buzz456 wrote:Temporary file for WM caboose. Load this into Assests\G-TraX\SNRySouth\RailVehicles\Freight\Caboose-X200\Wagon. Add the Geo from the default to the WM version and away you go. You need the G-TraX SNRwySouth Route for this.
_o_OOOO_oo-Kanawha wrote:
Still tinkering with this nice engine withing the limits of the obfuscated scrips and the core engine restrictions and deficiencies.
I have packed the installed folder into an .ap file, so can add my own files on top and easily change them using TS-Tools. Press F9, wait for the changed assets to get parsed and press [Reload].
Works on many files, but obviously a changed engine.bin crashes the game. Sound proxybin files get parsed in real time I think and stay in memory buffer, so require a proper restart.
But working with sounds and emitters is like performing voodoo magic.
According to the guide available from this page https://rail-sim.de/forum/filebase/entr ... ileID=5559 , there is a useful command line switch that allows you to see the proxybin files and the sounds called in action, which I found very useful. Also the command line switch to have the control values displayed is useful when tinkering with settings.
Create a shortcut to Railworks64.exe and add -EnableSoundDebugDialogs -ShowControlStateDialog to the path of the executable and change the settings to start the game in windowed mode, smaller than you main display's screen.
I've restored the standard Main Smoke Stack functionality and tweaked the emitters a little, like the safety valve now emitting from the top;
I've tinkered with bogie sound, to tone down on the screeching in curves, with engine sound to get a louder chuff, with the tender's couplers sound to get a nice clunk and clank;
I've tinkered with the cab view, now all 8 positions are used (engineer's seat-engineer leaning out-fireman leaning out-fireman seat-engineer's gauges-firemans gauges-firedoor-overview from the tender's deck into the cab;
I've tinkered with the head out view, 1st position: looking at the motion, 2nd position: standing on the right front step. Head out view uses the outside sound complex, while the cinematic cab camera uses the cabin sound complex;
I've tinkered with the side windows, pressing J fully opens the engineer's, shift-J the fireman's, pressing CTRL closes the respective windows;
I've tinkered with the front doors, tapping P opens them in steps, first the little window in the top, then the whole door, shift-P the fireman's, pressing CTRL closes the respective doors;
I've tinkered with the headlight beam, which now has a nice warm incandescent colour.
I've tinkered with the brake controls and simulation, but this is also a kind of black magic, since no matter what I try, I cannot get the dials to display the values from the F5 HUD or the ShowControlStateDialog window.
The wheelslip indicator comes on in a standing locomotive because the brake forces are too high and lock the wheels. But there are so many variables, without the formulae and documentation there is a lot of trial and error involved.
There is probably a reason more experienced developers resort to custom scripts to have the compressor actuate, the safety valves to lift and the brake gauges to display the real values, besides giving the engine proper sounds and smokes linked to throttle and reverser and stoking and speed and tractive effort.
Studying all the files I still think the Machine Rail guys did a great job on their first US steam locomotive.
There are some thing I am not sure about, there should be a reflector and lens in the headlights, the numbers should illuminate, the markers on the tender should display white when running tender first. The headlight switch has 5 positions, so perhaps something has been missed like bright and dim or class lights, also since the switch box has double switches for the same function?
The water glass is solid brass, aren't boiler water level gauges a core feature?
When using a QD consist, the tender has a different number from the locomotive, and there is no scenario setting to get a specific number in the manual?
Stoking should sound like grinding of screws and the beat of the stoker engine, instead of hissing?
There are a lot of sounds used actually, so perhaps a different mix will bring out the character of the steam locomotive more?
Cylinder cocks exhausting should alternate crosswise between left and right on the cylinder block?
Water consumption seems very low, these small but powerful locomotives ran with such large tenders for a reason?
_o_OOOO_oo-Kanawha wrote:[quote="AmericanSteam"}
Wen you removed the squeal the start and end sounds are still there. The latest update from MR allows the locomotive and tender numbers to match when placed. You can change the numbers in the usual way by double clicking on either one and changing it in the drop down. Be sure the entire consist select is not checked. I agree with the cylinder cocks issue. Thanks. MR should do a little more fine tuning on this. It is a great model but all these little details should be addressed.
AmericanSteam wrote:_o_OOOO_oo-Kanawha wrote:[quote="AmericanSteam"}
Wen you removed the squeal the start and end sounds are still there. The latest update from MR allows the locomotive and tender numbers to match when placed. You can change the numbers in the usual way by double clicking on either one and changing it in the drop down. Be sure the entire consist select is not checked. I agree with the cylinder cocks issue. Thanks. MR should do a little more fine tuning on this. It is a great model but all these little details should be addressed.
Note that those WM coal hoppers also screech very loud when they are within earshot, as does the G-Trax caboose Buzz painted for us. So you should run only the engine to evaluate its soundscape.
I've tweaked both the curvature and volume triggers in the bogies.proxyxml, but like I said earlier, it is like voodoo, all these variables in different units.
I haven't played the engine in a standard or free roam scenario yet, only tinkering with it in quick drive on various routes with different grades, so I cannot set the road number.
I have found some good .lua engine scripts with more advanced functions of particle and sound emitters, so I am starting on my own simple engine script.
In general, these Consolidations are slow speed engines, so I want them to sound and smoke good at the speed range of 15-25 MpH and try to tweak everything accordingly.
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