Page 5 of 11

Re: West Somerset Railway Members Edition V2 OUT NOW!!

Posted: Sun Jun 22, 2014 1:17 pm
by ashgray
I'd happily post some shots of the v2 memebrs Edition if ony I could get it working. :)

The Jinty does not come as part of the pack, nor does it feature on the real WSR.

Ash

Re: West Somerset Railway Members Edition V2 OUT NOW!!

Posted: Sun Jun 22, 2014 2:26 pm
by DavidVI
ashgray wrote:I'd happily post some shots of the v2 memebrs Edition if ony I could get it working. :)

The Jinty does not come as part of the pack, nor does it feature on the real WSR.

Ash
I only mentioned the Jinty as it's my favourite loco for TS and I find it the most immersive. So would probably be gripped by driving it the full length of the WSR.. maybe a bit over 25mph too. :p

David

Re: West Somerset Railway Members Edition V2 OUT NOW!!

Posted: Sun Jun 22, 2014 3:00 pm
by crumplezone
ashgray wrote:I've had similar problems John, such as an baffling failure to recognise Just Trains stock that is already installed on my system.

Also, the inability to uncouple stock attached to the tender also affects loco 9351, which comes with the new release of this route. This problem fatally breaks at least two of the included scenarios. The Manor class locos that you're missing can be obtained from the Steam Sounds Supreme site. However, I'm reluctantly giving up on this route, however good the terrain and scenery may now be, until an update fixing these fundamental problems is made available.

Also, without wishing to sound ungrateful or churlish in any way, if you're going to re-do the WSR to address important inaccuracies and omissions with the RSC/DTG route, I'd have thought that including some of the most iconic landmark features of the real route, such as Dunster Castle, Washford telecommunications aerials, Minehead Sewage treatment works, Bishops Lydeard church, etc might be near the top of the to-do list!

The scenarios that were included with v1 of the Members' Edition can be moved over to v2 but they require quite a bit of serious tweaking before they'll work.

Ash
The uncoupling issue as mentioned previously by other members is unfortunately a core bug which appeared earlier in the year after a update. DT had noticed it and brought it to attention and quite a few of us reported it to DTG yet was brushed off with automated replies or very little feedback. Untill it recieves excessive amount of complaints from steam era users I don't think were likely to see it get fixed for quite awhile as steam era content in general is very low on DTG' s lists right now. We had a similar issue with chuff smoke being bugged and stuttering after a update a few years back and thankfully Derek at the time had popped in and seen it and then got it addressed but since we don't have any DTG contacts its somewhat hard to get it visible enough to get it fixed like previously.

On note about not being able to decouple physically, you should be able to see coupling and if not then there could be something missing in the install or a missing line in the .bins so please do report it to the SSS email. Also ensure no auto-coupling is toggled on in options.

In regards to the missing iconic landmark features, its a fair comment that while doing everything else we had not included those and well I can't particularly comment on Matt's decisions about them being included or not but I suspect it is simply down to the fact the appropriate assets are not available to accurately represent them ingame. We could have ofcourse put placehold models in but then complaints would be its not accurate and we shouldn't have included placeholder models to represent them if we weren't doing new models.

We also have a limited pool of 3D modellers we can turn to create assets and they are mostly rolling stock modellers or focused on the payware route we have in development and it would require the nessessary research trips to the WSR and those buildings to create accurate model. I think realistically speaking that is abit much to ask for something which is being released as freeware and blame/question of to why the iconic items should be pointed at DTG who as a professional company had more modellers and money to do research and provide the assets and could have done said buildings from the get go when they first decided to re-create WSR in digital format.

So the middle ground to this is to do most of the rest which can be done and bring abit more accuracy to the route which I hope has been achieved by the changes made to the various different sections of the route.

I apologise to people who are having issues with the route, I had tested the route with the others and I hadn't seen issues beyond a few obvious things but they were fixed in a build before release as far as I recall. Being that I have so many assets/DLC and my install dates back to RW2 I don't see as many issues which pop out as the obvious compared to the other testers and unfortunately being the summer season not everyone is available so we had to do with who we could at the moment so this could have let a few things slip through the gaps.

