Clock issues....

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395008
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Clock issues....

Post by 395008 »

Hey,

My Railworks appears to be having issues :/

For some reason, the time seems to be lagging, 0 - 60 seconds takes about 2 minutes....I've attempted to resolve the problem by changing the graphic settings but this has done nothing. I've uninstalled and reinstalled Railworks but I'm still having the same problem.

Has anyone else had this problem, or does anyone offer any suggestions to resolve the issue?

Any help would be greatly appreciated.

Thanks,

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ashgray
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Re: Clock issues....

Post by ashgray »

Hi

Search your Assets folder for files named blueprint.pak and delete any you come across - that usually fixes this problem.

Ash
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btvboxer
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Re: Clock issues....

Post by btvboxer »

Did you try to tick 30FPS box in RW start up window?

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J5flyer
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Re: Clock issues....

Post by J5flyer »

Hello,

I seem to be having an issue with the in-game clock as well now, not sure if it has been since the RW3 update or perhaps a more recent patch to the game. It use to be the case in RW2 that, although the 'F4' and 'F3' driving aids went out of sync with eachother as far as time goes, F4 was always correct to the sim time for station departure times etc, but now it seems that the 'F3' and 'F4' aids stay synchronised, but you find that the doors close early or late, meaning that the time indicated must be wrong and it is not the time that the sim itself is running off. My point being is that there doesn't seem to be an accurate indicated time anywhere anymore, where as before you could always rely on the 'F4 driving aid' being accurate to know whether you arrived on time or how long until the planned departure time. I would rather the two go out of sync, as long as one of them could be relied upon for an accurate time indication.

I hope I explained that clearly enough or someone else knows what I'm on about.

James
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Kromaatikse
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Re: Clock issues....

Post by Kromaatikse »

I think I'm seeing this too - brings back memories of MSTS. Let's see if it's still there after the next patch.
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Re: Clock issues....

Post by jevon »

Kromaatikse wrote:I think I'm seeing this too - brings back memories of MSTS. Let's see if it's still there after the next patch.
The discrepancy between the F3 clock and the timing of AI movements is seriously messed up.

For example, I'm doing a 2-hour long Standard scenario in which the PT stops on a loop at Carstairs at 19:34 to give way to a pax train scheduled to depart at 19:36. This is about 1 hour after the scenario begins. The PT arrives exactly on-time based on the F3 clock, but the AI has long since departed -- looks like about 2 minutes earlier -- so a 4 minute difference from its scheduled departure time. Very strange. It's like the AI movements are controlled by a different clock.

One thought: I'm running RW3 with an external frames limiter set at 40, and wondering if this might factor into the problem?

Anyway, as far as I can remember I never saw this in RW2. Hope RSC can get it sorted.
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Re: Clock issues....

Post by ihavenonamenoreallyidont »

Just a quick thought: OP, what's your framerate? (If you don't know how to find out, press left shift and z together in-game and it'll tell you).
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Re: Clock issues....

Post by nigeltouatievans »

J5flyer wrote:Hello,

I seem to be having an issue with the in-game clock as well now, not sure if it has been since the RW3 update or perhaps a more recent patch to the game. It use to be the case in RW2 that, although the 'F4' and 'F3' driving aids went out of sync with eachother as far as time goes, F4 was always correct to the sim time for station departure times etc, but now it seems that the 'F3' and 'F4' aids stay synchronised, but you find that the doors close early or late, meaning that the time indicated must be wrong and it is not the time that the sim itself is running off. My point being is that there doesn't seem to be an accurate indicated time anywhere anymore, where as before you could always rely on the 'F4 driving aid' being accurate to know whether you arrived on time or how long until the planned departure time. I would rather the two go out of sync, as long as one of them could be relied upon for an accurate time indication.

I hope I explained that clearly enough or someone else knows what I'm on about.

James
Aha, this probably explains why I ended up failing the 'Sunday Madness' WCML scenario, despite appearing to be on time (in fact early). If the sim is using elapsed time in the 'real world' to work out its time, rather than the 'sim time' as shown in the F4 window (which slows down for me in the high density areas where my machine can't keep up, plus when tiles load etc.), then it will think its much later that it should be, and thus I'll be late as far as it is concerned. This pretty much makes timetabled scenarios impossible to complete (on stuttery routes at least).
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windberg
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Re: Clock issues....

Post by windberg »

I tried a selfmade timetabled scenario at Glasgow (WCMLN). Even my first stop had completly wrong timing. I was early at the station but the departure was around half a minute after the scheduled time. Are there bugs in the core program or is it the route? I will try another route this evening.
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Re: Clock issues....

Post by J5flyer »

Hi again,

I'm not sure it is related to the frame rates this time round. I seem to have it from the very start in most scenarios now. It is noticable on ones where you start having been 'signal checked' outside a station and so you pull in a few minutes later - but even then it seems to be out by 30 to 60 odd seconds by departure time, with the doors appearing to close too early in most cases. My machine can run WCML and all of its scenarios without too much difficulty, but I'm seeing this even on relatively less demmanding routes such as Bristol - Exeter where there is certainly no performance hit. That is from the very start of a scenario, even without any AI traffic. As someone has already said, it makes timetabled scenarios a nightmare and you often end up failing them even though you think you arrived quite a bit early for every stop.

It may have been performance related in the past when the 'F3' lagged behind the 'F4' clock, but now the whole lot seems to be off regardless. Strange thing is I've only noticed it in the past week or so, did they apply a new patch to the game that changed something recently? I hope the team get to the bottom of it, because besides the F3 and F4 driving aids being out of sync over the course of a long scenario, it all worked fine before.

James
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Re: Clock issues....

Post by jands1 »

I have this problem and posted this to RW help (acknowledged but nothing else)
I know there is a difference as I have tried running the same scenario in RW2 as well as RW3 and it looks to be about 3 -4 mins difference on a 1hr scenario. RW3 takes longer.
I don't think its frame rates.
Could be loco physics - haven't tried a comparison of different locos
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ashgray
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Re: Clock issues....

Post by ashgray »

Hmmm... lots of theories and ideas. But has anyone actually tried the advice given at the top of this thread?

If so, and it hasn't worked, fair enough, we can eliminate it as a possible solution, but please give it a go and report back, otherwise it might look as though you don't actually want help. :wink:

Ash
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395008
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Re: Clock issues....

Post by 395008 »

Hey,

Thanks for the information, I've tried the top two suggestions and it's done nothing.

:(
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Re: Clock issues....

Post by justgeoff »

Same goes for me!

Geoff
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Re: Clock issues....

Post by jevon »

ashgray wrote:Search your Assets folder for files named blueprint.pak and delete any you come across - that usually fixes this problem.
ashgray wrote:Hmmm... lots of theories and ideas. But has anyone actually tried the advice given at the top of this thread?
If so, and it hasn't worked, fair enough, we can eliminate it as a possible solution, but please give it a go and report back, otherwise it might look as though you don't actually want help. :wink:
Ash, I routinely clear cache 2 or 3 times per day, and always after new asset installs. And just now I did a Windows search for 'blueprint.pak' files in the Assets folder. None found and the problem persists.

I'm curious about the source of your hypothesis that the issue is related to blueprint.pak files? I stand ready to be enlightened. :wink:

BTW, there is another discussion of this issue, started back in mid-November, in the Scenario Creation sub-forum:

http://forums.uktrainsim.com/viewtopic. ... 6&t=120351

Might be a good idea if we coordinate our efforts here or there to find a solution.
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