Soldier's Summit Route released

This forum is for discussion of any DTG products in development and also WIP Reports of DTG's DLC products

Re: Soldier's Summit Route released

Unread postby JohnTrainHead » Sun May 24, 2015 11:09 am

MontanaRails wrote:EDIT: I just noticed an unexpected interactive (and functional) feature in the SD40T-2 cab; you can grab the wiper handles on the inside and move the wiper manually, as well as turn the wiper motors on like normal. !!*ok*!!


Fantastic shots.... :D

Did DTG update some of the freight cars? The covered hoppers are now orange.
John Gori
User avatar
JohnTrainHead
 
Posts: 940
Joined: Sun Sep 08, 2013 10:54 am
Location: Maryland

Re: Soldier's Summit Route released

Unread postby OpenRailer90 » Sun May 24, 2015 11:28 am

They did. The orange hoppers are correct for DRGW. Now they better update the tankers to have no DRGW wording as they never owned tankers.
OpenRailer90
 
Posts: 1720
Joined: Tue Jun 24, 2014 6:34 pm

Re: Soldier's Summit Route released

Unread postby buzz456 » Sun May 24, 2015 11:31 am

tycoonkid9 wrote:They did. The orange hoppers are correct for DRGW. Now they better update the tankers to have no DRGW wording as they never owned tankers.


They better or else what? Give it a rest please.
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 21001
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Re: Soldier's Summit Route released

Unread postby JohnTrainHead » Sun May 24, 2015 12:52 pm

buzz456 wrote:
tycoonkid9 wrote:They did. The orange hoppers are correct for DRGW. Now they better update the tankers to have no DRGW wording as they never owned tankers.


They better or else what? Give it a rest please.


They better or else I might buy the route anyway.
John Gori
User avatar
JohnTrainHead
 
Posts: 940
Joined: Sun Sep 08, 2013 10:54 am
Location: Maryland

Re: Soldier's Summit Route released

Unread postby ESzczesniak » Sun May 24, 2015 12:56 pm

Could someone point me to some information on how to use the Oovee/Anthony Wood sound pack to replace the SD40 sounds in Soldier Summit? I bought it today expecting more guidance since the package stated it came with information to manually install. I can't find this information anywhere in the package though and have no idea how to add these sounds in to the Soldier Summit locos. Thanks.
ESzczesniak
 

Re: Soldier's Summit Route released

Unread postby OldProf » Sun May 24, 2015 2:25 pm

This route just keeps on amazing me: in a poor paraphrase of Stan Freeburg's tagline for Sunsweet Prunes, "Yesterday the snow, today the mountain mist."

Image
Tom Pallen (Old Prof)

{Win 10 Home 64-bit; Intel Core i7 6700 @ 3.40GHz; 16.0GB Single-Channel @ 1063 MHz (15-15-15-364); 2047MB NVIDIA GeForce GTX 960}
User avatar
OldProf
 
Posts: 2743
Joined: Wed Sep 09, 2009 10:09 am

Re: Soldier's Summit Route released

Unread postby buzz456 » Sun May 24, 2015 2:31 pm

ESzczesniak wrote:Could someone point me to some information on how to use the Oovee/Anthony Wood sound pack to replace the SD40 sounds in Soldier Summit? I bought it today expecting more guidance since the package stated it came with information to manually install. I can't find this information anywhere in the package though and have no idea how to add these sounds in to the Soldier Summit locos. Thanks.

What sort of files did you get. Did you get a audio folder named SD40 or something else. I don't have that particular pack on my computer but I might be able to help.
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 21001
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Re: Soldier's Summit Route released

Unread postby trev123 » Sun May 24, 2015 4:00 pm

OldProf wrote:
MontanaRails wrote:EDIT: I just noticed an unexpected interactive (and functional) feature in the SD40T-2 cab; you can grab the wiper handles on the inside and move the wiper manually, as well as turn the wiper motors on like normal. !!*ok*!!