Can I ask folks who are having issues to drop a email in with SSS to ensure we have all issues related to WSR ME being collected in one place, we do check forums but as you can probably understand with alot of projects going on, people away for summer and whatnot its somewhat hard to keep ontop of all issues and we don't use forums as tech support ;)

Unfortunately with not having a true "default" install now as a baseline from DTG and everyone having different versions from RW2 right up to TS2014 its a cluster fudge of problems for freeware devs to pintpoint issues which pop up without ripping out a install and just having what is needed without effecting everything else a user may have installed. At the end of the day we are only human to so mistakes do slip through time to time.

Once again I apologise for people having issues, do keep SSS informed and Matt with try and get to the bottom of the issue though as pointed out above the uncoupling issue might be beyond our control to fix which may require scenario editting or new ones to replace the issue with the ones having problem with coupling.

Crump

Re: West Somerset Railway Members Edition V2 OUT NOW!!

Posted: Sun Jun 22, 2014 3:44 pm
by Ajay1
crumplezone wrote:
ashgray wrote:I've had similar problems John, such as an baffling failure to recognise Just Trains stock that is already installed on my system.

Also, the inability to uncouple stock attached to the tender also affects loco 9351, which comes with the new release of this route. This problem fatally breaks at least two of the included scenarios. The Manor class locos that you're missing can be obtained from the Steam Sounds Supreme site. However, I'm reluctantly giving up on this route, however good the terrain and scenery may now be, until an update fixing these fundamental problems is made available.

Also, without wishing to sound ungrateful or churlish in any way, if you're going to re-do the WSR to address important inaccuracies and omissions with the RSC/DTG route, I'd have thought that including some of the most iconic landmark features of the real route, such as Dunster Castle, Washford telecommunications aerials, Minehead Sewage treatment works, Bishops Lydeard church, etc might be near the top of the to-do list!

The scenarios that were included with v1 of the Members' Edition can be moved over to v2 but they require quite a bit of serious tweaking before they'll work.

Ash
The uncoupling issue as mentioned previously by other members is unfortunately a core bug which appeared earlier in the year after a update. DT had noticed it and brought it to attention and quite a few of us reported it to DTG yet was brushed off with automated replies or very little feedback. Untill it recieves excessive amount of complaints from steam era users I don't think were likely to see it get fixed for quite awhile as steam era content in general is very low on DTG' s lists right now. We had a similar issue with chuff smoke being bugged and stuttering after a update a few years back and thankfully Derek at the time had popped in and seen it and then got it addressed but since we don't have any DTG contacts its somewhat hard to get it visible enough to get it fixed like previously.

On note about not being able to decouple physically, you should be able to see coupling and if not then there could be something missing in the install or a missing line in the .bins so please do report it to the SSS email. Also ensure no auto-coupling is toggled on in options.


Crump

As suggested here, I had already sent an email off to SSS pointing out the coupling issues I have been having. Here is part of the email I sent :

"the very first scenario entitled A Foggy Evening in which it states you must first pull forward then run around to the back of the train to reconnect . Now am I reading this, or doing something wrong ? because I can find no way to uncouple the Engine and Tender from the immediate Coach,other than leaving it on then uncoupling the next one so to be able to do the run around to the back. As you can see by the screenshot the HUD screen shows it as dark grey and when clicking in it nothing happens,selecting any of the other coaches which shows in grey,uncouples. Also trying to uncouple by clicking on the coupling on the actual train with the mouse pointer and again nothing happens.

The same appears to be happening,sort of when trying to run the scenario Washford Duty Pt 1 . On task five you are asked to drop off #4 at (S ) SDJR coach drop off. when tying to do this via the HUD screen it is also dark grey and not accessible and nothing happens, however this time when when selecting the couplings on the train with the mouse pointer it will disconnect."

As yet I've not had a reply, will await the outcome.

Antony

Re: West Somerset Railway Members Edition V2 OUT NOW!!

Posted: Sun Jun 22, 2014 3:59 pm
by crumplezone
That is the core bug issue which people have mentioned previously in posts. I recall DT testing it and it was always the case with the HUD but you could uncouple manually while outside the loco but if that isn't the case now then something else has been introduced since the intial bug. Beyond re-writing the scenario which maybe the case here there isn't a aweful lot can be done as its not a issue brought on by creation or .bin files of 9531 but a issue with the core and interaction between coupling and HUD.

Unless DTG fix the issue it will keep happening with steam locos I'm afraid. Matt will probably get in touch via mail shortly just give him abit of time to go through things at the moment :)

Also for de-coupling outside the loco try the top down view, sometimes side on view doesn't work which may also be a bug or not.

