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Scenarios

Unread postPosted: Fri Sep 30, 2011 3:31 pm
by kevhead
I was wondering how are the scenarios working in 2012? Are the ones that have been written by Smitty and other people still work? The reason I ask is I am trying to be careful at what I download. For me the only way so far is dlc content only.If something goes wrong I can verify game files and everything is back to normal. Of course this limits my options somewhat.I know this is off subject some but has anyone noticed that the only boxcar in TS has the ladder in the middle of the car. !*roll-laugh*! !*don-know!*

Re: Scenarios

Unread postPosted: Fri Sep 30, 2011 3:51 pm
by Machinist
Unfortunately there is no relevant new functions in TS2012 Scenario Editor, so I didn't notice yet any problem with RW2 scenarios(*) I've already played (about 10-12, from 3 diferent authors), including a package am creating right now (started with RW2, and continuing with RW3) for Cajon Pass. *!!wink!!*

(*)Saying clearly, the problems I've found are related to scenery (objects, terrains, tracks etc. in the routes), and also with railvehicles's skins, not with the scenarios's scripts themselves. It means that you have to check if routes (and cars) are working fine, or not, with TS2012. !*salute*!

Re: Scenarios

Unread postPosted: Fri Sep 30, 2011 7:15 pm
by arizonachris
All of Smitty's scenarios that I have run work fine, so does Lonewolfdon's. Haven't had time lately to do a lot with RW, tho.

Re: Scenarios

Unread postPosted: Fri Sep 30, 2011 9:10 pm
by Heavy Chevy
It does not look like RS.Com made any changes to items like track work or markers. Signals and rolling stock names also appear unchanged. This means that old scenarios should play out fine. The only thing I have noticed is the occasional odd behavior from AI traffic. This can most often be corrected with the trusty "save before the odd move" and then reload from the save point. We also have a new error message in the scenario editor "static consist clash". This is not the same as duplicate rail vehicle found and it does not seem to cause the scenario to fail. I am still messing with it to see exactly what causes this warning. All in all I like TS2012 very much. It looks stunning. The new locos and sounds add to the realism.
One of the things I like best is the fact that all your power now throttles up together.

Re: Scenarios

Unread postPosted: Sat Oct 01, 2011 3:32 am
by Andimax
The Scenarios we just released for the NEC seem to have some issues after updating Trainsimulator 2012 to version 6.5 and higher.
There are the known issues of the NEC: decoupling etc, we have AI Trains that stop when approaching the player train, and since todoy, I can see red/Green switching Signals at Trenton Station, causing the player train to be stuck. !**duh*!!

On the Port Road, for example, there are no such issues. Everything works fine.
Problem with old scenarios are not the sceanrioscript, as heavyChevy wrote, the problems are "Trainsimulator 2012" related,like the static consist clash-error, as I can see from here, it does not affect anything in the Scenario, or maybe the stopping AI trains?

Re: Scenarios

Unread postPosted: Sat Oct 01, 2011 1:33 pm
by Machinist
Hi Andi,

As far as I noticed "static consist clash" seems to be just a warning of a "possible clash" involving related locos. You'll get one "static consist clash - error" for each line you have scripted in timetable for Player train, if you have a "broken" (or live) loco in your path (from initial to final destinations) even though they are placed several miles far each other, no matter the signal blocks are.

In fact, I'm worried with Player Train highest priority issue... !*hp*! for now, it's not allowing more complex AI traffic and disrupting trains movements in older scenarios. **!!bang!!**

Re: Scenarios

Unread postPosted: Tue Oct 04, 2011 11:47 pm
by kevhead
Well I am only having problems with reskins. I am only using default stuff. some work others don't. Reloading and I am going to hide and watch 4 awhile. *!lol!* Good luck everyone.