Digital Traction M7

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tagsdm
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Re: Digital Traction M7

Post by tagsdm »

Just to share with everyone, DT has responded to my inquiries on their FB page with the following...
Digital Traction We've responded to the internal motion above. It's just not visable enough to warrant adding, adds a lot of polygons and animation for very little, and would be at the expense of something else. All the discs show on AI, it's not a fault, just designed like that, for now.
More...
Digital Traction There's no working valve gear between the frames, this is a game art decision. While most of our locos do have working motion between the frames as required, you can hardly see it, so just ads a performance drag. In this case it was omitted. Essentially there is a budget for poly count, texture etc in order for it to run on a typical system.. We could have added it, but would have had to cut back on texture or mesh detail elsewhere. It is added on the 4f/7f as it's more visible.

The AI headcode is deliberate atm, it will be updated in time to respond to user input, but that code needs to be developed yet and we were short of time on this. t would have put it back another week. It will probably be in the next update along with any other niggles we see.,
Hmmmm..OK, well, there you have it!

Best,
tagsdm
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kirkheath
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Re: Digital Traction M7

Post by kirkheath »

thanks crumple for feedback. i did mention in my original post this was copy from their fb page.

sure they have been alerted and will address issues mentioned,
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karma99
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Re: Digital Traction M7

Post by karma99 »

crumplezone wrote:The balloon chuff smoke effect has always been there, right back since RW2, I've encountered them with SSS addons so your statement SSS addons are excluded from the issue is untrue and I've seen it on JT locos aswell. It can happen when a locomotive is stationary for a brief period, the regulator is jolted up a few % on the HUD or the regulator is forced to max abruptly then back off. Its a stimulation error in the basecode of the simulator and not actual addons.
Actually to correct this, it's not a core simulation problem. It's to do with the way the developers have chosen to implement their particle emitters - which is to simply copy the way RSC did it from RW when chuffing was added. There are ways to avoid it.
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ChrisBarnes
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Re: Digital Traction M7

Post by ChrisBarnes »

Further to what Pete says, the effect where the emitter appears to emit all the particles in one large FPS-killing bubble and stops further emission until the bubble has dissipated, is due to the the main smoke stack emitter rate being suddenly changed by the script, from 1 emitted every 10000 or so seconds (so basically none emitted) back to the original rate of 1 every 0.01 seconds etc. Such sudden changes have a tendency to trip the emitter up. That does effect all of the SSS enhancement packs released so far, and the JT Manor update. But as Pete says, you can avoid it.

Turning emitters on or off is much more robust than dynamically altering the emitter rate, so you can use the main smoke stack (which is hard coded to chuff with sound) as an invisible dummy emitter, and then turn the actual emitter than can be seen on and off, depending on when the core chuff effect turns the main smoke stack on and off. That's why the effect described above does not effect the JT 4mt, Clan, SSS Spamcan Enhancement or SSS/TAA Rebuilt Scot. ;) You might be asking why not just turn the main smoke stack emitter on or off as required? Well, you can't, as it is tightly gripped by the core code and will only turn on/off when set to by that code, so for many years, most of us altered the emission rate to give the impression that it turns off.

But I fear that we are talking about different ballooning or bubble bugs. I think Anthony was talking about the main smoke emitter emitting when the loco is stationary, hence forming a "speech bubble" above the chimney. If the emitter has not been scripted effectively to counteract that, then it will affect any loco with any emitter. I haven't got the M7 myself so I can't pass comment on what the emitters do on it.

Thanks
Chris
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kevpotts
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Re: Digital Traction M7

Post by kevpotts »

crumplezone wrote:
kevpotts wrote:
kevpotts wrote:Just downloaded mine. Liking it.

Points:
1. Regulator is reversed ie shut when open etc
2. Gauge glasses are isolated!

Remember, Drummond's injector steam valves do open in the opposite sense to normal valves ie clockwise to open!!!

But, as I said - liking it!
3. Fireman sound effects continuous
4. Brake release far too quick



Still liking it though!
is #3 a double shovel sound when the firebox door is open at the beginning of the loop you are hearing? #4 DT can probably fix easily.

