There will be an APT-P DLC!!!
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Re: There will be an APT-P DLC!!!
OK, I think I have made a little bit of progress in using the APT in existing scenarios with the C-APT system working (partially).
There are plenty of scenarios for say WCMLN and other WCML routes that have the correct period (1980 (ish) ) rolling stock.
An Example... I cloned a copy of the WCMLN default scenario "Hand Over" and renamed it "Hand Over , APT". This is a run with a Class 86 set from Glasgow Central to Carstairs calling at Motherwell with plenty of 1980s period AI traffic.
I swapped out the driven 86 set for an APT consist ( In scenario editor -swipe the driver icon and associated instructions across from the old 86 to a new APT consist placed alongside, delete the old consist and place the new consist where the old one was).
To get the C-APT system to function (albeit with the existing WCMLN speed limits), chose the "signal" icon in scenario editor and place a "C-APT Transponder (start) " signal on the track a little way ahead of your APT, making sure that the white box/orange arrow icon is pointing in your direction of travel. When you travel over this signal the C-APT indications of the route's speed limits will start and continue until you reach your destination. You can place a "C-APT Transponder (stop)" if you wish, but for many scenarios this will not be necessary.
There are also "C-APT Transponder (Junction) " and "C-APT Transponder (Junction End) " signals to be placed to get the "J " symbols to appear, but this can get tedious on a route with many junctions.
I still haven't worked out how to have higher than normal EPS speed limits for the APT in a scenario, but having the C-APT screen working is enough for in service type and non test run scenarios.
Thanks to MaTT and his Workshop scenario "Queasy Rider C-APT" for helping me get on the right track .
Hope this helps ?
There are plenty of scenarios for say WCMLN and other WCML routes that have the correct period (1980 (ish) ) rolling stock.
An Example... I cloned a copy of the WCMLN default scenario "Hand Over" and renamed it "Hand Over , APT". This is a run with a Class 86 set from Glasgow Central to Carstairs calling at Motherwell with plenty of 1980s period AI traffic.
I swapped out the driven 86 set for an APT consist ( In scenario editor -swipe the driver icon and associated instructions across from the old 86 to a new APT consist placed alongside, delete the old consist and place the new consist where the old one was).
To get the C-APT system to function (albeit with the existing WCMLN speed limits), chose the "signal" icon in scenario editor and place a "C-APT Transponder (start) " signal on the track a little way ahead of your APT, making sure that the white box/orange arrow icon is pointing in your direction of travel. When you travel over this signal the C-APT indications of the route's speed limits will start and continue until you reach your destination. You can place a "C-APT Transponder (stop)" if you wish, but for many scenarios this will not be necessary.
There are also "C-APT Transponder (Junction) " and "C-APT Transponder (Junction End) " signals to be placed to get the "J " symbols to appear, but this can get tedious on a route with many junctions.
I still haven't worked out how to have higher than normal EPS speed limits for the APT in a scenario, but having the C-APT screen working is enough for in service type and non test run scenarios.
Thanks to MaTT and his Workshop scenario "Queasy Rider C-APT" for helping me get on the right track .
Hope this helps ?
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gptech
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Re: There will be an APT-P DLC!!!
The route needs scenario specific changes to the track's propertiesSpringer6 wrote:I still haven't worked out how to have higher than normal EPS speed limits for the APT in a scenario,
Haven't had the chance to play about with this myself, but at least it's a pointer to where you need to be looking.gptech wrote:It doesn't seem to be that *clever*---the limits applying to all traction through a scenario specific edit to the ScenarioNetworkProperties.bin file.
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Anthony061
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Re: There will be an APT-P DLC!!!
On the subject of APT configurations, this website has some information on proposed rakes http://www.apt-p.com/APTConfigurations.htm
Configurations for the APT-S, U and Q match up with the book "APT The Untold Story" (apart from one first/second class carriage for the APT-U). Of note are the proposals for the APT-R, T and V outlined in the book.
APT-R and T were meant to have the same configuration as the 1+10 APT-S but using APT-P designed rolling stock. This had the addition of an APT-P power car behind the driving power car (APT-T) or another driving trailer (APT-R) to the APT-S configuration to form a 12 car rake.
APT-V was meant to be the same as the APT-U but with the tilt limited to 6° and non-tilting Electric HST (HST-E) power cars hauling the train.
Hope some of you guys found this interesting.
Regards,
Anthony
Configurations for the APT-S, U and Q match up with the book "APT The Untold Story" (apart from one first/second class carriage for the APT-U). Of note are the proposals for the APT-R, T and V outlined in the book.
APT-R and T were meant to have the same configuration as the 1+10 APT-S but using APT-P designed rolling stock. This had the addition of an APT-P power car behind the driving power car (APT-T) or another driving trailer (APT-R) to the APT-S configuration to form a 12 car rake.
APT-V was meant to be the same as the APT-U but with the tilt limited to 6° and non-tilting Electric HST (HST-E) power cars hauling the train.
