NS Heritage Repaints Have started.

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Re: NS Heritage Repaints Have started.

Unread postby jpaufsc » Fri Jul 20, 2012 2:25 pm

Thanks for the tip. All fixed now.
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Re: NS Heritage Repaints Have started.

Unread postby XDriver » Fri Jul 20, 2012 4:13 pm

Noel wrote:Wasnt the S&A already done and posted onto the file library? !**conf**!


mdurdan had started it but didn't get it finnished that I know of.
By the way. I'm doing the Monongahela right now so that will be the last Gevo. *!!wink!!*
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Re: NS Heritage Repaints Have started.

Unread postby XDriver » Fri Jul 20, 2012 8:07 pm

The last Gevo. !!*ok*!!

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Re: NS Heritage Repaints Have started.

Unread postby jpaufsc » Fri Jul 20, 2012 8:29 pm

If you haven't sent it in yet, the Monongahela does have the nose door window since it was painted from an older ES44AC order. Either way, looks great!
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Re: NS Heritage Repaints Have started.

Unread postby XDriver » Fri Jul 20, 2012 10:43 pm

I tried to add the window but the way things are mirrored, doesn't turn out well. I also tried to get the red pin stripe on the high side of the white but there is a small piece in there that is also mirrored that wouldn't let it look good so I centered it instead. Hey. Close enough I guess. None of these are 100% accurate anyway.
Changed the colors just a bit and this should be final.

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Re: NS Heritage Repaints Have started.

Unread postby Machinist » Sat Jul 21, 2012 8:53 am

XDriver wrote:The last Gevo. !!*ok*!!

Last?!?! !**conf**! are you sure!?! *!twisted!* you did say that many times before !*roll-laugh*! When Heritage re-paints' are really over (maybe never *!lol!* ) I'll include at once all re-paints in the Expansion Packs of SD70 10-Engine & ES44 10-Engine Sound and Total Lighting Enhancements packs, with different engine sound for each livery to avoid the weird jet engine sound when placed together in the same scenario. *!!wink!!*
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Re: NS Heritage Repaints Have started.

Unread postby _o_OOOO_oo-Kanawha » Sat Jul 21, 2012 9:50 am

Machinist wrote:Last?!?! !**conf**! are you sure!?! *!twisted!* you did say that many times before !*roll-laugh*! When Heritage re-paints' are really over (maybe never *!lol!* ) I'll include at once all re-paints in the Expansion Packs of SD70 10-Engine & ES44 10-Engine Sound and Total Lighting Enhancements packs, with different engine sound for each livery to avoid the weird jet engine sound when placed together in the same scenario. *!!wink!!*


Lets hope it never ends? Then we will never get the complete pack by you. I already enhanced mine by copying your lines into the newer repaints.
But we do need all of the NS Heritage Fleet repaints in the end! RSC really missed a chance to rob us of some of our money, but thanks to generous repainters from our community we got them for free.

Anyway, Doc, a small suggestion: please remove the crew from the cabs of the autonumbering UP, BNSF, CSX, NS, etc. helper engines if the helper engines are never meant to be driven by themselves but used in multiple unit lash-ups only. Perhaps I am thinking in errors here, the helpers can also be used in AI trains of course, in that case there should be a crew in the cab for appearance sake.
Thinking this through, is it possible to script the crew and fancy cab, numberboard, platform and stepwell lighting to appear only in manned cabs, i.e. the lead engine of any driven consist, you know with the driver symbol in the scenario editor. I think you can even have the crew reseat themselves when changing direction, just like the head- and tailllights switch. Perhaps Kali, Chacal or another of the bin hackers can advise us here?

Perhaps no crew units are wasted on the majority of users, it doesn't really matter when driving, only in screenshots you have time to observe little details like these. So I'll leave the decision to you, Doc, I can always hack things my own peculiar way later.
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Re: NS Heritage Repaints Have started.

Unread postby Machinist » Sat Jul 21, 2012 10:32 am

_o_OOOO_oo-Kanawha wrote:Anyway, Doc, a small suggestion: please remove the crew from the cabs of the autonumbering UP, BNSF, CSX, NS, etc. helper engines if the helper engines are never meant to be driven by themselves but used in multiple unit lash-ups only. Perhaps I am thinking in errors here, the helpers can also be used in AI trains of course, in that case there should be a crew in the cab for appearance sake.
Thinking this through, is it possible to script the crew and fancy cab, numberboard, platform and stepwell lighting to appear only in manned cabs, i.e. the lead engine of any driven consist, you know with the driver symbol in the scenario editor. I think you can even have the crew reseat themselves when changing direction, just like the head- and tailllights switch. Perhaps Kali, Chacal or another of the bin hackers can advise us here?

Perhaps no crew units are wasted on the majority of users, it doesn't really matter when driving, only in screenshots you have time to observe little details like these. So I'll leave the decision to you, Doc, I can always hack things my own peculiar way later.

When Krellnutt sent me the sound pack all helpers had no crew, as should be the usual. The problem is, in this case as you predicted, they should be used only as helpers in a lashup, but I guessed many users would like to use any of them as drivable engine in scenarios, and - especially - if all the helpers were no crew in a scenario, using only crew engines you would get the jet engine sound the main reason of Krellnut created the pack. The way I did, IMHO, the pack has more flexibility since you have available 4 no crew engines to be used as helpers indeed. So in a scenario you are now able to place up to 6 engines as AI (or even in a Player lashup) all playing together (or close each other) to avoid the jet engine effect. *!!wink!!* It's up to scenario writer/user take all this in account.