To everyone commenting can I just point out that DT doesn't actually read UKTS anymore after a previous release so can you email/contact us webform/facebook any comments you think need looking at so they can put together a to-do list. I will ensure to pass anything on if I see it aswell, but I am due to have my sis back from Uni tomorrow so may not be able to catch up on the thread for a few days.
Thanks - and yes, #3 is the double shovel sound.
Still liking it!
Kevin Potts

25% and big valve - cope!
anthonye
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Re: Digital Traction M7

Post by anthonye »

This is when coming to a stop, no blower and regulator shut.

So no balloons eh.
Ridiculous when you look at the loco's I mentioned that do not do it, I stand corrected about the Meshtool locos nothing like this, my mistake about them.

This problem is not there when you first select the loco to drive, it's only after you have run a couple of miles.
The framerates go way down near any other normal loco that does not have the problem, so unusable here.
Don't know why I am putting all this here as someone said DT don't come here.......

Was looking forward to another tank as they used to run here in North Devon.
So roll on the 48XX, not sure if they were here though, but I will run them anyway.

Anthony
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crumplezone
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Re: Digital Traction M7

Post by crumplezone »

anthonye wrote:This is when coming to a stop, no blower and regulator shut.

So no balloons eh.
Ridiculous when you look at the loco's I mentioned that do not do it, I stand corrected about the Meshtool locos nothing like this, my mistake about them.


Anthony
That is quite different to the balloon I was talking about so my apologies from earlier comments Anthony. What I refer to and other developers like Chris and Pete would be talking out about is the smaller one which used to speech bubble just above the chimney on steam locos not what we see in the screenshot which is a slightly different issue alltogether.

I have passed on the screenshot as replicating the issue was proving differcult and also mentioned the issue related to the fireman sounds and there is a to-do list being compiled currently. AI headcodes are being looked into but as previously mentioned it was a time restraint and new coding was needed for the discs to work on AI properly and would have added more time to released, for all intents and purposes the M7 was ready to be used and drivable and only a few outstanding issues to fix on it.

You will be happy to know I've been a able to while partway typing this post to replicate the above screen now that I know where to look. The effect didn't actually kick in untill some interaction with the loco is made and manipulation of the regulator and reverser. Purely standing still at beginning of scenario or just plonking them down doesn't create the effect.

Yes it also is a FPS hit, its dragging the FPS down to 20 on my intel i7 rig which is normally pretty hard to get under 55fps in the simulator to prove I am seeing it:

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Left are player trains, right are AI non-player enabled. I can assure you it will get looked at and sorted out.
anthonye
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Re: Digital Traction M7

Post by anthonye »

OK, accepted...

Anthony
adrianinwales
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Re: Digital Traction M7

Post by adrianinwales »

just been notified that I have an update to this DLC - presumably the Queen Mary Brake which is being given free to pre-order customers.
checking the DT website shows the Brake is now available on its own at £1.99

Adrian
chrisreb
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Re: Digital Traction M7

Post by chrisreb »

Great little engine to drive. Did a created scenario on the Lymington Branch on the Southampton to Weymouth route. In cab you get all those rattles and squeeks that make the Jinty such fun.
anthonye
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Re: Digital Traction M7

Post by anthonye »

No problems now with the smoke whilst stationary, so frame rates don't drop.
No problems with headcode discs now in freeroam.

One thing I did mention before was that the boiler pressure gauge and F5 hud show readings that do not match at all.
F5 shows 145psi
Cab gauge shows 125
Seems a bit more out now after the update.

So what is the one to take notice of.

Anthony
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longbow
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Re: Digital Traction M7

Post by longbow »

Great to have the QM brake but if DT are watching the SR font isn't quite right.

http://www.modelmasterdecals.com/Wagons_SR.php
JohnM1945
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Re: Digital Traction M7

Post by JohnM1945 »

With all due respect to the technical nit-pickers...

Can I just say a simple THANK YOU to Digital Traction for all the work that you've put into bringing us the M7 and the QM?

Kind regards,

John M
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