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Re: The Maerdy Branch

Posted: Fri Nov 02, 2012 2:44 pm
by 220389
crumplezone wrote:
windberg wrote:My 56xx do not work correct on the Maerdy branch or in TS2013 generally. It feels like there is a permanent brake on. Am I the only one with this problem? What a pity now we have the right route for the 56xx but the kettle do not work.
You pressed J key to release air into the braking system, as its not just a toggle on and off, you have to keep it down to full open it, and when at 25.0 it requires to be slightly still on otherwise the brakes come on. J shift shift+J are the on and off modes for it.

Incidentally, I cannot seem to get workshop stuff to "download" after hitting subscribe.
Odd Workshop stuff will not download.

Those two scenarios i will put to be uploaded soon on here.

Chris

Re: The Maerdy Branch

Posted: Fri Nov 02, 2012 2:48 pm
by crumplezone
Ah nevermind, I didn't realise you needed to click on the workshop bit INGAME to actually play the scenarios, I was looking in the usual scenario menus. :oops: :lol:

Re: The Maerdy Branch

Posted: Fri Nov 02, 2012 3:42 pm
by DaveDewhurst
Im having a bit of a problem with the brakes.
Its affects the engine used in the welcome scenario [ADV] and the Waggoner engine
I cant seem to get the pressure to hold, it either applies or releases.
I am right in thinking that putting it in running should hold the current brake pressure arent I?

Dave

Re: The Maerdy Branch

Posted: Fri Nov 02, 2012 3:50 pm
by metrobus
Its correct, you can't really hold a vacuum since if you open an ejector its going to create a vacuum ( however slowly ) and if you don't open an ejector leaks will cause the brakes to bleed on over time
Edward

Re: The Maerdy Branch

Posted: Fri Nov 02, 2012 5:23 pm
by ZRE802
But those particular engines have air brakes, not vacuum brakes. There should be a hold position on the handle, but as Dave points out, they do not. Thus the brakes are always in a state of releasing or applying, which is incorrect for an air brake system.

Zach

Re: The Maerdy Branch

Posted: Fri Nov 02, 2012 10:27 pm
by windberg
Thank you very much crumplezone. I did not press the J key long enough! :oops: Now as I remember the 56xx works pretty well. :D With the J94 inside the collieries and the 56xx outside we have two wounderful and realistic steam engines for the Maerdy branch. I am happy!

Another mistake I made if you want to use the B-Set you have to click Kuju Railsimulator in the developer menu. If not TS2013 will say good by.

Re: The Maerdy Branch

Posted: Fri Nov 02, 2012 10:38 pm
by crumplezone
windberg wrote:Thank you very much crumplezone. I did not press the J key long enough! :oops: Now as I remember the 56xx works pretty well. :D With the J94 inside the collieries and the 56xx outside we have two wounderful and realistic steam engines for the Maerdy branch. I am happy!

Another mistake I made if you want to use the B-Set you have to click Kuju Railsimulator in the developer menu. If not TS2013 will say good by.
No problem, its a GWR thing, and Pete who made the loco made the injector(think that is what its called) a full 0-100% togglable one, so you do have to keep it pressed down to its fully open and shift+J to c lose it, but prototypically GWR locomotives needed it open to allow the brakes to release, a few community projects and reskins added it to the other freeware gwr steamers and its quite fun. I did abit of driving with the 56xx and you need to keep it slightly open below 15mph, otherwise it applies the brake slowly, but beyond that I believe one of the other GWR systems which you hear the tick-tock sound takes over, though don't quote me on that one I'm not 100% certain, I know it has something to do with it, some GWR boffin will come along and correct me no doubt :D

Another interesting thing is the 56xx excels at bunker first operation which was explained back in the 56xx thread in ye olden times and was one of the reasons why the taffy tanks ran in the welsh hills, so seeing it on maerdy is great and nice to see scenarios already being made to utilise the new release and the 56xx, I'm sure Pete will be happy to see that.

Re: The Maerdy Branch

Posted: Fri Nov 02, 2012 10:57 pm
by 220389
crumplezone wrote:
windberg wrote:Thank you very much crumplezone. I did not press the J key long enough! :oops: Now as I remember the 56xx works pretty well. :D With the J94 inside the collieries and the 56xx outside we have two wounderful and realistic steam engines for the Maerdy branch. I am happy!