With all the Hepers as no crew, placing for example SD70ACE BNSF in the Player and SD70MAC BNSF in the AI (or even in the same Player consist) would cause the jet engine effect, however with the options I provided (3, 2, 1 or no crewmembers) you now can put working closer an SD70ACe BNSF in the Player train and a (MAC)70-Helper BNSF (3 crew) or a 70-d (engineer only) in the AI train and than get perfect sounds in the scenario. *!!wink!!*

Yes, many things can be done with lighting/crew (I have the know-how, including changing seat when swapping cabin etc. etc. etc.) but they take time and I'm not sure would be noticed or even (correctly) appreciated by users (some things you do will like some people and for sure will dislike many others, which is pretty disliking for creators BTW), the pack is for average use for average users, anyone (with hacking skills, as you) can done your particular changes (as I use to do for my own use).

You may complain about step lights in no crew engines (it makes sense, of course, this is why no crew engine have no cablight), but then someone will complain: you forgot the steplights in the no crew engines, how can I ride it to drive?! or leave it after have just been driven?! So.... there is always a thing that can be done or undone, the list of individual whishes and expectations is countless, is impossible to answer everyone expectations, so I work for the average. I could add inputmappers to turn on/off cablight independently but then it would mess simulation, mappers or lua files of other modders using the same engine. I try to keep a wider vision of what I'm doing in order to avoid messing creations of other modders. Each monkey on its branch (as we say in Portuguese, likely in English: every jack to his trade).

However, and for the same reasons, in the NERW fleet (only 8 types of engines, crew and no crew) I'll tweak any differently (and will add more 4 types) even with different features (being a group under controll of expectations, I can do new things without messing other creators features), but that's is possible only in especial packs, for especial users' group (which I belong to, I know what is needed in details and how it will be used), where the scenarios writers are aware of differences and will take the best advantages of differences (knowing what they are and how they work).

Something like that... *!!wink!!*

Cheers,
Doc.
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Re: NS Heritage Repaints Have started.

Unread postby XDriver » Sat Jul 21, 2012 1:41 pm

Machinist wrote:
XDriver wrote:The last Gevo. !!*ok*!!

Last?!?! !**conf**! are you sure!?! *!twisted!* you did say that many times before !*roll-laugh*! When Heritage re-paints' are really over (maybe never *!lol!* ) I'll include at once all re-paints in the Expansion Packs of SD70 10-Engine & ES44 10-Engine Sound and Total Lighting Enhancements packs, with different engine sound for each livery to avoid the weird jet engine sound when placed together in the same scenario. *!!wink!!*


*!lol!* As far as I can tell it is the last ES44 to be painted. I did them all. I was turning the last 4 over to mdurdan. !!*ok*!!

As the above post showed. To be painted.

Savannah & Atlanta - SD70ACe
Reading - SD70ACe
Jersey Central - SD70ACe
Penn Central - SD70ACe
Monongahela - ES44AC -----------> Done.
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Re: NS Heritage Repaints Have started.

Unread postby _o_OOOO_oo-Kanawha » Sat Jul 21, 2012 2:09 pm

Machinist wrote:I try to keep a wider vision of what I'm doing in order to avoid messing creations of other modders.

Each monkey on its branch (as we say in Portuguese, ... ....).
!*roll-laugh*!

You are absolutely right and I have overlooked the differences you have already applied in the helpers you provided with your pack.
Given the still considerable number of reports with problems the presence of a crew is of no importance.

I like your enhancements very much and combine them with those form Ehsdpsrla to get wet windows in inside and outside views. This is relatively easy since you only use child objects and a few lines of script. Ehs' TNT scripting is massive and complicated but he has hacked the shape files into shape, adding all the necessary shaders for those wet windows.
Plus I am working on a few enhancements of my own like exhaust stack fire, a working wheelslip light, a proper dynamic brake handle with a setup position and gentle but linear action resulting in dynamic braking with the prime mover revving up and down with the increase/descrease of resistor grid current. I also want a proper idle notch on the throttle lever as in MontanaRails' CSX_YN3_ES44AC which will force me to do some geoPcDx hacking of my own to copy it over to the other cabs.

Only to have it all undone when RSC comes out with the updated ES44 and Dash9 models. I still cannot stand the dead displays in the cab and sometimes think to myself "why bother with handles and lamps when the instruments are dead"?
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Re: NS Heritage Repaints Have started.

Unread postby jesseg199 » Mon Jan 28, 2013 4:52 pm

Is anyone gonna be making the penn Central unit?
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Re: NS Heritage Repaints Have started.

Unread postby jesseg199 » Mon Jan 28, 2013 9:59 pm

awesome cant wait!
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XDriver

Unread postby NKP1 » Tue Feb 12, 2013 7:46 pm

I need that NKP caboose as well. Got a link?
Nickel Plate High Speed Service
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Re: NS Heritage Repaints Have started.

Unread postby Aviator » Sat Feb 16, 2013 5:44 pm

Xdriver, Thank you very much for pointing me in the right direction for installing repaints. Your Nickel Plate Road repaint is excellent !!*ok*!!
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Re: NS Heritage Repaints Have started.

Unread postby XDriver » Sat Feb 16, 2013 6:49 pm

OK. Cool. Haven't heard back from ya till now, so I guess it's all good.
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