Does that featurette come with or without a simulated coffee-in-the-lap spill? *!lol!*


There is an UK loco that has a pie warmer in it that you can open the door and put your virtual pies in.
Intel i5-10600K CPU, Asus TUF GAMING Z490-Plus (Wi-Fi) MB, Graphics Asus RTX 3060 TI 8GB OC TUF gaming card Windows 11 Home 64 bit, 16 GB Corsair Vengeance DDR4 ram, Viewsonic VX2728 LED 1080P FHD Monitor, Samsung 1TB SSD + other conventional drives, Corsair 750W PSU.
User avatar
trev123
 
Posts: 2325
Joined: Mon May 19, 2014 9:40 pm
Location: Home Of The Americas Cup

Re: Soldier's Summit Route released

Unread postby mrennie » Sun May 24, 2015 4:19 pm

ESzczesniak wrote:Could someone point me to some information on how to use the Oovee/Anthony Wood sound pack to replace the SD40 sounds in Soldier Summit? I bought it today expecting more guidance since the package stated it came with information to manually install. I can't find this information anywhere in the package though and have no idea how to add these sounds in to the Soldier Summit locos. Thanks.


The audio blueprints have been updated in the Soldier Summit SD40T-2 to include the new sounds for the hissing of air going into and out of the brake pipe when you use the automatic and independent brake handles, so be careful not to overwrite that with any older versions. If it's just replacing the .dav files, that's fine, but if the sound pack also has changes to the audio blueprints, you'll have to do a merge between the new and old (and very carefully, so as not to muck up the brake sounds).
User avatar
mrennie
 
Posts: 3214
Joined: Wed May 30, 2012 12:22 pm

Re: Soldier's Summit Route released

Unread postby MontanaRails » Sun May 24, 2015 5:57 pm

tycoonkid9 wrote:The sounds really give the feel to the route. Are those a customized version of the payware 645E3 sounds?


mrennie wrote:The audio blueprints have been updated in the Soldier Summit SD40T-2 to include the new sounds for the hissing of air going into and out of the brake pipe when you use the automatic and independent brake handles, so be careful not to overwrite that with any older versions. If it's just replacing the .dav files, that's fine, but if the sound pack also has changes to the audio blueprints, you'll have to do a merge between the new and old (and very carefully, so as not to muck up the brake sounds).


I'm using an older (2011?) freeware SD40-2 sound pack and custom horn - cant remember who made it, but I know it was in the download section here at RWA at some point. I did notice the loss of the air hissing, which is a shame, but the more accurate and throaty prime mover and traction motor sounds are a fair trade off for me. I might take a look at the sound files and see if I can easily merge the two.

This is the first DLC I've ever purchased (other than the VRS GP40) in which I haven't felt the need to tweak the physics. I'm really liking the route and the work on the braking system! And it's SO nice to have a working bail off! !*salute*!
Image
MontanaRails
 
Posts: 667
Joined: Sun Nov 14, 2010 2:08 am

Re: Soldier's Summit Route released

Unread postby buzz456 » Sun May 24, 2015 6:25 pm

The sound pack is still here in the library. EMD SD40 Sound Pack by Aidan (simer4) Berard. It is very well done. One thing I didn't care for on the DTG locomotive is the sound doesn't have much of any dynamic brake sound. Aidan's pack has a dynamite whine when you are in dynamic brake mode.
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 21001
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Re: Soldier's Summit Route released

Unread postby MontanaRails » Sun May 24, 2015 7:07 pm

buzz456 wrote:The sound pack is still here in the library. EMD SD40 Sound Pack by Aidan (simer4) Berard. It is very well done. One thing I didn't care for on the DTG locomotive is the sound doesn't have much of any dynamic brake sound. Aidan's pack has a dynamite whine when you are in dynamic brake mode.


Ah, yes! I just found it. You're correct. And I agree with you completely on the dynamic brake sounds.

ESzczesniak and mrennie,

As a follow up to the last comment - it wasn't too hard to add the air hiss sounds to get them back in the cab, if using the simer4 sound pack.

If you're familiar with sound file blueprint editing, just add these lines of code to the "Class SD40 Cab.proxyxml" file under DTG\SoldierSummit\Audio\RailVehicles\Diesel\SD40\Cab folder. NOTE: I never edit the files which are zipped in the SoldierSummitAssets.ap file - I always just add new folders and files under the main SoldierSummit asset folder using the same file structure and the sim uses these instead. This way, if you mess anything up, all you do is delete the added files and it reverts back to the intact .ap file. If this is confusing, I dont recommend trying to do this...

