Tail Lamp
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mearle73
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Tail Lamp
Thanks to Dave B for the tail lamp,nice touch,Ive created duplicate wagons useing the engine file to use as the rear wagon,adds more then you think to the sim,now if we could get some working level crossings.
Re: Tail Lamp
Hi
Where can i read up on this please?
Where can i read up on this please?
mearle73 wrote:Thanks to Dave B for the tail lamp,nice touch,Ive created duplicate wagons useing the engine file to use as the rear wagon,adds more then you think to the sim,now if we could get some working level crossings.
A computer that's more than adequate to run TS
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mearle73
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Re: Tail Lamp
UKTS_19985_taillight_drb.zip
Re: Tail Lamp
Now thats something that i posted about on some while ago. Thats a nice addition and i will take a further look.
Thank you.
Thank you.
|
mearle73 wrote:UKTS_19985_taillight_drb.zip
A computer that's more than adequate to run TS
Re: Tail Lamp
I'd be most appreciative of being able to have a file with EXACT, CLEAR instructions on how to get to the file(s) necessary, and a foolproof way to properly edit them correctly in order to get tail lights onto rolling stock - preferrably some Guards' vans and a few coal cars, etc. I don't mind editing some of the MSTS files with WordPad, which was easy enough, to be honest, but trying to do something with .xml files (?) in Rail Sim, terrorfies me no end, not having done it before, and having a hearing problem, I feel more comfortable in most cases, just reading clear and simple, step-by-step instructions with examples, on how to do something like this, if somebody would be able to set it out and upload the file to this site, possibly. It would help greatly, but is it possible also, for someone like Digital Traction, say, to re-release their Guards' vans with the necessary file(s) to have this flashing tail lamp already fitted ? NOT like the invisible (!!) flashing tail lamp in some MSTS rail vehicles, of course... not too realistic actually, with nothing to see but the flashing. And I genuinely wish someone would get up and make us a decent, working, level crossing, which RSDL could easily have inclided in the Mk2 upgrade, or in the original setup, and still, for the life of me, can't understand why they didn't, and when MSTS got it's working level crossings much sooner in it's early life, and not KRS. Level crossings with working booms and gates are part and parcel of everyday rail operations, and KRS seems strange without some readily available by now. It's what I really miss most.mearle73 wrote:Thanks to Dave B for the tail lamp,nice touch,Ive created duplicate wagons useing the engine file to use as the rear wagon,adds more then you think to the sim,now if we could get some working level crossings.
Regards...
Jim McDermott
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Basherz
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Re: Tail Lamp
We are currently modifying all our stock, and we are looking at a way to be able to install the whole shebang, rather than people fiddling about with .XML/.BIN's and the like.ka959 wrote:I'd be most appreciative of being able to have a file with EXACT, CLEAR instructions on how to get to the file(s) necessary, and a foolproof way to properly edit them correctly in order to get tail lights onto rolling stock - preferrably some Guards' vans and a few coal cars, etc.mearle73 wrote:Thanks to Dave B for the tail lamp,nice touch,Ive created duplicate wagons useing the engine file to use as the rear wagon,adds more then you think to the sim,now if we could get some working level crossings.
Regards...
Jim McDermott
Some people will obviously want to fiddle about themselves, but we believe most users either "can't be assed" or are frightened or do not have a real ability for all the messing about that can entail.
Chris
Re: Tail Lamp
That's good to hear. I'd be most interested in seeing the results, as you can guess. Thanks for that info. And you're dead right there - a lot of us out there wouldn't want to risk stuffing things up. I didn't touch anything, but only did what the instructions stated, in regards to the modified smoke (Particles folder) and, same as the first time, the steam locos (not the tenders) all refused to show up apart from the coupling gear. Something was wrong twice (original version also did that) - someone else had it work fine for him, but it won't work correctly for me though, and I wish I knew why.
Regards...
Jim McDermott
We are currently modifying all our stock, and we are looking at a way to be able to install the whole shebang, rather than people fiddling about with .XML/.BIN's and the like.
Some people will obviously want to fiddle about themselves, but we believe most users either "can't be assed" or are frightened or do not have a real ability for all the messing about that can entail.[/quote]
Regards...
Jim McDermott
We are currently modifying all our stock, and we are looking at a way to be able to install the whole shebang, rather than people fiddling about with .XML/.BIN's and the like.
