Maine Maritime

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Re: Maine Maritime

Unread postby dphorton » Sun Feb 17, 2019 12:15 pm

Hi Chris, The Buffer is still there on the track next to the Holding Track. It is on the left side of the Holding Track in The Night Moves Scenario. How I found out is that I was going to use that Siding Track to run around the drop off. I wasn't paying that much attention until it derailed. If you go to that track you will see that there is a buffer half way down the Track. It isn't visible except in the Track Monitor at the bottom of the screen. To some people it doesn't matter. To complete the Scenario I just used a different track but a person needs to know.

Buzz says you don't need the patch0-2-01. Who is correct as it is there for download?
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Last edited by dphorton on Sun Feb 17, 2019 12:47 pm, edited 1 time in total.
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Re: Maine Maritime

Unread postby Bermúdez » Sun Feb 17, 2019 12:32 pm

buzz456 wrote:Where is this again? You don't need the patch with the new edition. Or maybe you do. I'm confused.

I think the patch is necessary, because the version of the route is v0.2, and the version of the patch is v0.2.1.

G-TraX MMS Patch.jpg
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Re: Maine Maritime

Unread postby buzz456 » Sun Feb 17, 2019 12:58 pm

Alpenfreight wrote:Is anyone else receiving an access violation crash when using the dynamic brake on the E7?

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Maybe it's just me.. I really appreciate the route revamp regardless!

Yep. Same.
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Re: Maine Maritime

Unread postby buzz456 » Sun Feb 17, 2019 1:11 pm

dphorton wrote:Night Moves Scenario. Missing Pick up in the Task List. Pick up 794084 from Union Warf, Couple to Rear of Locomotive. Pick up 5637 and 5482 from Intl Container Terminal, couple to the Front of Locomotive. Then when you get to Yard 8 don't use the Yard Track to the Left of the Yard 9 Holding. There is a Buffer about half way down. You will see that if you select that Yard Track. It doesn't show in the Route or in the Scenario using the Edit Mode. So I don't know.

I do not have that double bumper you are referring to.
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Re: Maine Maritime

Unread postby dphorton » Sun Feb 17, 2019 1:30 pm

Buzz have you tried to go on that Track? It is there. you can't see it visually. You have to select that Siding next to all the Parked Consist or next to the Holding Track. See if you can go down the Track without a derailment. Like in the first Screen shot I posted.
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Re: Maine Maritime

Unread postby buzz456 » Sun Feb 17, 2019 2:15 pm

dphorton wrote:Hi Chris, The Buffer is still there on the track next to the Holding Track. It is on the left side of the Holding Track in The Night Moves Scenario. How I found out is that I was going to use that Siding Track to run around the drop off. I wasn't paying that much attention until it derailed. If you go to that track you will see that there is a buffer half way down the Track. It isn't visible except in the Track Monitor at the bottom of the screen. To some people it doesn't matter. To complete the Scenario I just used a different track but a person needs to know.

Buzz says you don't need the patch0-2-01. Who is correct as it is there for download?

Dave,
I found that spot. If you want to fix it yourself go to that spot and use the weld tool . The track is just separated there. I drove a train there and it showed up on the HUD as a bumper but like I said the track was just not joined. Otherwise you'll have to wait for Rick's next patch if he does one. The 2.1 patch is a fix for a bump in Rigby Yard and doesn't have anything to do with this.
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Re: Maine Maritime

Unread postby ChrisOnline » Sun Feb 17, 2019 3:08 pm

Yes Dave, you're right! Sorry for doubting, I assumed it was the buffer problem I originally had (which seems to have fixed itself).