Under the <Sound> section at top:

Code: Select all
            <kLoud-cSingleSampleSound d:id="12010">
               <Name d:type="cDeltaString">TrainBrakeAirHissStart</Name>
               <IsLooped d:type="bool">0</IsLooped>
               <Priority d:type="sUInt32">50</Priority>
               <BaseVolume d:type="sFloat32">1</BaseVolume>
               <VolumeVariation d:type="sFloat32">0</VolumeVariation>
               <BasePitchShift d:type="sFloat32">1</BasePitchShift>
               <PitchShiftVariation d:type="sFloat32">0</PitchShiftVariation>
               <AttenuationStartDist d:type="sFloat32">50</AttenuationStartDist>
               <NoFutherAttenuationDist d:type="sFloat32">300</NoFutherAttenuationDist>
               <InstanceGroup d:type="ref">0</InstanceGroup>
               <Sample>
                  <kLoud-cSampleID>
                     <Filename d:type="cDeltaString">DTG\SoldierSummit\Audio\RailVehicles\Diesel\SD40\Cab\TrainBrakeAirHissStart.dav</Filename>
                  </kLoud-cSampleID>
               </Sample>
            </kLoud-cSingleSampleSound>
            <kLoud-cSingleSampleSound d:id="12023">
               <Name d:type="cDeltaString">TrainBrakeAirHissLoop</Name>
               <IsLooped d:type="bool">1</IsLooped>
               <Priority d:type="sUInt32">50</Priority>
               <BaseVolume d:type="sFloat32">1</BaseVolume>
               <VolumeVariation d:type="sFloat32">0</VolumeVariation>
               <BasePitchShift d:type="sFloat32">1</BasePitchShift>
               <PitchShiftVariation d:type="sFloat32">0</PitchShiftVariation>
               <AttenuationStartDist d:type="sFloat32">50</AttenuationStartDist>
               <NoFutherAttenuationDist d:type="sFloat32">300</NoFutherAttenuationDist>
               <InstanceGroup d:type="ref">0</InstanceGroup>
               <Sample>
                  <kLoud-cSampleID>
                     <Filename d:type="cDeltaString">DTG\SoldierSummit\Audio\RailVehicles\Diesel\SD40\Cab\TrainBrakeAirHissLoop.dav</Filename>
                  </kLoud-cSampleID>
               </Sample>
            </kLoud-cSingleSampleSound>
            <kLoud-cSingleSampleSound d:id="12036">
               <Name d:type="cDeltaString">TrainBrakeAirHissEnd</Name>
               <IsLooped d:type="bool">0</IsLooped>
               <Priority d:type="sUInt32">50</Priority>
               <BaseVolume d:type="sFloat32">1</BaseVolume>
               <VolumeVariation d:type="sFloat32">0</VolumeVariation>
               <BasePitchShift d:type="sFloat32">1</BasePitchShift>
               <PitchShiftVariation d:type="sFloat32">0</PitchShiftVariation>
               <AttenuationStartDist d:type="sFloat32">50</AttenuationStartDist>
               <NoFutherAttenuationDist d:type="sFloat32">300</NoFutherAttenuationDist>
               <InstanceGroup d:type="ref">0</InstanceGroup>
               <Sample>
                  <kLoud-cSampleID>
                     <Filename d:type="cDeltaString">DTG\SoldierSummit\Audio\RailVehicles\Diesel\SD40\Cab\TrainBrakeAirHissEnd.dav</Filename>
                  </kLoud-cSampleID>
               </Sample>
            </kLoud-cSingleSampleSound>


Then the <ModifierChain> section:

Code: Select all
            <kLoud-cModifierChain d:id="12153">
               <Name d:type="cDeltaString">TrainBrake</Name>
               <Modifier>
                  <kLoud-cVolumeCurveModifier d:id="12156">
                     <ControllerIsGlobal d:type="bool">0</ControllerIsGlobal>
                     <ControllerName d:type="cDeltaString">TrainBrakeHandle</ControllerName>
                     <Curve d:type="ref">12103</Curve>
                  </kLoud-cVolumeCurveModifier>
                  <kLoud-cPitchCurveModifier d:id="12160">
                     <ControllerIsGlobal d:type="bool">0</ControllerIsGlobal>
                     <ControllerName d:type="cDeltaString">TrainBrakeHandle</ControllerName>
                     <Curve d:type="ref">12124</Curve>
                  </kLoud-cPitchCurveModifier>
               </Modifier>
            </kLoud-cModifierChain>
            <kLoud-cModifierChain d:id="12164">
               <Name d:type="cDeltaString">EngineBrake</Name>
               <Modifier>
                  <kLoud-cPitchCurveModifier d:id="12167">
                     <ControllerIsGlobal d:type="bool">0</ControllerIsGlobal>
                     <ControllerName d:type="cDeltaString">EngineBrakeHandle</ControllerName>
                     <Curve d:type="ref">12088</Curve>
                  </kLoud-cPitchCurveModifier>
               </Modifier>
            </kLoud-cModifierChain>


