Clock issues....

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J5flyer
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Re: Clock issues....

Post by J5flyer »

Hello,

I did as you suggested and did a search in my 'Assets' folder and deleted all the 'blueprint.pak' files it came up with, but unfortunately the time the sim seems to run off still appears to be different to what is indicated to the user.

Thanks for the suggestion though, anything like that is worth a try.

James
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Re: Clock issues....

Post by 395008 »

I've done all the suggested things, still isn't working properly.

I noticed yesterday, when I was running a free roam scenario with TSX on and the view was from inside the cab the time was running fine.

However, when I went to do a timetabled scenario with TSX on the clock issue started again.....

:(
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Thugsy
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Re: Clock issues....

Post by Thugsy »

For the record I have noticed this recently as well on a number of scenarios and a number of routes. This didn't use to happen so will try notifing RSC but notice this thread not been updated for a while so guessing nobody has found an answer to this yet ?
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ashgray
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Re: Clock issues....

Post by ashgray »

Yes - I had this problem this evening, and I resolved it again by deleting all blueprint.pak files from my RW installation.

As I posted above in this thread...

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Kariban
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Re: Clock issues....

Post by Kariban »

Interestingly the other day I noticed the F3 speed wasn't matching the F4 speed...
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firetrap1
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Re: Clock issues....

Post by firetrap1 »

One measures the speed at the front of the train and the other measures the player loco speed.

You can see it when you drive a 50-car consist along level track if you were to 'push' the rake from the back.

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Kariban
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Re: Clock issues....

Post by Kariban »

Which is all well and good, but when you're in the lead engine and it doesn't match, then something else is slightly adrift :p. I don't have F5 and F4 up together often so I don't really get to check much. ( and yes I meant F5, I think you grasped that too ).
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FoggyMorning
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Re: Clock issues....

Post by FoggyMorning »

Isn't one of them recording the speed of the rear vehicle in the consist? As in, when you start up there is a delay between when you start moving (assuming you're in the lead vehicle) and the speedo beginning to register
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Thugsy
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Re: Clock issues....

Post by Thugsy »

ashgray wrote:Yes - I had this problem this evening, and I resolved it again by deleting all blueprint.pak files from my RW installation.

As I posted above in this thread...

Ash
Hi - apologies I had thought I'd tried this as I always clear the cache. But gave it another go as a limited test under controlled conditions and seemed to work for me so thanks for the advice. Still pretty weird but at least there is a workaround
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jevon
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Re: Clock issues....

Post by jevon »

Thugsy wrote:
ashgray wrote:Yes - I had this problem this evening, and I resolved it again by deleting all blueprint.pak files from my RW installation.

As I posted above in this thread...

Ash
Hi - apologies I had thought I'd tried this as I always clear the cache. But gave it another go as a limited test under controlled conditions and seemed to work for me
I've cleared the blueprints multiple times and have seen no change in the clock issues. What does "limited test under controlled conditions" mean?

Thanks.
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Thugsy
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Re: Clock issues....

Post by Thugsy »

jevon wrote:
Thugsy wrote:
ashgray wrote:Yes - I had this problem this evening, and I resolved it again by deleting all blueprint.pak files from my RW installation.

As I posted above in this thread...

Ash
Hi - apologies I had thought I'd tried this as I always clear the cache. But gave it another go as a limited test under controlled conditions and seemed to work for me
I've cleared the blueprints multiple times and have seen no change in the clock issues. What does "limited test under controlled conditions" mean?

Thanks.
Actually I might have spoken too soon. What I meant was I retried the scenario that went wrong last night but rather than drive went to the 2D Map and tracked the 2 AI trains that I knew were due to set off at 1410½ and 1417 and both worked fine. So solved I thought then this evening cleared everything, ran the scenario as normal this time (ie actually drove rather than watching the clock) and lo and behold the AI traffic set off at 1410 and 1416 again as they had last night. Now not a big deal to be a minute out but as we all know the longer the scenario the worse it gets and a bit annoying when you have used a WTT to make sure everything is running where it should be. Now have rechecked the blueprints business and I notice that blueprints.pak get created whenever you invoke the scenario anyway so not entirely sure whether deleting them makes any difference or not. However what I don't know is why my test earlier today worked. What has changed?

I have sent an email to RSC anyway and will try a few more times to see if I can figure what is going on - sometimes it works sometimes it doesn't. That said if it always works for Ashgray what is he doing that I am not ?
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spikeyorks
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Re: Clock issues....

Post by spikeyorks »

I'm seeing this too whilst trying to test stock on the default S&D route. I am passing AI services towards the end of the scenario earlier than they were programmed to even set off. This is by approx 2 minutes in just a 40 minute scenario. Not only are the timtabled start times not working correctly but it would also seem that station waiting times bear no relation to those timetabled in the editor too which also is a problem.

Finally I have also been informed that the same scenario acts differently under TSX and Legacy. I will try and test this out tonight.

As has been suggested previously this does make it all but impossible to produce scenarios with good interaction with AI services.

So far clearing cache has not resolved this (and, to be honest, I don't understand why it would?)

I have sent an e-mail to RSC too.

Regards
David

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Thugsy
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Re: Clock issues....

Post by Thugsy »

OK done a bit more research and let me apologise as I am a bit of a timetable anorak - hence why this matters to me. So on a very limited test with the same scenario I set my watch to the in-game start time and noticed the in-game clocks seemed to gain about 3 seconds in every minute. Lo and behold by referring to my 'real' watch I noticed my AI train set off perfectly at 1410½ as it should have not 1410 as the in game clock was telling me.

So my thinking for now is that spare watch comes into play and I write scenarios as I always would but follow my watch not the in-game time. Will post back once I have tried on a longer scenario.

And one slight crumb of comfort is that I overheard a senior executive of First Great Western on Monday bemoaning the fact one of his drivers was using his own watch and it was out by 2 minutes ! So maybe this is not so unrealistic after all !!!!
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