Hi
I'm sure RS team have a list as long as their arm of quick fixes.
I've noted a few (no point listing them out here as no one here should be fixing them) and emailed them.
I've done my bit, now it's their turn.
However I'll not be watching the clock waiting, If steam is as good as they say it is these little fixes will trickle through to us on a regular basis.
thanks
Bill
back HST engine car
Moderator: Moderators
Re: back HST engine car
Well, I dont buy that at all. Where it doesn't represent a failure in such that it affects the platform, I am pretty sure that they would know it is a pretty major thing from an enjoyment point of view. What I am interested in is you saying it can't be hard to fix, have you got a good idea of what it is that needs fixing and if so, can you enlighten me?
DPSimulation - http://www.dpsimulation.org.uk/ - Free High Speed Downloads of TS2012 Content
DPSimulation Blog - http://dpsimulation.blogspot.co.uk/ - News, Views & Development Updates
DPSimulation Blog - http://dpsimulation.blogspot.co.uk/ - News, Views & Development Updates
Re: back HST engine car
Hi Guys
Yep cant do anything about sound moving laterally... I would have thought that playing with the lengths would limit the tendancy to move forward.
Overview
Copy a class 43 bin file and remame it with XXXXXXXX_8car
Open the new bin with RS Tools
Edit the names at the top of bin to XXXXXXxx_8car in all the languages as well as the top line
Copy /insert a second instance of the engine sound as another child object with an offset equal to the consist length. ( next to bottom setting in the matrix )
<cEntityContainerBlueprint-sChild d:id="27936288">
<ChildName d:type="cDeltaString">EngineSound</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">Audio\RailVehicles\Diesel\Class 43\Class 43 Engine Sound.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Matrix>
<cHcRMatrix4x4>
<Element>
<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="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="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="000000000000F03F" d:precision="string">1.0000</e>
</Element>
</cHcRMatrix4x4>
</Matrix>
</cEntityContainerBlueprint-sChild>
Save the bin and you have a new entry Virgin 8 car HST _8car or whatever...
Sly
Yep cant do anything about sound moving laterally... I would have thought that playing with the lengths would limit the tendancy to move forward.
Overview
Copy a class 43 bin file and remame it with XXXXXXXX_8car
Open the new bin with RS Tools
Edit the names at the top of bin to XXXXXXxx_8car in all the languages as well as the top line
Copy /insert a second instance of the engine sound as another child object with an offset equal to the consist length. ( next to bottom setting in the matrix )
<cEntityContainerBlueprint-sChild d:id="27936288">
<ChildName d:type="cDeltaString">EngineSound</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">Audio\RailVehicles\Diesel\Class 43\Class 43 Engine Sound.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Matrix>
<cHcRMatrix4x4>
<Element>
<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="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="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="000000000000F03F" d:precision="string">1.0000</e>
</Element>
</cHcRMatrix4x4>
</Matrix>
</cEntityContainerBlueprint-sChild>
Save the bin and you have a new entry Virgin 8 car HST _8car or whatever...
Sly
Re: back HST engine car
Geez Sly, that does sound incredibly diffucult lol. I have absolutely no idea about how to go about this sort of thing, or how to edit/create routes/scenarios etc, but since an HST isn't really an HST without the sound at the back, I guess I will have to give it a try.Sly401 wrote:Hi Guys
Yep cant do anything about sound moving laterally... I would have thought that playing with the lengths would limit the tendancy to move forward.
Overview
Copy a class 43 bin file and remame it with XXXXXXXX_8car
Open the new bin with RS Tools
Edit the names at the top of bin to XXXXXXxx_8car in all the languages as well as the top line
Copy /insert a second instance of the engine sound as another child object with an offset equal to the consist length. ( next to bottom setting in the matrix )
<cEntityContainerBlueprint-sChild d:id="27936288">
<ChildName d:type="cDeltaString">EngineSound</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">Audio\RailVehicles\Diesel\Class 43\Class 43 Engine Sound.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Matrix>
<cHcRMatrix4x4>
<Element>
<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="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="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="000000000000F03F" d:precision="string">1.0000</e>
</Element>
</cHcRMatrix4x4>
</Matrix>
</cEntityContainerBlueprint-sChild>
Save the bin and you have a new entry Virgin 8 car HST _8car or whatever...