Then the <Loop> sections:
Code: Select all
            <kLoud-cControlledLoop d:id="12195">
               <PlayState d:type="cDeltaString">BOTH</PlayState>
               <Name d:type="cDeltaString">TrainBrakeHissLoop</Name>
               <Sound d:type="ref">12023</Sound>
               <ModifierChain d:type="ref">12153</ModifierChain>
               <ControllerName d:type="cDeltaString">TrainBrakeSound</ControllerName>
               <LoopCondition d:type="cDeltaString">ValueInRange</LoopCondition>
               <ActiveRangeStartValue d:type="sFloat32">0.01</ActiveRangeStartValue>
               <ActiveRangeEndValue d:type="sFloat32">1</ActiveRangeEndValue>
               <ValueIsChangingGateTime d:type="sFloat32">0</ValueIsChangingGateTime>
               <InstanceGroup d:type="ref">0</InstanceGroup>
            </kLoud-cControlledLoop>
            <kLoud-cControlledLoop d:id="12206">
               <PlayState d:type="cDeltaString">BOTH</PlayState>
               <Name d:type="cDeltaString">EngineBrakeHissLoop</Name>
               <Sound d:type="ref">12023</Sound>
               <ModifierChain d:type="ref">12164</ModifierChain>
               <ControllerName d:type="cDeltaString">EngineBrakeSound</ControllerName>
               <LoopCondition d:type="cDeltaString">ValueInRange</LoopCondition>
               <ActiveRangeStartValue d:type="sFloat32">0.01</ActiveRangeStartValue>
               <ActiveRangeEndValue d:type="sFloat32">1</ActiveRangeEndValue>
               <ValueIsChangingGateTime d:type="sFloat32">0</ValueIsChangingGateTime>
               <InstanceGroup d:type="ref">0</InstanceGroup>
            </kLoud-cControlledLoop>


And finally the <Oneshot> section:
Code: Select all
            <kLoud-cTriggeredOneshot d:id="12468">
               <PlayState d:type="cDeltaString">BOTH</PlayState>
               <Name d:type="cDeltaString">EngineBrakeHissStart</Name>
               <Sound d:type="ref">12010</Sound>
               <ModifierChain d:type="ref">12164</ModifierChain>
               <ControllerName d:type="cDeltaString">EngineBrakeSound</ControllerName>
               <TriggerType d:type="cDeltaString">ValueIncreasePast</TriggerType>
               <TriggerValue d:type="sFloat32">0.001</TriggerValue>
               <ValueIsChangingGateTime d:type="sFloat32">0</ValueIsChangingGateTime>
               <InstanceGroup d:type="ref">0</InstanceGroup>
            </kLoud-cTriggeredOneshot>
            <kLoud-cTriggeredOneshot d:id="12478">
               <PlayState d:type="cDeltaString">BOTH</PlayState>
               <Name d:type="cDeltaString">EngineBrakeHissStop</Name>
               <Sound d:type="ref">12036</Sound>
               <ModifierChain d:type="ref">12164</ModifierChain>
               <ControllerName d:type="cDeltaString">EngineBrakeSound</ControllerName>
               <TriggerType d:type="cDeltaString">ValueDecreasePast</TriggerType>
               <TriggerValue d:type="sFloat32">0.011</TriggerValue>
               <ValueIsChangingGateTime d:type="sFloat32">0</ValueIsChangingGateTime>
               <InstanceGroup d:type="ref">0</InstanceGroup>
            </kLoud-cTriggeredOneshot>
            <kLoud-cTriggeredOneshot d:id="12488">
               <PlayState d:type="cDeltaString">BOTH</PlayState>
               <Name d:type="cDeltaString">TrainBrakeReleaseStart</Name>
               <Sound d:type="ref">12010</Sound>
               <ModifierChain d:type="ref">12153</ModifierChain>
               <ControllerName d:type="cDeltaString">TrainBrakeHandle</ControllerName>
               <TriggerType d:type="cDeltaString">ValueDecreasePast</TriggerType>
               <TriggerValue d:type="sFloat32">0.169</TriggerValue>
               <ValueIsChangingGateTime d:type="sFloat32">0</ValueIsChangingGateTime>
               <InstanceGroup d:type="ref">0</InstanceGroup>
            </kLoud-cTriggeredOneshot>
            <kLoud-cTriggeredOneshot d:id="12498">
               <PlayState d:type="cDeltaString">BOTH</PlayState>
               <Name d:type="cDeltaString">TrainBrakeReleaseEnd</Name>
               <Sound d:type="ref">12036</Sound>
               <ModifierChain d:type="ref">12153</ModifierChain>
               <ControllerName d:type="cDeltaString">TrainBrakeHandle</ControllerName>
               <TriggerType d:type="cDeltaString">ValueIncreasePast</TriggerType>
               <TriggerValue d:type="sFloat32">0.17</TriggerValue>
               <ValueIsChangingGateTime d:type="sFloat32">0</ValueIsChangingGateTime>
               <InstanceGroup d:type="ref">0</InstanceGroup>
            </kLoud-cTriggeredOneshot>
            <kLoud-cTriggeredOneshot d:id="12508">
               <PlayState d:type="cDeltaString">BOTH</PlayState>
               <Name d:type="cDeltaString">TrainBrakeApplyStart</Name>
               <Sound d:type="ref">12010</Sound>
               <ModifierChain d:type="ref">12153</ModifierChain>
               <ControllerName d:type="cDeltaString">TrainBrakeSound</ControllerName>
               <TriggerType d:type="cDeltaString">ValueIncreasePast</TriggerType>
               <TriggerValue d:type="sFloat32">0.001</TriggerValue>
               <ValueIsChangingGateTime d:type="sFloat32">0</ValueIsChangingGateTime>
               <InstanceGroup d:type="ref">0</InstanceGroup>
            </kLoud-cTriggeredOneshot>
            <kLoud-cTriggeredOneshot d:id="12518">
               <PlayState d:type="cDeltaString">BOTH</PlayState>
               <Name d:type="cDeltaString">TrainBrakeApplyEnd</Name>
               <Sound d:type="ref">12036</Sound>
               <ModifierChain d:type="ref">12153</ModifierChain>
               <ControllerName d:type="cDeltaString">TrainBrakeSound</ControllerName>
               <TriggerType d:type="cDeltaString">ValueDecreasePast</TriggerType>
               <TriggerValue d:type="sFloat32">0.011</TriggerValue>
               <ValueIsChangingGateTime d:type="sFloat32">0</ValueIsChangingGateTime>
               <InstanceGroup d:type="ref">0</InstanceGroup>
            </kLoud-cTriggeredOneshot>