Some people will obviously want to fiddle about themselves, but we believe most users either "can't be assed" or are frightened or do not have a real ability for all the messing about that can entail.[/quote]
- tango4262
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Re: Tail Lamp
Very nice addition
A quick dumb question, will this fit to locos? will look nice on a drag i reckon
Kind regards
Dave
A quick dumb question, will this fit to locos? will look nice on a drag i reckon
Kind regards
Dave
- smarty2
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Re: Tail Lamp
Hi Jim i started this thread because i am one of those that wont touch these files with a barge poleka959 wrote:I'd be most appreciative of being able to have a file with EXACT, CLEAR instructions on how to get to the file(s) necessary, and a foolproof way to properly edit them correctly in order to get tail lights onto rolling stock - preferrably some Guards' vans and a few coal cars, etc. I don't mind editing some of the MSTS files with WordPad, which was easy enough, to be honest, but trying to do something with .xml files (?) in Rail Sim, terrorfies me no end, not having done it before, and having a hearing problem, I feel more comfortable in most cases, just reading clear and simple, step-by-step instructions with examples, on how to do something like this, if somebody would be able to set it out and upload the file to this site, possibly. It would help greatly, but is it possible also, for someone like Digital Traction, say, to re-release their Guards' vans with the necessary file(s) to have this flashing tail lamp already fitted ? NOT like the invisible (!!) flashing tail lamp in some MSTS rail vehicles, of course... not too realistic actually, with nothing to see but the flashing. And I genuinely wish someone would get up and make us a decent, working, level crossing, which RSDL could easily have inclided in the Mk2 upgrade, or in the original setup, and still, for the life of me, can't understand why they didn't, and when MSTS got it's working level crossings much sooner in it's early life, and not KRS. Level crossings with working booms and gates are part and parcel of everyday rail operations, and KRS seems strange without some readily available by now. It's what I really miss most.mearle73 wrote:Thanks to Dave B for the tail lamp,nice touch,Ive created duplicate wagons useing the engine file to use as the rear wagon,adds more then you think to the sim,now if we could get some working level crossings.
Regards...
Jim McDermott
Mart
- jp4712
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Re: Tail Lamp
Am I the only one baffled by what appears to be the lack of the "example file of the default HAA wagon" in the download? I have unzipped the file and find that it installs files to the directory \Assets\Kuju\RailSimulator\scenery\Animated\ but nothing to \Assets\Kuju\RailSimulator\RailVehicles\Freight\HAA - where I would expect an extra or updated file to be.
Paul
Paul
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Basherz
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Re: Tail Lamp
Unfortunately, the example HAA did not appear to be forthcoming within the download. But here is a piccy and a copy of the .bin code to add in.jp4712 wrote:Am I the only one baffled by what appears to be the lack of the "example file of the default HAA
wagon" in the download? I have unzipped the file and find that it installs files to the directory
\Assets\Kuju\RailSimulator\scenery\Animated\ but nothing to \Assets\Kuju\RailSimulator\RailVehicles\Freight\HAA -
where I would expect an extra or updated file to be.
Paul

.BIN code for the HAA to add from the point <children>:
<cEntityContainerBlueprint-sChild d:id="29109648">
<ChildName d:type="cDeltaString">TailLight</ChildName>
<BlueprintID>
<iBlueprintLibrary-cAbsoluteBlueprintID>
<BlueprintSetID>
<iBlueprintLibrary-cBlueprintSetID>
<Provider d:type="cDeltaString">Kuju</Provider>
<Product d:type="cDeltaString">RailSimulator</Product>
</iBlueprintLibrary-cBlueprintSetID>
</BlueprintSetID>
<BlueprintID d:type="cDeltaString">Scenery\Animated\taillight_drb.xml</BlueprintID>
</iBlueprintLibrary-cAbsoluteBlueprintID>
</BlueprintID>
<Matrix>
<cHcRMatrix4x4>
<Element>
<e d:type="sFloat32" d:alt_encoding="000000000000F0BF" d:precision="string">-1.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="000000000000F0BF" d:precision="string">-1.0000</e>
<e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0.0000</e>
<e d:type="sFloat32" d:alt_encoding="000000C0CCCCDCBF" d:precision="string">-0.4500</e> (Offset from Truck centre - left or right)
<e d:type="sFloat32" d:alt_encoding="000000205C8FF23F" d:precision="string">1.1600</e> (Height from the ground)
<e d:type="sFloat32" d:alt_encoding="00000000000010C0" d:precision="string">-4.0000</e> (offset to rear from truck centre)
<e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1.0000</e>
</Element>
</cHcRMatrix4x4>
</Matrix>
</cEntityContainerBlueprint-sChild>
Chris
Re: Tail Lamp
Opps! Sorry, my mistake. I've now uploaded a version 1.1 that includes that missing file.
Dave B
Dave B
