Does the EnableAsyncKeys launch option still work in TS2016?

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Does the EnableAsyncKeys launch option still work in TS2016?

Unread postby OldProf » Tue Jan 19, 2016 12:44 pm

Well, does it? It's still in my Launch Options, but pressing Ctrl+Shift+number (1-5) has no effect. Have the activating keys changed?

Thanks.

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Re: Does the EnableAsyncKeys launch option still work in TS2016?

Unread postby trev123 » Tue Jan 19, 2016 3:36 pm

You are correct, they don't work.
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Re: Does the EnableAsyncKeys launch option still work in TS2016?

Unread postby peterhayes » Tue Jan 19, 2016 5:23 pm

Tom
It never used to work for EVERY scenario especially many of the "career" ones and even some of the workshop scenarios.
I haven't tried in 2016 I was getting too many crash to desktop issues, so I dropped it.
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Re: Does the EnableAsyncKeys launch option still work in TS2016?

Unread postby Chacal » Tue Jan 19, 2016 5:24 pm

Also I seem to remember some recent engines use the same keys for some advanced feature.
Can't remember exactly what.
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Re: Does the EnableAsyncKeys launch option still work in TS2016?

Unread postby XDriver » Tue Jan 19, 2016 5:41 pm

Right. It works on mine in most standard and all free roam as long as they're are not workshops. It does clash with the new brake features on some of those locos.
Answering the posters question, it does still work for that matter.
As a side note. I convert my careers to standard using RWtools, then, it works for those.
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Re: Does the EnableAsyncKeys launch option still work in TS2016?

Unread postby DapperDan » Tue Jan 19, 2016 7:15 pm

I agree with XDriver as mine still work and do the same with the career scenarios and convert them to standard scenarios, and yes the locos with the advanced braking systems mess the keys up.
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Re: Does the EnableAsyncKeys launch option still work in TS2016?

Unread postby OldProf » Tue Jan 19, 2016 10:14 pm

Well, I knew they didn't work in "career" scenarios -- another reason not to like them, but I hadn't thought of some of the fancy engine controls conflicting with them. I just checked the manual of the player engine I'm using and the only CTRL+Shift combination it uses is the standard CTRL+Shift+C for manual coupling. That doesn't seem like a combination that would interfere with the AsyncKeys, but perhaps . . .

The fact that AsyncKeys doesn't work in career scenarios suggests that RSC did not want players to be able to manipulate velocity in them so as to get around the tight time schedules typical of those scenarios, but it seems strange that they would disable a system that they invented . . . or does it? Perhaps whoever came up with the newer engine controls didn't know about AsyncKeys?

Another mystery that will probably never be solved !!det!!
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