Quick question about placing consists.

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Quick question about placing consists.

Unread postby Importz2k1 » Fri Jul 22, 2011 12:55 pm

What exactly constitutes a consist? Is it just the engines or engines and rail cars put together? Sorry, I'm new. Also I have noticed that any time I place 2 or more engines together, only the front one throws exhaust when moving and the rest dont.
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Re: Quick question about placing consists.

Unread postby arizonachris » Fri Jul 22, 2011 2:04 pm

A consist is the locomotives and all the cars. Locomotives alone is a lash up. And, yes, there is a bug with multiple engines, both sound and smoke. Only the lead locomotive throttles up and shows increased smoke. Hope to be fixed in the September update.
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Re: Quick question about placing consists.

Unread postby Importz2k1 » Fri Jul 22, 2011 4:25 pm

Thank you for the reply, I thought it might have been something that I was doing wrong.
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Re: Quick question about placing consists.

Unread postby buzz456 » Fri Jul 22, 2011 4:32 pm

Some creators have got locos that all smoke in a lashup. Additionally if you designate one group to be the default they will all smoke.
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Re: Quick question about placing consists.

Unread postby mikesimpson » Fri Jul 22, 2011 5:34 pm

RW_Tools has had an option which fixes this bug for some time. Select the locomotives (diesel only) which you wish to convert in the Assets Editor and from the menu select 'Add Loco Script (Diesel)' and then select the wagons you wish to convert and select 'Add Wagon Script' - All of the locos and wagons in your consist must be converted as the scripts send the message along the train.

After that, all locos smoke as they should - the ReadMe with RW_Tools updates describes this in the paragraph headed v2.2.11

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Re: Quick question about placing consists.

Unread postby Kali » Sat Jul 23, 2011 12:15 am

Smoke/sound depends on the script. I posted a generic one somewhere for Dick Cowen's E9(?) that will work with anything, providing you change a couple of details. For default repaints that would be the RPM details of the engine, and the name of the smoke emitter child(ren) from the blueprint ( the .bin file ). To find out how to read blueprints, see one of the repainting guides. The script is a text file, you can open it in notepad, and the bits to change are fairly clearly marked at the top of it. The advantage of that script is you can couple it to any other engine running the same script, and they will all use their own RPM ranges for sound, rather than all using the one from the front. It's also got somewhat dynamic smoke.

But just to get sound & smoke at all, the RWTools button works fine.
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