Union Pacific EMD SD60M Mod Pack V1.0 Released

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Re: Union Pacific EMD SD60M Mod Pack V1.0 Released

Unread postby FanRailer » Mon Jan 11, 2016 12:19 am

Seems the issue is a simple one that could be resolved easily with a little more finesse in the control handling. I've managed to make small percentage changes with my raildriver unit just fine.
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Re: Union Pacific EMD SD60M Mod Pack V1.0 Released

Unread postby JohnS » Mon Jan 11, 2016 12:41 am

could be that the input sensitivity is set to high. I didn't mess with those figures. I'm not really sure what to change. The analog and digital input lines?
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Re: Union Pacific EMD SD60M Mod Pack V1.0 Released

Unread postby jalsina » Mon Jan 11, 2016 10:02 am

JohnS wrote:could be that the input sensitivity is set to high. I didn't mess with those figures. I'm not really sure what to change. The analog and digital input lines?


JohnS.
What I do in some engines (as in the SD80MAC), I edit the bin trainbrakecontrol blueprint (engine file) with RW_Tools and just modify the notches areas as you did in this case to bring the original to the modded version. Not dramatically in this case(or too much), where the brakes are working comfortably well for players.
I think it is better to leave it as it is right now, given that the SD60M is braking in the self lap area.

I have something else to mention which is mostly related with FanRailer job.

Why to include the xml and bin files in the mods (engine and simulation)? !*don-know!*
With the .AP files present, the engine bin make calls for xml files (controls, childs, etc.), but you will not find but the binary version inside the .AP. It would seem the xml calls (like childs) are converted to binary by the program.
In other words, I delete the xml included and the mod works well. The xml seems to be required in some of the DLC normally related with sounds but I can´t explain why.
Am I missing something I am not aware of? I mean the reason why both, xml and bin, have to be included? **!!bang!!**

I have also wondered lately if it would be better in the older DLC to bind everything into an AP and leave the mods outside as in the newer DLCs. !*don-know!* For the average user that would be pretty complex. !DUH!

Yesterday I made a test in a level route like it is Miami, using 4x SD60MAC to pull a consist of 70 flat cars loaded with vans. It felt much better than my previous test in Barstow-Victorville and I enjoyed much the run. No doubt you guys have done a good job with this mod. !*cheers*!
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Re: Union Pacific EMD SD60M Mod Pack V1.0 Released

Unread postby Chacal » Mon Jan 11, 2016 2:43 pm

From what I've seen, blueprints have references to xml files, but if the binary version exists this will be used instead. If not, xml files are converted to binaries automatically. However in some cases the functionality is broken. For example, I had problems with sound proxy files, until I saved both proxyxml and proxybin files with exactly the same content.
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Re: Union Pacific EMD SD60M Mod Pack V1.0 Released

Unread postby jalsina » Mon Jan 11, 2016 5:08 pm

Chacal wrote:From what I've seen, blueprints have references to xml files, but if the binary version exists this will be used instead. If not, xml files are converted to binaries automatically. However in some cases the functionality is broken. For example, I had problems with sound proxy files, until I saved both proxyxml and proxybin files with exactly the same content.

Most proxys require both types. I don´t know why.
But it happens only in sounds which are normally called by "sounds xml" (and xml calling a proxyxml) that are called by an engine bin (a child calling that 1st xml). Example: Dash 8 (Miami) horn.
I think the game is becoming standardized at this level but there are still many leftovers from the past. !!*ok*!!
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Re: Union Pacific EMD SD60M Mod Pack V1.0 Released

Unread postby FanRailer » Mon Jan 11, 2016 9:28 pm

I include both for the ease of those people who want to actually view the code changes without having to convert the files into XML. There is no functional reason.
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Re: Union Pacific EMD SD60M Mod Pack V1.0 Released

Unread postby jalsina » Mon Jan 11, 2016 11:10 pm

FanRailer wrote:I include both for the ease of those people who want to actually view the code changes without having to convert the files into XML. There is no functional reason.

OK !*salute*!
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