VITORMARQUES wrote:How to install the Krellnut Wagon sound for all cars in DTG's Feather River Canyon Enhanced Route DLC. Someone can help me?
VITORMARQUES wrote:How to install the Krellnut Wagon sound for all cars in DTG's Feather River Canyon Enhanced Route DLC. Someone can help me?
GreatNortherner wrote:Hi Jorge, thanks for this report. I'm not sure if I've followed the original post you've linked, but this (whatever "this" is), does not seem to apply to the FRCE. We had to replace all speed signs to account for the changed speed limits and added passenger speeds. The speed signs I put on the route are still there (just tested and verified on the Steam release version).
I'm attaching a screenshot compilation below, all at the Keddie East turnout. The speed post is there and it's linked to the track as intended. This is one of the buried speed posts to make the speed limit show up on the F3/4 HUD without the post itself being visible (as there would be none in real life in this location). There are only a few visible speed posts (above ground) on this route as the mainline speed limit doesn't change that often.
Cheers,
Michael
jalsina wrote:... The QD scenario starts with a speed limit of 20 in Keddie. Immediately you depart you should see a speed limit in F3/F4 of 30. You see nothing without the fix I posted above. After a while driving you will see another speed limit of 35.
Both speed limit changes have the old signs aside the track, you show in one of your pics. But you don´t see them in F3 or F4 until you are over the speed changes, unless you change the RouteProperties.xml. ...
GreatNortherner wrote:
Hi and thanks much for the additional information. I misunderstood your original message and thought you meant that the actual speed sign models vanished, when actually you meant the HUD speed indications. Sorry!
However, I still don't think that this RouteProperties thing is actually happening on the route. I've just done another test run, and both HUD and lineside signs show up without editing the RouteProperties (see screenshot below). This is the 30 to 35 speed increase soon after leaving Keddie (EB).
GreatNortherner wrote: The reason why the 20 to 30 isn't shown on the HUD is because there actually isn't a speed sign in this spot at all. It's as intended (and in line with most other routes) that there's no speed limit shown on the HUD in this location. The reason that the QD starts with a 20 limit is that the end of the train isn't on the mainline (30/25 limit) but the depot siding (which has a 20 limit). We have never placed speed signs at the end of sidings (in direction of travel) as that would in many cases clutter up the HUD badly, especially when there are multiple siding turnouts in short sequence like there are at Keddie.
I have another counter argument to the HasSpeedsigns issue: I've just checked, and this is set to "1" in all routes that I've just randomly inspected, including some of ours, from other devs and DTG (including some of the original Kuju routes). It's always set to "1", both on clones and others. So at this point, and especially still without knowing what this parameter in the RouteProperties actually does, I'd recommend to leave it unchanged.
Edit/PS: I've done some searching and testing and I'm guessing that the HasSpeedSigns parameter might work like this:
HasSpeedSigns=1: HUD shows only track-linked speed signs (those that have been placed in the world)
HasSpeedSigns=0: HUD reads speed limits directly from tracks.bin
If this assumption is correct, then it might just be a matter of taste which display method you prefer.
Cheers,
Michael
<HasSpeedsigns d:type="bool">1</HasSpeedsigns>
<HasSpeedsigns d:type="bool">0</HasSpeedsigns>
buzz456 wrote:Coming soon vintage Pullman HW cars from Brikit models a early Western Pacific passenger train. Leaving Keddie Wye headed for Oroville.
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