure out what this problem was/is.
Anton
Posted: Wed Jun 16, 2004 5:35 pm
by markw
Thanks for explaining some of the issues that have arisen. I think you are right, this route has tested the MSTS framework right up to the limit, and I suspect this is probably as much as can practically be achieved on the current set up.
One problem I've encountered is missing sms objects, which I posted elsewhere, which prompted me to do a re-install of v1,2 and 3 to rectify. It has since cropped up again, this time at Rugby on a second run through. As I knew Rugby was there an hour earlier, I tried saving, exiting and reloading, and it cured the problem - so it would seem either my machine has a memory issue (which would be odd as I have a moderately high spec machine) or the amount of work involved in running the route may lead to repeat runs hitting some sort of memory/processing block which can be cured by fully exiting from the game. I flag this up just in case anyone else has had a similar instance of the train gliding over a green carpet, magically steering into loops completely free of guidance!
I did also have a signal change from green to red in front of me when leaving Rugby, as I was building up speed. There was no other traffic around, it just flipped from green to red when I was almost on top of it. Fortunately I stopped in time, and pressing backtab allowed me to go past on caution. I don't recall setting the signal to failure when setting up the activity, any ideas as to what caused this? It's not too much of a problem, I'll just avoid stopping at Rugby in the future - they can walk to Nuneaton instead!
I still think the route is great fun and very well done within the constraints of the sim. The acid test is that if you are familiar with the route you can tell where you are instinctively just by the surrounding features and landscape, and the use of generic or default structures doesn't detract from it. Your patience with Route Editor is to be marvelled at.
Posted: Wed Jun 16, 2004 5:41 pm
by jbilton
Backfoot2002 wrote:
One probelm that stunned me, was when I was driving out of Rugby, i was going for a while, then all of a sudden, error report came up and exitied to the desktop

Im still trying ot figure out what this problem was/is.
Anton
Hi
Thats an easy one(I think)....memory, resources and CPU heat build up.
I have softwareware which monitors what windows is doing...while running this route...I've had 63c and down as far as 31Mb ram.(most routes run at about 48c and 161Mb).
I think this route pushes the game engine to the limit...and as we know if it gets upset...it packs its bags and closes....a reboot usually fixes it.

Posted: Wed Jun 16, 2004 5:42 pm
by southcoasttrains
The MSTS load screen takes 7 minutes a 5 seconds to load with me.
Crewe has 1 fps sometimes 2 but i'm lucky if I get three.
Posted: Wed Jun 16, 2004 5:50 pm
by Backfoot2002
jbilton wrote:Backfoot2002 wrote:
One probelm that stunned me, was when I was driving out of Rugby, i was going for a while, then all of a sudden, error report came up and exitied to the desktop

Im still trying ot figure out what this problem was/is.
Anton
Hi
Thats an easy one(I think)....memory, resources and CPU heat build up.
I have softwareware which monitors what windows is doing...while running this route...I've had 63c and down as far as 31Mb ram.(most routes run at about 48c and 161Mb).
I think this route pushes the game engine to the limit...and as we know if it gets upset...it packs its bags and closes....a reboot usually fixes it.

I was just stunned how it dropped down with error report, because its never happened before!:o
But I do agree that this route pushes MSTS frame rates to the limit becuase my pc slows up on it quite a bit.
Anton
Posted: Wed Jun 16, 2004 5:52 pm
by campbellmiki
wait for stoke division its even worse

better get a high powered pc in for tht lol.
Posted: Wed Jun 16, 2004 5:59 pm
by jbilton
campbellmiki wrote:wait for stoke division its even worse

better get a high powered pc in for tht lol.
Hi
Interestingly it doesn't seem to make all that much difference what spec the PC (within limits of course)...as we've all discussed endlessly..its the old game engine which cant cope...although I suspect that Stoke Division, may have frame rate problems in certain areas (as SVR etc), overall it will not suffer so badly due to its shorter length.

Posted: Wed Jun 16, 2004 6:04 pm
by ccsdc
markw wrote: I did also have a signal change from green to red in front of me when leaving Rugby, as I was building up speed. There was no other traffic around, it just flipped from green to red when I was almost on top of it. Fortunately I stopped in time, and pressing backtab allowed me to go past on caution.
Mark,
I think that this may be the gammy signal that was reported just north of Rugby - see point 1 of my original post - the track interactive is placed too close to a switch which causes it to malfunction.
Posted: Wed Jun 16, 2004 6:34 pm
by RedTez
Hi ALL
Dunno if someone else has already mentioned this, but i had msts complaining that the Merseyrail 508 front eng and Mersey 508 carriage wag and a consist file were missing. I know the solution is to d/l and install the "Merseyrail Electrics Class 508 EMU" File id 2823 but i just thought i would bring it to the bug ridders attentions.
Fantastic route, cant wait for some activities. Where the coronation express can stretch her legs, and the scenery is a little sparse, I would love to see heavy AI and maybe the mallard to chase???
Best Regards ALL
Posted: Wed Jun 16, 2004 7:35 pm
by ccsdc
martinhodgson wrote:Well I can create a player service fine (creating a path takes a while due to the size and complexity of the route making scrolling hit and miss), however when I attempt to create a traffic service name it, but it hangs when selecting create a 'new' traffic service, for about 2 minutes before giving me send/don't send

Martin, what is the difference between a player service and a traffic service? I create all mine as player services and then simply use the required services in the traffic file.
Dave
Posted: Wed Jun 16, 2004 7:51 pm
by 250787
Good advice for people installing Thames - Mersey. A great route.
This topic should be a sticky.
Cheers
Re: Thames-Mersey Reported Problems & Solutions
Posted: Wed Jun 16, 2004 8:27 pm
by phat2003uk
ccsdc wrote:ccsdc's post
I've had problems with some paths, I've made a path from Nuneaton - Stafford on the slow but just north of Nuneaton, there is a red light, i've had this problem just north of London as well. I only know this info because of playing the activity in AE. Maybe AE is playing up and the actual thing is fine ?
Off to test.
btw, great route

Posted: Wed Jun 16, 2004 8:31 pm
by 250787
When making one of my activities the AI seems to get stuck at a red signal north of london although i havent finished the activity or tested it so i will know properly when it is tested.
Cheers