Hope some of you guys found this interesting.
Regards,
Anthony
Re: There will be an APT-P DLC!!!
Thanks for the info - I have a query, there seems to be very odd aliasing of the textures going on depending on which vehicles it is - below are a couple of shots as an example. The motor vehicles and the ones either side retain a lot more detail in the textures than the other intermediate vehicles and it's quite perplexing.
For reference, I have Anistropic Filtering at 8X and Full texture Quality in Nvidia and in TS Scenery Quality settings, so it isn't down to that.
For reference, I have Anistropic Filtering at 8X and Full texture Quality in Nvidia and in TS Scenery Quality settings, so it isn't down to that.
Matthew Wilson, development team at Vulcan Productions
http://www.vulcanproductions.co.uk
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http://www.vulcanproductions.co.uk
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Re: There will be an APT-P DLC!!!
So, to apply "scenario specific changes to the track's properties", you would need to edit the scenario's " ScenarioNetworkProperties.bin file" ?gptech wrote:The route needs scenario specific changes to the track's propertiesSpringer6 wrote:I still haven't worked out how to have higher than normal EPS speed limits for the APT in a scenario,
Haven't had the chance to play about with this myself, but at least it's a pointer to where you need to be looking.gptech wrote:It doesn't seem to be that *clever*---the limits applying to all traction through a scenario specific edit to the ScenarioNetworkProperties.bin file.
I've had a quick look at these and I'm not too clear as too how this would be done in abstract. Is there any method whereby ScenarioNetworkProperties.bin files can be edited directly on the ground via the Scenario Editor ?
I'm currently trying to mod the "APTNewCab.proxyxml" file to allow the C-APT alarms to be heard outside the cab, thereby preventing unintended emergency stops for those like myself who like to admire the scenery, tilting train and fancy pantograph from outside the cab. Purists, please look away now
- Juanillo99
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Re: There will be an APT-P DLC!!!
I was very surprised that a DLC of this quality was developed exclusively by DTG. But now everything fits. 

- TrabantDeLuxe
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Re: There will be an APT-P DLC!!!
Looks like the MIP LOD bias hasn't been set equally for all the models. I don't have this DLC (which looks excellent, must have been someone's pet project), but I'm sure your could at least try telling support this. It requires re-exporting the model.deltic009 wrote:Thanks for the info - I have a query, there seems to be very odd aliasing of the textures going on depending on which vehicles it is - below are a couple of shots as an example. The motor vehicles and the ones either side retain a lot more detail in the textures than the other intermediate vehicles and it's quite perplexing.
For reference, I have Anistropic Filtering at 8X and Full texture Quality in Nvidia and in TS Scenery Quality settings, so it isn't down to that.
Another option is that the colour scheme is done with actual geo in the power cars, and with textures for the other models.
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gptech
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Re: There will be an APT-P DLC!!!
No, you'd need to create one---scenarios don't have this file until they're set up to alter how a route behaves/looks, just like scenarios don't have a Scenery folder until you add scenario specific scenic assets such as a group of workmen, often used in scenarios that have you driving at a lower speed through engineering works.Springer6 wrote:So, to apply "scenario specific changes to the track's properties", you would need to edit the scenario's " ScenarioNetworkProperties.bin file" ?
As before, I haven't tried this but create a brand new, blank scenario for the route. Load that scenario in the scenario editor--very important that you DON'T edit the route, but just the scenario.
Use the selection tool, middle left flyout, wee box with orange(?) dotted outline, to select a chunk of track you want to apply a new speed limit to. Change the speed in the properties box on the right of the monitor.
I wouldn't get too carried away, just do a shortish stretch to start with---enough for a test run with the APT, so make sure you edit where the scenario you're mucking about with runs.
Pressing the space bar will cycle through the track's properties, as denoted by it turning into lines of solid colour---3rd press I think brings up the speeds so you'll see the stretch you've edited in a different colour. A quick check is to drop into the World Editor by clicking on the track icon in the middle left flyout and repeating the spacebar presses---the track should show as having no changes to the track speeds. Back into the scenario editor by pressing the 'scenario tools' icon, top left flyout, top row, far right, looks like the front of a Voyager and d the spacebar routine again. This time it should be back to the edited version.
Save the scenario. This will create the ScenarioNetworkProperties.xml file in that scenario's folder. Copy that file into the folder of the scenario featuring the APT and in theory you'll see the new speed limits.
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gptech
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Re: There will be an APT-P DLC!!!
Nothing new really, DTG have produced stuff before in collaboration with others---Riviera 50s for example, with Steam Sounds Supreme (and I believe Victory Works)Juanillo99 wrote:I was very surprised that a DLC of this quality was developed exclusively by DTG. But now everything fits
- 749006
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Re: There will be an APT-P DLC!!!