Sly
cheers
Re: back HST engine car
Sorry if it sounds difficult but all you are doing is
making a copy of the bin file and renaming it
editing the names at the top of the bin file
pasting in the xml that I supplied
editing the next to last line in the matrix to reflect the length of consist.
save file
thats it .....nothing to do with railsim it could be a word document for all that.it matters
Sly
making a copy of the bin file and renaming it
editing the names at the top of the bin file
pasting in the xml that I supplied
editing the next to last line in the matrix to reflect the length of consist.
save file
thats it .....nothing to do with railsim it could be a word document for all that.it matters
Sly
-
PaulH2
- Very Active Forum Member
- Posts: 1843
- Joined: Wed Dec 19, 2001 12:00 am
- Location: Rio Rancho, New Mexico, USA
- Contact:
Re: back HST engine car
I know that one wasn't necessarily directed at me, but my thoughts are that rear engine sound works (mostly) with AI trains (multiple units and multi-engined consists) so at the very least, it ought to be fairly easy to make the rear engine of a player train behave the same way as the rear engine of an AI train.Darpor wrote:What I am interested in is you saying it can't be hard to fix, have you got a good idea of what it is that needs fixing and if so, can you enlighten me?
But ultimately, while the suggested xml editing is an improvement, it is a fudge, it does not solve the problem, hence my point about limitations and fixes. A limitation is by design, a fault is unintentional, or are we arguing that RS.com intend for the rear engines to make no sound?
Bringing Merseyrail 1980 back to life, slowly...


Re: back HST engine car
Hi Paul
It is quite possible that it was engineered to make no sound, I don't know, after all you are driving the train
Having a second sound set or having to put the code in may raise all sorts of issues like having to have a secondary line of checking and computation for every time it computes anything.
Resulting in more processing power being needed and compromising everything else... then you get to the situation of seven US loco's in a consist... and need seven channels of audio / checking to be allowed for.
I know RS could have done as I suggested as we discussed it more than a year back, but then everybody would have a huge list of HST engines for the various liveries and consist lengths.
Things like the sounds yep nice to have but there will be a cost. meantime you have a way round that may or may not be adequate.
If everbody's wishes were granted for the sim with all the variables needed it would finish up little better than a text based sim.
Computer simulation is an Audio / Visual medium and I think the development team were correct in giving high preference to these, even at the expense of fringe requirements.
There is no holy grail till you get to 4 feet 8 half gauge.,,, even then ..... the Festiniog railway company, Severn Valley, Great Central etc cannot simulate all aspects of railway operation.
Everything is a balance if its given with one hand, something will be taken away with the other, it is a big picture... everybody has there own pet niggle ...mine is shadows.
Like it or not the developers took decisions to acheive what they see as a good balance that left a good road map for development along the lines they chose.
Afraid your pet niggle is way down the bottom of the list, as is mine.
they may get a workable solution one day meantime enjoy what there is.
Have Fun Sly
It is quite possible that it was engineered to make no sound, I don't know, after all you are driving the train
Having a second sound set or having to put the code in may raise all sorts of issues like having to have a secondary line of checking and computation for every time it computes anything.
Resulting in more processing power being needed and compromising everything else... then you get to the situation of seven US loco's in a consist... and need seven channels of audio / checking to be allowed for.
I know RS could have done as I suggested as we discussed it more than a year back, but then everybody would have a huge list of HST engines for the various liveries and consist lengths.
Things like the sounds yep nice to have but there will be a cost. meantime you have a way round that may or may not be adequate.
If everbody's wishes were granted for the sim with all the variables needed it would finish up little better than a text based sim.
Computer simulation is an Audio / Visual medium and I think the development team were correct in giving high preference to these, even at the expense of fringe requirements.
There is no holy grail till you get to 4 feet 8 half gauge.,,, even then ..... the Festiniog railway company, Severn Valley, Great Central etc cannot simulate all aspects of railway operation.
Everything is a balance if its given with one hand, something will be taken away with the other, it is a big picture... everybody has there own pet niggle ...mine is shadows.
Like it or not the developers took decisions to acheive what they see as a good balance that left a good road map for development along the lines they chose.
Afraid your pet niggle is way down the bottom of the list, as is mine.
Have Fun Sly