DTG Class 68

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deltic009
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Re: DTG Class 68

Post by deltic009 »

gptech wrote:The texture file itself only supports 9(?) 'slots' for nameplates, so additional textures would be needed.
Ahh, so all names are on one texture? That's a weird way of doing it?
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gptech
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Re: DTG Class 68

Post by gptech »

Yep, one texture file for all the names limits things somewhat when attempting to extend the range.
Springer6
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Re: DTG Class 68

Post by Springer6 »

gptech wrote:Yep, one texture file for all the names limits things somewhat when attempting to extend the range.

Yes , but you can have separate .bin files for each group of 9 textures. That essentially is what the creators of the DRS repaints have done with their DRS, DRS 2 and DRS 3 locos. Nothing to stop someone making a DRS 4 if they needed to, but remember DRS 3 still has 8 spare slots (B-I ) which could be repainted if required . :D
deltic009
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Re: DTG Class 68

Post by deltic009 »

gptech wrote:Yep, one texture file for all the names limits things somewhat when attempting to extend the range.
It does a bit, as well as having I presume a fixed plate size despite different lengthed names.
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Springer6
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Re: DTG Class 68

Post by Springer6 »

deltic009 wrote:
gptech wrote:Yep, one texture file for all the names limits things somewhat when attempting to extend the range.
It does a bit, as well as having I presume a fixed plate size despite different lengthed names.
Can't have everything I suppose! Compromises are often required with TS.

Anyway you could always make child object nameplates of whatever length you required, remembering to substitute # for the letter to delete the original nameplate. :)
deltic009
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Re: DTG Class 68

Post by deltic009 »

Springer6 wrote:
deltic009 wrote:
gptech wrote:Yep, one texture file for all the names limits things somewhat when attempting to extend the range.
It does a bit, as well as having I presume a fixed plate size despite different lengthed names.
Can't have everything I suppose! Compromises are often required with TS.

Anyway you could always make child object nameplates of whatever length you required, remembering to substitute # for the letter to delete the original nameplate. :)
Yeah, but it's quite an undertaking to do all them in one package properly.
Matthew Wilson, development team at Vulcan Productions

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https://www.facebook.com/VulcanFoundry/
rob81
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Re: DTG Class 68

Post by rob81 »

Hi all,

Just wondering if anyone else is aware of the bug with the class 68s brakes/if there is an unofficial fix for them?
The issue is that the loco just dumps the emergency brake with the slightest tap of the '@' key. Tends to happen when the HUD is off and the view looking out of the cab (ie: controls off screen). If you've experienced this you'll know exactly what I mean.
I've raised the fault with DTG who have been able to replicate it and have said a patch will be released at some point. The issue for me is, I'm a massive fan of this loco, it's really brill, and if there is a hot fix of sorts available I'd love to get the thing working properly, as it stands it's just undriveable.
luigi1605
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Re: DTG Class 68

Post by luigi1605 »

rob81 wrote:Hi all,

Just wondering if anyone else is aware of the bug with the class 68s brakes/if there is an unofficial fix for them?
The issue is that the loco just dumps the emergency brake with the slightest tap of the '@' key. Tends to happen when the HUD is off and the view looking out of the cab (ie: controls off screen). If you've experienced this you'll know exactly what I mean.
I've raised the fault with DTG who have been able to replicate it and have said a patch will be released at some point. The issue for me is, I'm a massive fan of this loco, it's really brill, and if there is a hot fix of sorts available I'd love to get the thing working properly, as it stands it's just undriveable.


Hi Rob, I have made a patch that fixes the brakes on the 68 and makes them PBL style like a class 66 and I have also removed the emergency notch. I have put it on Railsim Users Group on Facebook but I'll upload it to UKTS at some point. Hopefully it will fix what you desire :)
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749006
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Re: DTG Class 68

Post by 749006 »

That patch sounds interesting but does it cover the other reskins - Chiltern & DRS?

Thanks

Peter
http://peter749.piwigo.com/
My Railway Pictures
gptech
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Re: DTG Class 68

Post by gptech »

749006 wrote:That patch sounds interesting but does it cover the other reskins - Chiltern & DRS?

Thanks

Peter
It would be nice if it did, but if it doesn't it shouldn't be too hard to use it as a template to create new .bin files for those reskins.
luigi1605
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Re: DTG Class 68

Post by luigi1605 »

The patch I've made doesn't support the reskins as I thought it best not to edit other people's work. However as you said it isn't all that difficult to use it as a template to edit the reskins. I'll upload the patch to UKTS either today or tomorrow when I get time
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749006
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Re: DTG Class 68

Post by 749006 »

luigi1605 wrote:The patch I've made doesn't support the reskins as I thought it best not to edit other people's work. However as you said it isn't all that difficult to use it as a template to edit the reskins. I'll upload the patch to UKTS either today or tomorrow when I get time
Thank you - I will see what you changed and look at what might need doing.

Peter
http://peter749.piwigo.com/
My Railway Pictures
gptech
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Re: DTG Class 68

Post by gptech »

Do it the was way Peter---use the patched .bin file, edited to point to the right numbers .dcs and .GeoPcDx files and to have any child object references the original might have had.
That way you're only adding what you know rather than searching for something that none of us could recognise.
Klaabu
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Re: DTG Class 68

Post by Klaabu »

I have finished completely rebuilt soundset for Class 68. Tried to push it at least to level of AP if not higher. What has been done?
1. Realistic distance fading effects. New algoritm which better works on very close distances.
2. Added missing cab sounds. All sound balances corrected. Needs typical AP Pro style main volume level.
3. Everything separately tested and edited by sound groups (bogies, rolling, engine, brakes, motors, cab).
4. Brake lever emergency position probem fixed.
5. All cab controls operable by keyboard.
6. New cabviews with different viewing angles to make it possible to drive with keyboard commands only.
7. In double traction rear loco can be switched to use ETS (electric train supply) separately.
8. Inner rolling sounds from AP Class 220 Voyager Pro pack, outer rolling and bogie sounds from AP Class 67 pack. Volume and pitch curves completely changed for realism purposes. Computer beep sounds from AP Class 66 Pro pack.
9. Some of the DTG's sounds amplified to raise the accurate volume level.
And so on ... many changes.
Results are here:

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deltic009
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Re: DTG Class 68

Post by deltic009 »

I hate being that guy, but as you've not specifically mentioned it and have said about sharing the mods, have you had permission from Armstrong Powerhouse to distribute the files that you have edited and changed?
Matthew Wilson, development team at Vulcan Productions

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