Chacal wrote:Two different concepts with the name "Core".
1- "Core game" is the game program itself (railworks.exe and assorted libraries). DTG compiles it from the source code they own, which is the direct descendant of the original Kuju Rail Simulator.
All the files that you can create or modify (blueprints, models, textures, physics curves, lua scripts, routes, scenarios, etc.) are data files that the core game uses for making its calculations and rendering the 3D world on your screen. Outside of that you can't change core functions. For example, you can't change the gravity constant that the core game uses for calculating physics, and you can't change the formulas either.
2- Assets/Kuju/RailSimulatorCore is a folder containing data files that are not specific to either European or US content. Possibly named that way because they are mostly used by the core program and have little significance to content builders.
_o_OOOO_oo-Kanawha wrote:The source code to gamemanager.dll is the Holy Grail of Railworks and its best kept secret. Hopefully DTG knows it inside out by heart.
JohnS wrote:_o_OOOO_oo-Kanawha wrote:The source code to gamemanager.dll is the Holy Grail of Railworks and its best kept secret. Hopefully DTG knows it inside out by heart.
So they should have fixed it by now lol
JohnS wrote:Well everybody keeps saying " it's a core game issue" so I guess that's what I was getting at. It works though so I understand don't touch if it's not broke.
JohnS wrote:The part that gets me is the EQ reservoir thing is because the core game has it set to "Apply to Consist(eTrue)". If you look at the manual this option will add or propagate whatever has eTrue in that line option to the entire consist. That's why one engine fine but the more you add the number goes off the chart. I do know that the core game can actually be rewritten when loading with a Lua (out) file present. It will look to that file and fill in the blanks with the core game files. That has already been proven with the FEF and what I have done to the K4. I don't know enough about Lua except for trial and error but it is still all possible.
buzz456 wrote:Operative words being" but it is still all possible." Instead of complaining about the 'core' we should be exploring how to manipulate the game. My bride who is a IT person often says give her enough time she can get any program to do anything. i rarely have a clue what she is talking about but I see the results all the time.
_o_OOOO_oo-Kanawha wrote:JohnS wrote:The part that gets me is the EQ reservoir thing is because the core game has it set to "Apply to Consist(eTrue)". If you look at the manual this option will add or propagate whatever has eTrue in that line option to the entire consist. That's why one engine fine but the more you add the number goes off the chart. I do know that the core game can actually be rewritten when loading with a Lua (out) file present. It will look to that file and fill in the blanks with the core game files. That has already been proven with the FEF and what I have done to the K4. I don't know enough about Lua except for trial and error but it is still all possible.
I don't think that is true, re: eq pressures being added up through the use of <ApplyToConsist>. <ApplyToConsist> is being used to have the same control value being displayed in all locomotives in a consist, i.e. all windshield wipers on/off, all step lights, etc. Unless overridden by an engine script, like in most of the current 'advanced' locomotives.
I thought I was being clever by setting the <CabLights> switch to <ApplyToConsisit>eTrue, so I could darken the cabs of all SH ES44AC's at the flick of one switch. But alas, the CabLights are scripted, initialised to on and don't listen to <ApplyToConsist> anymore. You have to hop into every cab and flick the switch to darken it.
You gain one, you loose one, all because of the presumption by DTG that XBox players don't like dark locomotive cabs and there is no button on their controllers to control the cab light.
JohnS wrote:_o_OOOO_oo-Kanawha wrote:JohnS wrote:The part that gets me is the EQ reservoir thing is because the core game has it set to "Apply to Consist(eTrue)". If you look at the manual this option will add or propagate whatever has eTrue in that line option to the entire consist. That's why one engine fine but the more you add the number goes off the chart. I do know that the core game can actually be rewritten when loading with a Lua (out) file present. It will look to that file and fill in the blanks with the core game files. That has already been proven with the FEF and what I have done to the K4. I don't know enough about Lua except for trial and error but it is still all possible.
I don't think that is true, re: eq pressures being added up through the use of <ApplyToConsist>. <ApplyToConsist> is being used to have the same control value being displayed in all locomotives in a consist, i.e. all windshield wipers on/off, all step lights, etc. Unless overridden by an engine script, like in most of the current 'advanced' locomotives.
I thought I was being clever by setting the <CabLights> switch to <ApplyToConsisit>eTrue, so I could darken the cabs of all SH ES44AC's at the flick of one switch. But alas, the CabLights are scripted, initialised to on and don't listen to <ApplyToConsist> anymore. You have to hop into every cab and flick the switch to darken it.
You gain one, you loose one, all because of the presumption by DTG that XBox players don't like dark locomotive cabs and there is no button on their controllers to control the cab light.
So with that said Engine only brake should be set to eTrue then? So like in real life when MU'd together all brakes in a locomotive consist should apply.
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