Going Backwards strange!

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markjudith
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Going Backwards strange!

Post by markjudith »

If I run a train in reverse ie tender first, the sound reigon I have just gone thru continues playing, so if I have gone thru a tunnel for example the sound continues until the next region! Has anyone got a clue how I could correct this?
rlmathers
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Post by rlmathers »

Hi MarkJudith

Travelling in reverse does not trigger the fault.

The tunnel in question does not have the delimiters set correctly.

On entrance to the tunnel you should have the following:

Delimiter `wood or concrete supported` sound region and `In tunnel` limit sound region.

Using the Route Editor, look in your chosen route, at the tunnel for the above sound regions.

Set the limit `In tunnel` sound region pointer, pointing inwards towards the tunnel.

Set the delimiter `wood or concrete supported` sound region pointer, pointing outwards from the tunnel.

Set both ( limit and delimiter ) to the same x,y,z parameters at each end of the tunnel respectively.

If it is twin track make sure they traverse both tracks.

If the fault persists check ttype.dat file in the chosen route folder to ensure
all track sounds are available to be referenced by the route.

Kindest regards

Ray
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JohnKendrick
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Re: Going Backwards strange!

Post by JohnKendrick »

markjudith wrote:Has anyone got a clue how I could correct this?
If you correct a route for going backwards, it'll all be wrong for going forwards!

It isn't anything wrong with your installation or routes, it's just the way MSTS works (or doesn't work.)

I think I'd prefer it to be right for forward travel and suffer the problem in reverse, though for reversible stock like a DMU or a railcar it is a nuisance.

John
THE YORKSHIRE COAST RAILWAY, released as freeware (CD & download) on 26th Feb 2005.
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markjudith
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Going backwards

Post by markjudith »

Thanks for the replies chaps, I have all the pointers set correctly for all the sound regions, if I use rail waves sounds, the points sound like a machine gun, but if UK track sound is used they are o.k. Looks like something we have to live with then! :-?
scefhwil
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Post by scefhwil »

Not sure about your original problem but the one in your last post is possibly due to there being a Speed controlled Frequency Curve in one or more of the Streams. When these are used they have to be defined for negitive speeds as well as positive speeds, ie

FrequencyCurve (
SpeedControlled
CurvePoints ( 5
-40 15025
-10 11025
0 11025
10 11025
40 15025
)
Granularity ( 50 )
)
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elkram
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so, inducing such curves helps work around the problem?

Post by elkram »

scefhwil wrote:Not sure about your original problem but the one in your last post is possibly due to there being a Speed controlled Frequency Curve in one or more of the Streams. When these are used they have to be defined for negitive speeds as well as positive speeds
I'm experiencing the same problem, but have no need to use a speed-controlled frequency curve. Are you saying that by inducing/declaring one I can correct my problem I'm having when reversing through my sound region? I just don't understand how by having one it releases the incessant loop.

Cheers,
Chris
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elkram
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Post by elkram »

scefhwil wrote:FrequencyCurve (
SpeedControlled
CurvePoints ( 5
-40 15025
-10 11025
This negating in your corrective remedy doesn't work. It still happens.

I've also tried inducing another TrackType by duplicating the "default" sounds to TrackType(0) into another .sms file to hopefully induce breaking up the fact that both the rear and forward ends of my train (any train, for this matter) not straddle the same region where passing underneath in the middle of the unit is another (targetted) sound region.

Furthermore, you might wish to read the findings I've posted in TS Msg Bd, wherein the thread I'm replying is double-reverse-point- (DRP) related. For two years now I've claimed that in order for a DRP to work, the track segment where a DRP is placed (a pair of reversal points, that is) must be no less than twice the length of the consist before the brief reversal maneuvre. By track segment, I mean a section of track that not be interrupted by either a signal or switch/turnout/points, i.e., a node (be it soft (signal) or hard (switch) -- I don't know how a passing-path node would effect this whole thing, but I trust it to be in fact a soft node). My findings from trying to overcome the going-backward-through-sound-region nonsense seem to confirm my hypothesis. Read on:

http://forums.flightsim.com/ts/dcboard. ... =full#9092

Cheers,
Chris
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elkram
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Post by elkram »

scefhwil wrote: FrequencyCurve (
SpeedControlled
CurvePoints ( 5
-40 15025
-10 11025
0 11025
Yippee, I got it to work!! The trick is to put the value of nought / zero to your negative speeds instead of positive values. I no longer here the sound period when reversing through my points-/switch-/turnout-bound sound region, oh well.

Nevertheless, thank you for your lead! I'm very pleased.

Cheers,
Chris
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