Re: West Somerset Railway Members Edition V2 OUT NOW!!

Posted: Sun Jun 22, 2014 4:04 pm
by Ajay1
crumplezone wrote:That is the core bug issue which people have mentioned previously in posts. I recall DT testing it and it was always the case with the HUD but you could uncouple manually while outside the loco but if that isn't the case now then something else has been introduced since the intial bug. Beyond re-writing the scenario which maybe the case here there isn't a aweful lot can be done as its not a issue brought on by creation or .bin files of 9531 but a issue with the core and interaction between coupling and HUD.

Unless DTG fix the issue it will keep happening with steam locos I'm afraid. Matt will probably get in touch via mail shortly just give him abit of time to go through things at the moment :)

Also for de-coupling outside the loco try the top down view, sometimes side on view doesn't work which may also be a bug or not.

OK, will try these avenues. Thanks

Antony

Re: West Somerset Railway Members Edition V2 OUT NOW!!

Posted: Sun Jun 22, 2014 4:13 pm
by crumplezone
Odd, I've just checked the scenario from the picture you have up and the coupling isn't connected to the coaches at the start of the scenario for me as your supposed to pull forward from a already uncoupled load.

Backing the loco up and connecting to the coaches creates the greyed out coupling but I can de-couple from outside the loco via mouse control which then turns the coupling red on the HUD but it can couple and de-couple just fine on the version I have, abit odd.

I think the HUD's interaction is abit bodged to be honest :-?

Re: West Somerset Railway Members Edition V2 OUT NOW!!

Posted: Sun Jun 22, 2014 4:21 pm
by Ajay1
crumplezone wrote:Odd, I've just checked the scenario from the picture you have up and the coupling isn't connected to the coaches at the start of the scenario for me as your supposed to pull forward from a already uncoupled load.

Backing the loco up and connecting to the coaches creates the greyed out coupling but I can de-couple from outside the loco via mouse control which then turns the coupling red on the HUD but it can couple and de-couple just fine on the version I have, abit odd.

I think the HUD's interaction is abit bodged to be honest :-?

Yes, I've just had an email back from Matt confirming exactly that.That the scenario should start with the Engine already uncoupled, which in my case it isn't. Very strange. Could there be a workaround this ?

Antony

Re: West Somerset Railway Members Edition V2 OUT NOW!!

Posted: Sun Jun 22, 2014 4:29 pm
by crumplezone
Ajay1 wrote:
crumplezone wrote:Odd, I've just checked the scenario from the picture you have up and the coupling isn't connected to the coaches at the start of the scenario for me as your supposed to pull forward from a already uncoupled load.

Backing the loco up and connecting to the coaches creates the greyed out coupling but I can de-couple from outside the loco via mouse control which then turns the coupling red on the HUD but it can couple and de-couple just fine on the version I have, abit odd.

I think the HUD's interaction is abit bodged to be honest :-?

Yes, I've just had an email back from Matt confirming exactly that.That the scenario should start with the Engine already uncoupled, which in my case it isn't. Very strange. Could there be a workaround this ?

Antony
You could have auto coupling enabled which is causing it, but a workaround tempory is to go into the editor and drag 9531 slightly forward(From ESC menu editor then click the train icon on the left side to enable rolling stock manipulation). You can select just 9531 by ctrl+shift plus left clicking the tender then loco this should make it so its a selected as a "mini" consist and be able to move it forward slightly from the coaches. This should allow for the scenario to start without it being uncoupled and as far as I am aware moving it shouldn't effect scenario timing or its job order as all your doing is moving it slightly forward.

Edit: I've just tested this and also coupled 9531 to the coaches in the editor and its uncoupling and coupling with 3D interaction but not the HUD interaction. It should be de-coupled on scenario start but if it is coupled then it sounds like auto-coupling is enabled in the settings.

Also using Camera key 8 is the best option for out side de-coupling.

Re: West Somerset Railway Members Edition V2 OUT NOW!!

Posted: Sun Jun 22, 2014 4:51 pm
by 92212
ashgray wrote:I'd happily post some shots of the v2 memebrs Edition if ony I could get it working. :)

The Jinty does not come as part of the pack, nor does it feature on the real WSR.