I have fixed it on mine, if you want to use my revised tracks.bin file (the only one affected), it's in this link:
https://www.dropbox.com/sh/ahchiu4ykipt ... 5vTSa?dl=0
(I'll take the link down after a couple of days)

Hopefully Rick will see this to make a permanent edit
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Re: Maine Maritime

Unread postby buzz456 » Sun Feb 17, 2019 3:29 pm

!**duh*!! I didn't think of that. Thanks Chris.
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Re: Maine Maritime

Unread postby dphorton » Sun Feb 17, 2019 7:10 pm

I thought I would revisit Track Improvements Scenario. It is different in the New Version There are no Tracks leading up to the Turntable or on the other side going to the Engine Sheds. Results are still the same Loco drops off into the Turntable.
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Re: Maine Maritime

Unread postby ChrisOnline » Sun Feb 17, 2019 8:35 pm

Yes, same problem here, it seems universal - locos falling "into" the turntable, rendering the turntable unusable

The missing track is just a quirky feature with turntables - close and reload and you'll probably find it returns, then another time you may find the whole turntable disappears. It has been an ongoing "feature" for years with TS, and we have to live with it.

But the inability to use the turntable is a big shame, it worked fine in the original Portalnd Terminal route, so no idea what has changed.

As a long shot, I worked out (by changing a couple of bits of clutter) which tile it sits on (it is -00002-00003.bin for the record), and copied that tile in from Portland Terminal (which I have kept for this sort of purpose!) for Scenery, Terrain, MixMap, Loft Tiles, Road Tiles and Track Tiles (just to be sure!). Hoping for a magincal fix, but sadly it made no difference :(

So I'm afraid it is beyond me, let's hope that Rick has a solution

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Re: Maine Maritime

Unread postby mrennie » Mon Feb 18, 2019 10:29 am

ChrisOnline wrote:Yes, same problem here, it seems universal - locos falling "into" the turntable, rendering the turntable unusable

The missing track is just a quirky feature with turntables - close and reload and you'll probably find it returns, then another time you may find the whole turntable disappears. It has been an ongoing "feature" for years with TS, and we have to live with it.

But the inability to use the turntable is a big shame, it worked fine in the original Portalnd Terminal route, so no idea what has changed.

As a long shot, I worked out (by changing a couple of bits of clutter) which tile it sits on (it is -00002-00003.bin for the record), and copied that tile in from Portland Terminal (which I have kept for this sort of purpose!) for Scenery, Terrain, MixMap, Loft Tiles, Road Tiles and Track Tiles (just to be sure!). Hoping for a magincal fix, but sadly it made no difference :(

So I'm afraid it is beyond me, let's hope that Rick has a solution

Chris


The same thing happened to the turntables I made for upcoming Promontory Summit route after I switched to the 64-bit world editor (something I regretted, because it broke several more things, including track, sound domes, etc.). To fix the turntables, I went back to using the 32-bit editor but only after manually editing the tracks.bin file to remove all traces of the turntables. Just deleting them in the World Editor didn't actually delete everything associated with them in the tracks.bin, and the leftover data stopped the turntables from working - that's why I had to make sure they were completely deleted before putting them back in again.
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Re: Maine Maritime

Unread postby dphorton » Mon Feb 18, 2019 10:51 am

Chris and mrennie thank you for the info. This is beyond my capability as I have never tried to do a Route. Great Route. Maybe there is a solution to turning the Loco around not using the Turntable for this Scenario.
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Re: Maine Maritime

Unread postby ChrisOnline » Mon Feb 18, 2019 10:59 am

That leads to the question, Mike, how did you identify "all traces of the turntable"?

I have identified the tile it is on, but have no idea how to identify the impact on each folder containing that tile (other than searching for "turntable" within each .bin file in the various folders). Or could "traces" be outside the tile files?
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Re: Maine Maritime

Unread postby mrennie » Mon Feb 18, 2019 12:01 pm

ChrisOnline wrote:That leads to the question, Mike, how did you identify "all traces of the turntable"?

I have identified the tile it is on, but have no idea how to identify the impact on each folder containing that tile (other than searching for "turntable" within each .bin file in the various folders). Or could "traces" be outside the tile files?


It's in the tracks.bin itself, not the tiles. You have to convert tracks.bin to xml (using serz.exe) and look for the bits of XML that refer to turntables, being very careful to delete them without making a mess of the XML syntax. Once done, put tracks.xml through serz.exe to get back to a tracks.bin file. Obviously you should back up the original tracks.bin just in case of mistakes :)
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Re: Maine Maritime

Unread postby buzz456 » Mon Feb 18, 2019 1:49 pm

If you use RWTools it automatically makes a back up when you save the file so you can always go back to the bak file if you screw something up.
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