Another mistake I made if you want to use the B-Set you have to click Kuju Railsimulator in the developer menu. If not TS2013 will say good by.
No problem, its a GWR thing, and Pete who made the loco made the injector(think that is what its called) a full 0-100% togglable one, so you do have to keep it pressed down to its fully open and shift+J to c lose it, but prototypically GWR locomotives needed it open to allow the brakes to release, a few community projects and reskins added it to the other freeware gwr steamers and its quite fun. I did abit of driving with the 56xx and you need to keep it slightly open below 15mph, otherwise it applies the brake slowly, but beyond that I believe one of the other GWR systems which you hear the tick-tock sound takes over, though don't quote me on that one I'm not 100% certain, I know it has something to do with it, some GWR boffin will come along and correct me no doubt :D

Another interesting thing is the 56xx excels at bunker first operation which was explained back in the 56xx thread in ye olden times and was one of the reasons why the taffy tanks ran in the welsh hills, so seeing it on maerdy is great and nice to see scenarios already being made to utilise the new release and the 56xx, I'm sure Pete will be happy to see that.
Well i do have some more in the making as well, which will involve the panniers from the Falmouth addon, to change it to a near complete GWR route :)

For those who have run those two scenarios hope enjoyed & please leave feedback on the workshop pages.

Chris

Re: The Maerdy Branch

Posted: Sun Nov 04, 2012 11:38 am
by MikeTrams
Hopefully I'm going to get some more scenarios thrown up on the workshop sometime soon! :)

Cheers,
Mike

Re: The Maerdy Branch

Posted: Sun Nov 04, 2012 11:40 am
by prairie4566
I'll consider a few. Dunno yet how much more scope there is though. :wink:

Re: The Maerdy Branch

Posted: Sun Nov 04, 2012 12:47 pm
by crumplezone
I don't suppose anyone has tried to start reskinning the J94 have a few questions, have to bare with me, I've not done anything like this before. I've rw-tools and have followed the guide on the rw-tools website and have the main1.DDS file open in GIMP 2.6, it shows the main surface and the 7 min-map layers but and the opacity is set to 100%, however the actual bodywork colouring and stuff is reaaaallly faded, as in you can just barely see the colours through the checkerboard background in the GiMP editting window and its not super imposed on a black background like the .DDS viewer in rw-tools.

So don't suppose anyone knows how to get around this or say what I've done wrong, being I'm a newbie at this it is probably something simple I've missed :lol:

Suppose it be helpful I said which one I'm trying to reskin and that would be the WD oliver green varient.

Basically it looks like this at 100% opacity, dropping it just makes the already barely visible texture work invisible entirely :o :

Image

Re: The Maerdy Branch

Posted: Sun Nov 04, 2012 2:20 pm
by Acorncomputer
I crumple

This link is not exactly what you were asking for but the techniques may help -

http://forums.uktrainsim.com/viewtopic. ... 1#p1572541

Re: The Maerdy Branch

Posted: Sun Nov 04, 2012 2:35 pm
by metrobus
When I used to do reskins I remember I had rsbin tools convert it to a .dds and had a similar thing to what you are seeing, to fix this I think I converted it to a different format of .dds can't remember which one, then I had to convert it to a format which I could use in my editing software of choice - paint shop pro- which couldn't open .dds if I recall. All in all it is a little bit of a farce since and you had to do the opposite to get it back to the railworks texture format :D

Don't worry we should be getting the reskin kit done in the near future which means you'll only have to figure out how to go from .psd to .TgPcDx :D
Edward

Re: The Maerdy Branch

Posted: Sun Nov 04, 2012 2:47 pm
by Acorncomputer
Hi crumple

Depending on what you want to do with the image, you can simply keep on duplicating the layer in GIMP until you have twenty or so duplicate layers on top of each other. The effect of this is that the transparent areas become solid. Merge all layers and you have a single image that has no transparent areas. The use of this is limited but might help in some circumstances.

Re: The Maerdy Branch

Posted: Sun Nov 04, 2012 3:02 pm
by crumplezone
Hm, well following that other thread, adding the layer mask and show mask creates a black and white image like this:

Image

Though getting it to swap out to colour mode is making it throw a hissy fit, 'tis probably my limited knowledge of gimp and graphics editting which is being the barrier :D , anyhow, what I basically was trying to do is take the Oliver green WD J94, turn the Oliver green to black and pop on some BR emblems. I know there was a slightly different coal bunker shape, being it was taller, however I've a few photos which show BR liveried J94s with the shorter bunker. The Oliver green WD J94 seemed to ideal choice to convert as its already got the numbering on the boiler sides so would just mean recolour and popping emblems on.

But as I say not as easy as it looks from a newbie prepsective,though I will pat my back and say I managed to not bodge up my J94 installation or create any issues after using rw-tools tutorial :lol:

If you feel like poking me in the right direct further, then go ahead, but otherwise I won't gum up the thread anymore than needed, and of course if someone more proficient in reskinning feels like doing what I'm trying to achieve then that will be great to :wink: