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SD40-2W Wide Nose CN Enhancement

Unread postPosted: Wed Feb 29, 2012 9:07 pm
by Machinist
Last night I decided to buy and check why people love this engine and... WOW !*drool*! what a cab! !*YAAA*! I fully falled in love! !**duh*!! awesome indeed !DUH!

As someone posted anywhere here on RWA we are almost there with good routes, excelent assets (even RW2), Krellnut's and Simer4's sounds, Kali's physics... and I would say a bit more "almost there" with RailDriver (despite some problems yet), Marleyman F4 HUD Mod and these lighting and lightnings enhancements, I guess.

This enhancement pack requires the RSC DLC "Canadian National SD40-2 Wide Nose Add-on Pack", available on Steam DLC Store.

Features:
1) Added: Headlights, Rearlights, Markerlights, Steplights, Tail(Dim)lights, Numbers Display lights and Crew lights.
2) Added: Soft Cab Light (24 hours per day).
3) Added: Conductor.
4) Modified: Cab and Headout views.
5) Two freeroam scenarios on "Barstow to San Bernardino" Route: "Show Case SD40-2W Wide Nose CN at day" and "at night" to you test and see the power of pack. See some few instructions' suggestions on here: viewtopic.php?f=30&t=4890&p=47871#p47871
6) An experimental (surprise! !**duh*!! ) weather.

As I use to do, four install versions:
1) Normal (210m headlight), same of LEP.
2) Extreme (450m), new setting which provide nicer external views and roll-by.
3) HFPS, higher fps (wich doesn't cast shadows), recommended only for low specs rigs.
4) Restore default (no need of previous backup etc.)

Pack available on RWA File Library:
Canadian National (CN) SD40-2W Widenose Enhancement V-1
http://railworksamerica.com/FileLibrary ... idenose_V1

Cheers,
Lisboa.

Some pics...

SD40-2W complete crew with engineer and conductor.jpg


SD40-2W engineer view with permanent cablight.jpg


SD40-2W conductor view with permanent cablight.jpg


SD40-2W engineer view and cablight.jpg


SD40-2W engineer view and cablight in zoom mode.jpg

Re: SD40-2W Wide Nose CN Enhancement

Unread postPosted: Wed Feb 29, 2012 9:10 pm
by Kali
Ah good stuff! would it be possible to get the light children you added as a seperate file? there's quite a few repaints of that model around now.

Ah, physics... something else I need to revisit.

Re: SD40-2W Wide Nose CN Enhancement

Unread postPosted: Wed Feb 29, 2012 9:11 pm
by Machinist
Some more pics...

SD40-2W conductor view and cablight.jpg


SD40-2W external lights when parked, engineer and conductor crew.jpg


SD40-2W external rear view.jpg

Re: SD40-2W Wide Nose CN Enhancement

Unread postPosted: Wed Feb 29, 2012 9:21 pm
by Machinist
Kali wrote:Ah good stuff! would it be possible to get the light children you added as a seperate file? there's quite a few repaints of that model around now.

Ah, physics... something else I need to revisit.


Our Master and Mentor asked, I obey... **!!bow!!** Will be included into the pack with instructions. !!howdy!!

Re: SD40-2W Wide Nose CN Enhancement

Unread postPosted: Wed Feb 29, 2012 9:35 pm
by Csxgp38-2
Wow, looks great! Could you make the red, green, and yellow marker lights work too? That's all this unit is missing. *!!thnx!!*

Re: SD40-2W Wide Nose CN Enhancement

Unread postPosted: Wed Feb 29, 2012 10:00 pm
by Machinist
Csxgp38-2 wrote:Wow, looks great! Could you make the red, green, and yellow marker lights work too? That's all this unit is missing. *!!thnx!!*

As I did with the yellow markers on F7-A Units (see the pic below) I can lit them up, but only the red, or the green, or the yellow, or all of them at same time, unfortunately in this case. What you are asking for is related to changings in the basic model, and what I'm doing is simply enhancing (lighting) existing model beams... I'm not creating new model stuffs nor animating them... !!**sorry**!!

RailWorksProc2 2012-02-29 23-47-18-14.jpg

Re: SD40-2W Wide Nose CN Enhancement

Unread postPosted: Wed Feb 29, 2012 10:04 pm
by Csxgp38-2
That's fine sir, they still look wonderful! !*salute*!

Re: SD40-2W Wide Nose CN Enhancement

Unread postPosted: Wed Feb 29, 2012 11:11 pm
by Kali
Csxgp38-2 wrote:Wow, looks great! Could you make the red, green, and yellow marker lights work too? That's all this unit is missing. *!!thnx!!*


Bring that up occasionally - that can be done with child objects if someone has a spare hour or so. I don't know when you'd light them up and what controls that, mind you.

Re: SD40-2W Wide Nose CN Enhancement

Unread postPosted: Thu Mar 01, 2012 10:18 am
by Machinist
Pack is now hosted on RWA File Library (see the link on first post above).

I would indicate to run the freeroam "at night" (with the new experimental weather) with these instructions (just suggestions):
1) Ride the engine #5227 in front of you named "Headlighter", check the lighting features.
2) Go forward (exploring cab and headout views) and couple to the tank car ahead.
3) Decouple from the tank and move backwards (explore headout backward views and rearlight) and stop beside the other engine named "To Pink Tower".
4) Jump to it (or in external view click on engine to ride it) and move forward (don't exceed 40mph in order to enjoy the events close to the track).
5) After the Pink Tower curve (a couple miles from Helendale) you will meet the return consist named "To Helendale". Jump to it (or click in any part of consist to ride it) and stop at Helendale "Siding 2" (set the junctions!).

Enjoy it!
Doc.

Re: SD40-2W Wide Nose CN Enhancement

Unread postPosted: Thu Mar 01, 2012 11:47 am
by OldProf
This sounds great, Machinist, but I hope you don't mind my asking whether your enhancements will be overwritten every time the cache is verified.

Re: SD40-2W Wide Nose CN Enhancement

Unread postPosted: Thu Mar 01, 2012 12:32 pm
by Machinist
Old Prof wrote:This sounds great, Machinist, but I hope you don't mind my asking whether your enhancements will be overwritten every time the cache is verified.

Hi Tom,

Yes, once it overwrites the default files (only three, though), every time cache is verified the enhancements will be overwritten. But let me say, my last (mandatory, because I had to do indeed) verifying was 4 months ago! Many people use to verify cache when have any minimal problem for no justifying reason, it became a panacea to cure all ills, which is a great mistake and also not advisable especially when you have many mods installed.

Anyway I have an installation folder in which I have two subfolders and one MS-DOS batch file (*.bat), therefore all I need to do is three clicks with mouse, and wait one minute to go, to have all my mod assets back (over than 70 currently) after cache was verified (which is rare, BTW), that simple!

I've promissed some months ago to show the receipt to easy re-install mod assets, but my day has only 24 hours (I wish would have 30, at least), and also my English is not good enough to write instructions and receipts... maybe you could help me in this language concern, huh?

Ah! and one more thing I'm aware you don't appreciate: my install pack uses RWTools install feature, instead rwp files. There is a "Restore Default" de-install pack version, but in fact it only replaces those three RSC default files, it doesn't delete previously installed files... be aware! !*roll-laugh*!

Cheers,
Lisboa.

Re: SD40-2W Wide Nose CN Enhancement

Unread postPosted: Thu Mar 01, 2012 3:10 pm
by _o_OOOO_oo-Kanawha
Thanks for this pack, it is sort of a free US Locomotive Enhancement Pack?

One light effect missing is the ground light under the cab windows. I believe this is/was used to check ground speed before the advent of Doppler effect/ground radar speedometers that came with AC traction.