Using this method, you can also add the defect detector sections and the switch click sections, too.
Image
MontanaRails
 
Posts: 667
Joined: Sun Nov 14, 2010 2:08 am

Re: Soldier's Summit Route released

Unread postby mrennie » Sun May 24, 2015 7:12 pm

MontanaRails wrote:As a follow up to the last comment - it wasn't too hard to add the air hiss sounds to get them back in the cab, if using the simer4 sound pack.


Very well done :D !!*ok*!!
User avatar
mrennie
 
Posts: 3214
Joined: Wed May 30, 2012 12:22 pm

Re: Soldier's Summit Route released

Unread postby mrennie » Sun May 24, 2015 7:20 pm

MontanaRails wrote:This is the first DLC I've ever purchased (other than the VRS GP40) in which I haven't felt the need to tweak the physics. I'm really liking the route and the work on the braking system! And it's SO nice to have a working bail off! !*salute*!


Thanks very much :D I'm really happy about how well the new brakes and physics have been received (and I'm sure DTG are too).

The advanced brakes in the SD40T-2 are an adaptation of what I did for the FEF-3 (and imported into the Connie), which also has bail-off. For the diesel, I made some improvements, such as scripting the behaviour of the auxiliary reservoirs and quick service reservoirs, so some aspects of the physics are now more accurate in the SD40T-2 than in my two steam locos (but I hope I'll get the chance to update them some time).
User avatar
mrennie
 
Posts: 3214
Joined: Wed May 30, 2012 12:22 pm

Re: Soldier's Summit Route released

Unread postby OpenRailer90 » Sun May 24, 2015 7:32 pm

I have aliased Anthony's SD40-2 sounds to the Kuju, NYNH, and NS Hi Hood (Old) SD40-2s. I did this by copying some .bin files, but copy and rename the horn proxy for a new horn. I will add B7's Nathan M3 to the SD40T-2 in Soldier Summit. The flange sounds and rolling are not present.
OpenRailer90
 
Posts: 1720
Joined: Tue Jun 24, 2014 6:34 pm

PreviousNext

Return to DTG DLC Development & WIP

Who is online

Users browsing this forum: No registered users and 2 guests