Ash
Have you e-mailed us yet Ashley? I'd really like to try and help you.
ashgray wrote:...............Also, without wishing to sound ungrateful or churlish in any way, if you're going to re-do the WSR to address important inaccuracies and omissions with the RSC/DTG route, I'd have thought that including some of the most iconic landmark features of the real route, such as Dunster Castle, Washford telecommunications aerials, Minehead Sewage treatment works, Bishops Lydeard church, etc might be near the top of the to-do list!....................
As Crump says, adding these items would have added significant time to the build and finding someone to actually do it would be an issue as well. I couldn't find anything suitable for Dunster castle. Your frustration should be directed at DTG and not us though.

I am prepared to add any missing detail over time, so please feel free to supply pictures of what you'd like adding. Just saying 'Washford telecommunications' means nothing to me. Minehead sewage works? Where's that? Where BL church? Can you see it from the railway, at track level? What one person calls iconic, the next person has never noticed. My main resources were photo's and the odd bit of cabride video I could find. Please remember that the update is free and it does include some rather significant improvements over the one you paid for.

Has anyone noticed the huge audio overhaul we gave the route as well??

Please be patient with us as we try and understand why this works perfectly for one person and not the next. TS quirks at their very best!!

Kind Regards
Matt@SteamSoundsSupreme

Re: West Somerset Railway Members Edition V2 OUT NOW!!

Posted: Sun Jun 22, 2014 5:13 pm
by smarty2
Indeed, I find Ash's comments a little harsh concerning something that is freeware, now if it was payware then perhaps. :-? However there is a representation of Dunster no matter how inaccurate! http://steamcommunity.com/sharedfiles/f ... =274410589

Re: West Somerset Railway Members Edition V2 OUT NOW!!

Posted: Sun Jun 22, 2014 5:40 pm
by ashgray
Matt

Apologies If my post came over as overly critical, those were just my own personal observations. Obviously I wasn't aware that no opportunity was available to do further research beyond RSC's offering. I have mentioned how good the terrain and scenery now is, and the sounds are, as you say, a huge improvement. I've been encouraging David (who I've met on the WSR several times) with this project and I'm delighted to see these updates. I'll drop an email to SSS once I've figured out what's working and what's not, as I haven't yet ran all four scenarios. If it would help and if further updates are being considered, I'll happily provide photos of the scenery items I mentioned above, all of which I think most people who know the line would agree are iconic. All are very visible from the railway line for some distance around and the sewage works is adjacent to it.

Martin - I think some payware is still needed from SSS (the Manor expansion pack and sounds, I think). By the way, the item you refer to above is an excellent model of Conygre Tower, a folly on the opposite hill from Dunster castle - it's not the castle itself. :wink:

Ash

Re: West Somerset Railway Members Edition V2 OUT NOW!!

Posted: Sun Jun 22, 2014 5:48 pm
by smarty2
ashgray wrote:I'm not carping, just a personal observation. I'll drop an email to SSS once I've figured out what's working and what's not, as I haven't yet ran all four scenarios.

Martin - I think some payware is still needed from SSS (the Manor expansion pack and sounds, I think). By the way, the item you refer to above is an excellent model of Conygre Tower, a folly on the opposite hill from Dunster castle - it's not the castle itself. :wink:

Ash
Oops! And I only traveled the line last september! :) Yes Ash I know about the manor and the departmental stock, I did a little bit of jiggery pokery with RWTools! What would we do without it aye? :o

Re: West Somerset Railway Members Edition V2 OUT NOW!!

Posted: Sun Jun 22, 2014 7:40 pm
by ashgray
I've just stumbled across one file needed (certainly in the first of the Washford scenarios). Oddly, I only realised that I hadn't got it when trying to save my amendments to the scenario in RW Tools, as it would not recognise the Manor tender on my system, for some reason. The scenario wouldn't save and gave an error message, as it couldn't find the relevant weather file, which is this one:

 Click to view more informationUK Very Foggy Weather Patterns [109085 bytes] - UK Very Foggy Weather Patterns.zip
File ID: 31681 Date: 09 Sep 2013 - 1208 Downloads

Ash

Re: West Somerset Railway Members Edition V2 OUT NOW!!

Posted: Sun Jun 22, 2014 8:02 pm
by rabid
Got it but can't get any of the scenarios working due to broken consists or stock missing (I know the wagons are required). Uninstalled for now but I'll keep an eye on his thread for updates.