Firing the Crew

Discussion of rolling-stock creation & re-painting.

Firing the Crew

Unread postby ArcticCatZRT » Tue Feb 05, 2013 7:32 pm

Alright everyone, ever wonder why RSC insists on putting engineers and conductors in every locomotive in lash ups? I don't know why they do it either, but I want to fix it for some of my collection because it seems to bother me quite a bit. I imagine I need to edit the bin files, but I honestly do not know what to edit when I open them up in RWtools. Recently RSC seems to be getting with the program in recent DLCs by including two bins. So for every locomotive there are two bins for it, and one has a crew and the other does not. How do I do this on my own with many of my favorite DLC? Is it possible? Thanks!
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Re: Firing the Crew

Unread postby Chacal » Wed Feb 06, 2013 12:40 am

Yes. In the engine blueprint there is an XML node for the driver child entity. It has a reference to a driver blueprint. I believe deleting this reference will remove the driver from the engine.

For examble, in the Kuju SD40_2.bin blueprint we find this entry:

Code: Select all
         <ContainerComponent>
            <cEntityContainerBlueprint>
               <TrackTerrainInEditor d:type="bool">0</TrackTerrainInEditor>
               <Children>
                  <cEntityContainerBlueprint-sChild d:id="53189120">
                     <ChildName d:type="cDeltaString">Driver</ChildName>
                     <BlueprintID>
                        <iBlueprintLibrary-cAbsoluteBlueprintID>
                           <BlueprintSetID>
                              <iBlueprintLibrary-cBlueprintSetID>
                                 <Provider d:type="cDeltaString">Kuju</Provider>
                                 <Product d:type="cDeltaString">RailSimulatorUS</Product>
                              </iBlueprintLibrary-cBlueprintSetID>
                           </BlueprintSetID>
                           <BlueprintID d:type="cDeltaString">Scenery\Characters\CajonPass_WP_04_02.xml</BlueprintID>
                        </iBlueprintLibrary-cAbsoluteBlueprintID>
                     </BlueprintID>
                     <Matrix>
                        <cHcRMatrix4x4>
                           <Element>
                              <e d:type="sFloat32" d:alt_encoding="000000A05959EBBF" d:precision="string">-0.854657</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
                              <e d:type="sFloat32" d:alt_encoding="000000C03C9DE0BF" d:precision="string">-0.519194</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
                              <e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
                              <e d:type="sFloat32" d:alt_encoding="000000C03C9DE03F" d:precision="string">0.519194</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
                              <e d:type="sFloat32" d:alt_encoding="000000A05959EBBF" d:precision="string">-0.854657</e>
                              <e d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</e>
                              <e d:type="sFloat32" d:alt_encoding="0000004019A3F13F" d:precision="string">1.10232</e>
                              <e d:type="sFloat32" d:alt_encoding="00000040839B0340" d:precision="string">2.45093</e>
                              <e d:type="sFloat32" d:alt_encoding="0000006055841740" d:precision="string">5.87923</e>
                              <e d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</e>
                           </Element>
                        </cHcRMatrix4x4>
                     </Matrix>
                     <ParentNodeName d:type="cDeltaString"></ParentNodeName>
                  </cEntityContainerBlueprint-sChild>


I think we can remove the driver by replacing this line:
Code: Select all
<BlueprintID d:type="cDeltaString">Scenery\Characters\CajonPass_WP_04_02.xml</BlueprintID>

with this line:
Code: Select all
<BlueprintID d:type="cDeltaString"></BlueprintID>
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Re: Firing the Crew

Unread postby ArcticCatZRT » Wed Feb 06, 2013 12:48 am

Thanks for the info! It is a wee bit late in the night to be experimenting so I will wait till the morning to try this out, i'll post my findings. !!*ok*!!
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Re: Firing the Crew

Unread postby Shayfan1 » Wed Feb 06, 2013 1:58 am

Its super quick and easy with RWTOOLS. All you have to do is click edit assets and go to the engine you want select it and add to list find its bin file in the list and click display child entries. Once you click on that it will load the child objects into the box on the upper right hand side of the screen. In that box click on driver below the box click remove selected child entries. When you click on that a pop up box will appear click on no driver and it will save a copy of the engine with no driver and your ready to roll. You dont have to make a copy or clone anything before hand it does it all if you follow these steps. It will appear in the editor as (example) EMD GP 9 BNSF_ND. Need any help just ask.
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Re: Firing the Crew

Unread postby ArcticCatZRT » Wed Feb 06, 2013 8:29 am

I used RWtools the way you stated Shay, and it worked great! Thanks for all the help guys! !*salute*!
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Re: Firing the Crew

Unread postby Chacal » Wed Feb 06, 2013 10:13 am

I was gonna say, I wonder why there's no function in RW Tools for that.
Thanks!
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Re: Firing the Crew

Unread postby ArcticCatZRT » Wed Feb 06, 2013 12:01 pm

Its is extremely useful and quick to do this. I have a feeling that a lot of people are going to lose their jobs in my RWs !*roll-laugh*!
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