I have seen this done as you describe before.gptech wrote:No, you'd need to create one---scenarios don't have this file until they're set up to alter how a route behaves/looks, just like scenarios don't have a Scenery folder until you add scenario specific scenic assets such as a group of workmen, often used in scenarios that have you driving at a lower speed through engineering works.Springer6 wrote:So, to apply "scenario specific changes to the track's properties", you would need to edit the scenario's " ScenarioNetworkProperties.bin file" ?
As before, I haven't tried this but create a brand new, blank scenario for the route. Load that scenario in the scenario editor--very important that you DON'T edit the route, but just the scenario.
When I purchased the ICE1 there is a scenario for the Hagen-Siegen route where the track speeds in the Scenario had been changed to allow the trains to run faster without flagging an overspeed.
Peter
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gptech
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Re: There will be an APT-P DLC!!!
Too late to edit the post, but
should read:This will create the ScenarioNetworkProperties.xml file in that scenario's folder
This will create the ScenarioNetworkProperties.bin file in that scenario's folder
- Juanillo99
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Re: There will be an APT-P DLC!!!
What I meant is that it's a DLC of too much quality if it had been developed exclusively by DTG, and that collaboration clarifies it.gptech wrote:Nothing new really, DTG have produced stuff before in collaboration with others---Riviera 50s for example, with Steam Sounds Supreme (and I believe Victory Works)Juanillo99 wrote:I was very surprised that a DLC of this quality was developed exclusively by DTG. But now everything fits
Re: There will be an APT-P DLC!!!
Oh yawn, nobody knows who has done what, but the driving force through the whole project has been TrainSim_Steve, firmly a Dovetail employee.Juanillo99 wrote:What I meant is that it's a DLC of too much quality if it had been developed exclusively by DTG, and that collaboration clarifies it.gptech wrote:Nothing new really, DTG have produced stuff before in collaboration with others---Riviera 50s for example, with Steam Sounds Supreme (and I believe Victory Works)Juanillo99 wrote:I was very surprised that a DLC of this quality was developed exclusively by DTG. But now everything fits
Can people not enjoy and applaud something without finding some reason to bitch and moan about Dovetail Games for once? It's pathetic tbh
Matthew Wilson, development team at Vulcan Productions
http://www.vulcanproductions.co.uk
https://www.facebook.com/VulcanFoundry/
http://www.vulcanproductions.co.uk
https://www.facebook.com/VulcanFoundry/
Re: There will be an APT-P DLC!!!
Yes we can - just driven this Steam Workshop scenario 1S69 Preston to Glasgow Part 1 by MaTT.Can people not enjoy and applaud something without finding some reason to bitch and moan about Dovetail Games for once?
http://steamcommunity.com/sharedfiles/f ... 1236273827
A brilliant drive in the APT.
Peter
Intel i7 3820 3.6Ghz, Asus PX79Pro, 32GB Corsair Vengeance DDR3, Asus Nvidia GeForce GTX970, Windows 7 64 bit, TS2016 on Samsung EVO SSD
Re: There will be an APT-P DLC!!!
Many thanks, I'm sure you are on to the answer here.gptech wrote:No, you'd need to create one---scenarios don't have this file until they're set up to alter how a route behaves/looks, just like scenarios don't have a Scenery folder until you add scenario specific scenic assets such as a group of workmen, often used in scenarios that have you driving at a lower speed through engineering works.Springer6 wrote:So, to apply "scenario specific changes to the track's properties", you would need to edit the scenario's " ScenarioNetworkProperties.bin file" ?
As before, I haven't tried this but create a brand new, blank scenario for the route. Load that scenario in the scenario editor--very important that you DON'T edit the route, but just the scenario.
Use the selection tool, middle left flyout, wee box with orange(?) dotted outline, to select a chunk of track you want to apply a new speed limit to. Change the speed in the properties box on the right of the monitor.
I wouldn't get too carried away, just do a shortish stretch to start with---enough for a test run with the APT, so make sure you edit where the scenario you're mucking about with runs.
Pressing the space bar will cycle through the track's properties, as denoted by it turning into lines of solid colour---3rd press I think brings up the speeds so you'll see the stretch you've edited in a different colour. A quick check is to drop into the World Editor by clicking on the track icon in the middle left flyout and repeating the spacebar presses---the track should show as having no changes to the track speeds. Back into the scenario editor by pressing the 'scenario tools' icon, top left flyout, top row, far right, looks like the front of a Voyager and d the spacebar routine again. This time it should be back to the edited version.
Save the scenario. This will create the ScenarioNetworkProperties.xml file in that scenario's folder. Copy that file into the folder of the scenario featuring the APT and in theory you'll see the new speed limits.
I'll give this a try and if it works, try to incorporate it into a new WCMLN Workshop scenario I'm working on.
In the meantime, perhaps X5pgr and others would like to try my Workshop scenario "Hand Over the APT" which applies C-APT to WCMLN , but as yet with only standard speed limits.
