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Station Lighting Enhancement Pack - Armstrong Powerhouse
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TransportSteve
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Re: Station Lighting Enhancement Pack - Armstrong Powerhouse
Hmmm, well, I've made a complete dog's breakfast of this, I installed everything, went into the scenario provided and Newcastle Station was as black as ink.......
I'm sure the Geordies are aware of electricity by now, I've tried it in both my cloned route and the original map. Do I need to install the scenario first before the lighting pack, or, doesn't that make any difference ???
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- Traveller54
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Re: Station Lighting Enhancement Pack - Armstrong Powerhouse
Install the lights.
Install the scenario.
CLEAR THE CACHE?
Play the scenario with TSX on!
Install the scenario.
CLEAR THE CACHE?
Play the scenario with TSX on!
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oldsandals
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Re: Station Lighting Enhancement Pack - Armstrong Powerhouse
Also the carriage lights are on.RussellW wrote:I don't know if you are aware, but the station lights have also been applied to Hagen-Siegen, and the BR101 loco has RW3 lights/wipers.
If you run the scenario Sleep Tight (change the weather to something with rain first, eg RW_Cloudy_Showers) you should get a nice surprise.
Hagen-Siegen isn't quite completely lit - Siegen, end canopies at Hagen, and yards are not lit, but it is 99%.
Richard, why did you hide your light under a bushel?
On the pack scenario they're in darkness, anyone know why this should be?
Or am I doing something wrong?
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TransportSteve
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Re: Station Lighting Enhancement Pack - Armstrong Powerhouse
Well, I've managed to get into the scenario and the station lights are ON and very nice Newcastle looks, however, having entered the cab of 47470, there is no needle on the speedometer dial, how does one drive it at night, is this inherent of these Class 47's since RW3 was released???
Cheerz. Transport Steve.
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- VernonDozier
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Re: Station Lighting Enhancement Pack - Armstrong Powerhouse
There is but it's darkened. Try installing zhubuntu's class 47 in cab lighting.TransportSteve wrote:Well, I've managed to get into the scenario and the station lights are ON and very nice Newcastle looks, however, having entered the cab of 47470, there is no needle on the speedometer dial, how does one drive it at night, is this inherent of these Class 47's since RW3 was released???
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TransportSteve
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Re: Station Lighting Enhancement Pack - Armstrong Powerhouse
I already have that asset, but, as a locomotive driver you are not allowed to drive with the interior cablights on when you're on Britain's railways, as an ex-railwayman it was written in the BRB rulebook for all drivers, secondmen and guards. Just as much as you are not allowed to drive your car in the dark with your interior light on, it's against the law in this country, I don't know what the law stipulates over there in Canada, though.
Thanks for the help anyway, Vernon.
Cheerz. Transport Steve.
Thanks for the help anyway, Vernon.
Cheerz. Transport Steve.
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- VernonDozier
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Re: Station Lighting Enhancement Pack - Armstrong Powerhouse
I think we have the same laws here. I just use the f5 display
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- Kromaatikse
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Re: Station Lighting Enhancement Pack - Armstrong Powerhouse
So you need instrument lighting rather than cab lighting. A number of payware items have this built in...
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tnleeuw01
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Re: Station Lighting Enhancement Pack - Armstrong Powerhouse
Not only do the lights go on in cloned routes, they even go on for me in the Port Road and the South Devon Banks routes!phat2003uk wrote:Steve
They should in theory be automatically applied to the cloned route as that clone will still reference the same objects which have this lighting implemented.
Call me impressed, very impressed! And a very happy customer -- this pack makes TSX what it's supposed to be!
Kind regards,
--Tim
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TransportSteve
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Re: Station Lighting Enhancement Pack - Armstrong Powerhouse
That is correct, Sir, thanks, I think I will swap the locomotive used by Richard for something else.Kromaatikse wrote:So you need instrument lighting rather than cab lighting. A number of payware items have this built in...
Cheerz. Transport Steve.
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Re: Station Lighting Enhancement Pack - Armstrong Powerhouse
As much as that is very impressive for an end user such as yourself, I am now beginning to realise this is going to cause no end of problems.tnleeuw01 wrote:
Not only do the lights go on in cloned routes, they even go on for me in the Port Road and the South Devon Banks routes!
