Quick Drive & AI

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Quick Drive & AI

Unread postby miata54 » Fri Nov 21, 2014 3:22 pm

Just started using the Quick Drive function and noticed that on any route I select, there are no AI loco's or wagons that normally show when running Standard or Freeroam scenario's. Is this normal?
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Re: Quick Drive & AI

Unread postby arizonachris » Fri Nov 21, 2014 9:39 pm

Yep, it's what Quick Drive is- no scenario (and so no AI) just pick a route, an engine/ loco, make up a consist and drive. !!*ok*!!
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Re: Quick Drive & AI

Unread postby miata54 » Fri Nov 21, 2014 10:09 pm

Well if that is the case, and I guess it is, I'll just modify some scenario's to include the loco's I wish to run there.

Thanks

Oh, another question. Do you know of any tutorial's or instructions anywhere on how to modify the blueprints on emitters and smoke density? I'd like to reduce the smoke density on a particular loco but don't know what settings to change in a blueprint.

Thanks again.
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Re: Quick Drive & AI

Unread postby Overshoe » Sat Nov 22, 2014 1:26 am

Not all quick drives are created equal. Some developers don't use or like them so they don't put much effort into them. And some of the older routes were made before quick drive was possible. Some are just a bare route as you have found. Others are loaded with static stock and AI. Plus you can make your own or edit the barren ones. Depends on what you want to do. And if you make your own, you don't need to start and end at platforms, you can go from yard to yard and even set up for switching. Here's a good tutorial that gave me the "keys" to the puzzle: https://www.youtube.com/watch?v=SrjMEpkHCzs The author is UK based, but it all applies to US routes and stock as well.
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Re: Quick Drive & AI

Unread postby miata54 » Sat Nov 22, 2014 9:25 am

Thanks Overshoe. Any snow in Bangor yet?

That's a great tutorial which I will make good use of. Looking at the authors ID "401sly", I was wondering if this was the "SLY" of IHH fame! I've also been trying to find, without success, any reference material on modifying emitters to increase/decrease particle density in loco smoke. Any suggestions?

Thanks
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Re: Quick Drive & AI

Unread postby GreatNortherner » Sat Nov 22, 2014 10:29 am

miata54 wrote:...any reference material on modifying emitters to increase/decrease particle density in loco smoke. Any suggestions


The basic functions for smoke emitters are all in the emitter blueprints, usually located in the "particles" subfolder of a product tree. In that blueprint are various numeric settings that affect how the emitter works in the game: "Max Particle Count" is the core function, but it ties in closely with the other variables for spread, emitting speed, etc. For the start it's probably best to load a few emitter BPs from different locos and see how the variables are set up.

There's a big HOWEVER though: any locomotive that uses script-driven particle modifiers is likely to override at least some of the settings in the BP. For example, the DTG GP9 with its throttle-dependent exhaust color and volume uses figures from the script and not the blueprint to determine those.

Cheers
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Re: Quick Drive & AI

Unread postby Overshoe » Sat Nov 22, 2014 6:35 pm

miata54 wrote:Thanks Overshoe. Any snow in Bangor yet?


10" come and gone. Bare ground outside now.

That's a great tutorial which I will make good use of. Looking at the authors ID "401sly", I was wondering if this was the "SLY" of IHH fame!


The very same :) Do a search on his name there on YouTube and you might find other useful stuff.

I've also been trying to find, without success, any reference material on modifying emitters to increase/decrease particle density in loco smoke. Any suggestions? Thanks


That one is above my pay grade I think but I see Great Northerner has answered below.
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