I like the stormy weather (Mach_SevereStorm1.bin), as it is different from the SevereStorm.bin. The heavy rain seems a little less intrusive.

Now only some forks of lightning to get a scare, though those flashing skies are already impressive enough

Re: SD40-2W Wide Nose CN Enhancement

Unread postPosted: Thu Mar 01, 2012 3:16 pm
by Chacal
Machinist wrote:I've promissed some months ago to show the receipt to easy re-install mod assets, but my day has only 24 hours (I wish would have 30, at least), and also my English is not good enough to write instructions and receipts... maybe you could help me in this language concern, huh?


I have published such a batch file here already (in relation to SD40-2 modifications).
I will write a simple tutorial on re-installing mod assets.

Re: SD40-2W Wide Nose CN Enhancement

Unread postPosted: Thu Mar 01, 2012 3:56 pm
by Machinist
_o_OOOO_oo-Kanawha wrote:Thanks for this pack, it is sort of a free US Locomotive Enhancement Pack?

One light effect missing is the ground light under the cab windows. I believe this is/was used to check ground speed before the advent of Doppler effect/ground radar speedometers that came with AC traction.

Thank you too...
It's a personal freeware version of one single locomotive, it will be include in the LEP which will hold in the upcoming update about 20 locos in 45 liveries. (I'm late in the schedule !!bang!! !!**sorry**!!)
I like the stormy weather (Mach_SevereStorm1.bin), as it is different from the SevereStorm.bin. The heavy rain seems a little less intrusive.
Now only some forks of lightning to get a scare, though those flashing skies are already impressive enough

It's just a test sample of my WIP Thunder Storm pack. The pack will have 10 types of lighting effects (3 of them are in the sample, the really heavy rain is not in the sample, good remark from you), 27 stereo 44MHz sound samples (only 5 in the sample), 10 types of thunder storm weather (from light to severe, 5 at day and 5 at night), and 10 types of mixing fog light storm (5 day, 5 night).
I suspended the project for a while because the game has a clock problem: under 16fps the game's time clock starts to delay in comparison to real time clock, which mess a perfect synchronization between the visual effects (lightinings) and the sounds (thunders), but I'll finish it anyway (despite of issue) after the update of LEP (the problem is the "when?" *!lol!* ).

Cheers,
Doc.

Re: SD40-2W Wide Nose CN Enhancement

Unread postPosted: Thu Mar 01, 2012 4:23 pm
by Machinist
Machinist wrote:I've promissed some months ago to show the receipt to easy re-install mod assets, but my day has only 24 hours (I wish would have 30, at least), and also my English is not good enough to write instructions and receipts... maybe you could help me in this language concern, huh?
Chacal wrote:I have published such a batch file here already (in relation to SD40-2 modifications).
I will write a simple tutorial on re-installing mod assets.

Yep, I remember that !!*ok*!! you did a really great job with the "set" function on the batch! I'm using your tip since then.. . !*brav*!

What I actually have is (names are fictional):
a) C:\REINSTALLING
Cleancache.bat (only to fast clean cache when still in-game)
Reinstall.bat (clean cache, delete all radio chats, delete all *.bak* files from \Railworks and \RW_Tools folders, copy content of \RailworksFake and paste into the real \Railworks folder etc. etc. etc.)
b) C:\REINSTALLING\RailworksFake\ folder with every and all mods I have installed, my personal mini mods etc., and this is the part hard to me explain in English: how and what to "manually" include in the \RailworksFake folder in order to join and keep all mods together (and also in the correct sequence) in a single folder.

And then... it's only three clicks to go: to select the reinstalling folder, to launch the bat (in fact a double click LOL), and to close the MS-DOS window of bat. That simple! one minute or so long, but risked and hard (to me) to write such those instructions in English.

Looking forward your tutorial, you are the guy to the task, no doubt! !!howdy!! Go ahead! !!*ok*!!

Cheers,
Doc.