If I have used any of the canopies/stations in any forthcoming routes that Richard has modified with child objects, when I release these routes, for anyone with the lighting pack installed, there are going to be lights where I didn't intend there to be lights, or they are going to clash with any lighting that I have added making it too bright and completely destroying the ambience, which was the idea in the first place.
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Re: Station Lighting Enhancement Pack - Armstrong Powerhouse
That then does kind of come back to my earlier point which I perhaps should have been more direct about, i.e. why did RSC not take the opportunity to revamp the default routes with station lighting at time of release?Darpor wrote: As much as that is very impressive for an end user such as yourself, I am now beginning to realise this is going to cause no end of problems.
If I have used any of the canopies/stations in any forthcoming routes that Richard has modified with child objects, when I release these routes, for anyone with the lighting pack installed, there are going to be lights where I didn't intend there to be lights, or they are going to clash with any lighting that I have added making it too bright and completely destroying the ambience, which was the idea in the first place.
Or if that *is* in the plan, then when?
As I said before, Richard's the smart cookie here as he's taken advantage of what I see as a missed opportunity on RSC's part
Rik.
- FoggyMorning
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Re: Station Lighting Enhancement Pack - Armstrong Powerhouse
I think the issue is less about what's been done to default routes and more about what has been done to third party routes. Imagine as one example, somebody lovingly recreating an abandoned station platform on their own route using default assets, then suddenly finding it brilliantly lit up at night upon installing the AP packWikkus wrote:That then does kind of come back to my earlier point which I perhaps should have been more direct about, i.e. why did RSC not take the opportunity to revamp the default routes with station lighting at time of release?Darpor wrote: As much as that is very impressive for an end user such as yourself, I am now beginning to realise this is going to cause no end of problems.
If I have used any of the canopies/stations in any forthcoming routes that Richard has modified with child objects, when I release these routes, for anyone with the lighting pack installed, there are going to be lights where I didn't intend there to be lights, or they are going to clash with any lighting that I have added making it too bright and completely destroying the ambience, which was the idea in the first place.
Or if that *is* in the plan, then when?
As I said before, Richard's the smart cookie here as he's taken advantage of what I see as a missed opportunity on RSC's part![]()
Rik.
Steve
Re: Station Lighting Enhancement Pack - Armstrong Powerhouse
Yes, thats more what I mean Rik, not the fact that Richard has gone and lit up the default routes, I am not against that and it does look wonderful. I am more concerned about the assets themselves, and the child objects added to them which cause the further implications I outlined above.
The issue splits both ways I guess, and not just for me. I envisage some people may build a route and have already bought Richard's pack, see that their assets are lit and than not add any lights. That automatically leaves anyone without the pack in the dark (pun intended
) Other guys may not have the pack and add their own lighting, ending up with the issue I mentioned above about the double lighting effect.
Not sure what the solution is really, other than put a disclaimer on my routes that if the end user has the pack installed, any blinding light effects are not my fault. I am certainly not going to go around and remove all of my lighting upgrades that would render the route pitch black for anyone without the pack.
The issue splits both ways I guess, and not just for me. I envisage some people may build a route and have already bought Richard's pack, see that their assets are lit and than not add any lights. That automatically leaves anyone without the pack in the dark (pun intended
Not sure what the solution is really, other than put a disclaimer on my routes that if the end user has the pack installed, any blinding light effects are not my fault. I am certainly not going to go around and remove all of my lighting upgrades that would render the route pitch black for anyone without the pack.
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- keithmross
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Re: Station Lighting Enhancement Pack - Armstrong Powerhouse
Seconded Darren,Darpor wrote:As much as that is very impressive for an end user such as yourself, I am now beginning to realise this is going to cause no end of problems.tnleeuw01 wrote:
Not only do the lights go on in cloned routes, they even go on for me in the Port Road and the South Devon Banks routes!
If I have used any of the canopies/stations in any forthcoming routes that Richard has modified with child objects, when I release these routes, for anyone with the lighting pack installed, there are going to be lights where I didn't intend there to be lights, or they are going to clash with any lighting that I have added making it too bright and completely destroying the ambience, which was the idea in the first place.
This is already causing me issues...
K
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