QD compatible

Discussion of rolling-stock creation & re-painting.

QD compatible

Unread postby buzz456 » Wed Nov 11, 2015 6:56 pm

What does one need to do to make a locomotive quick drive compatible? My custom choice has never worked and I have a loco I would like to make QD.
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Re: QD compatible

Unread postby NYWhiskey » Wed Nov 11, 2015 7:33 pm

Maybe you need a preload folder? I don't do QD but I found this,

http://www.christrains.com/ts_faq_quickdrive.html
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Re: QD compatible

Unread postby jalsina » Wed Nov 11, 2015 10:15 pm

Another way to make a locomotive appear in QD is making or editing a consist with the Custom Consist Editor in QD.
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Re: QD compatible

Unread postby buzz456 » Wed Nov 11, 2015 10:45 pm

jalsina wrote:Another way to make a locomotive appear in QD is making or editing a consist with the Custom Consist Editor in QD.

Custom consist editor has never worked for me ever. Never completes loading.
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Re: QD compatible

Unread postby jalsina » Wed Nov 11, 2015 11:02 pm

buzz456 wrote:
jalsina wrote:Another way to make a locomotive appear in QD is making or editing a consist with the Custom Consist Editor in QD.

Custom consist editor has never worked for me ever. Never completes loading.

It works for me 95% of time and I use it frequently. It must be the amount of third party rolling stock you hace installed compared with me, though lately I have used lots of stock downloaded from RWA.
To work with the custom editor what I use the most is patience. I do not try to look at every wagon in the consist. I add wagons behind the consist, slowly and without trying to look at all of them.

EDIT:
This baby over winter Adriana County, is about a mile long and was made 10 minutes ago in about ten minutes:

2015-11-12_00002.jpg

It has DLC and 3rd party wagons.
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Re: QD compatible

Unread postby buzz456 » Thu Nov 12, 2015 8:21 am

Mine gets to 71% and then freezes. Anyway that is off the subject. What I want to know is how to get a particular locomotive to show up in the QD choices.
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Re: QD compatible

Unread postby buzz456 » Thu Nov 12, 2015 8:56 am

NYWhiskey wrote:Maybe you need a preload folder? I don't do QD but I found this,

http://www.christrains.com/ts_faq_quickdrive.html


Worked! !*brav*! !*YAAA*!
*!!thnx!!*
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Re: QD compatible

Unread postby jalsina » Thu Nov 12, 2015 9:06 am

buzz456 wrote:Mine gets to 71% and then freezes. Anyway that is off the subject. What I want to know is how to get a particular locomotive to show up in the QD choices.


It isn´t off-topic. !*hp*!
The moment you get a consist made with the custom editor and "you play with it" once, the loco will stay in the QD roster forever, until you delete that consist.
Take a look at the screenshot. That´s the Kansas City Southern SD70 pulling that train (not originally in the roster) in a QD scenario.

About the editor freezing at 71%: more stuff in your assets means much more time for the consist editor to load.
Start the custom editor and go to lunch. It is probable that you will find it loaded when back.
I know that custom editor is a pain in the..... !!bang!!
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Re: QD compatible

Unread postby Chacal » Thu Nov 12, 2015 11:34 am

Also a similar article, if the above one doesn't work for you:
http://trainsimlive.blogspot.co.uk/2015 ... s-for.html
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Re: QD compatible

Unread postby OpenRailer90 » Thu Nov 12, 2015 11:44 am

buzz456 wrote:Mine gets to 71% and then freezes. Anyway that is off the subject. What I want to know is how to get a particular locomotive to show up in the QD choices.

Mine only ran up to 63% and crashed. Before it worked perfectly and the QD editor functioned without problems. Clearing the blueprints did nothing.
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Re: QD compatible

Unread postby BoostedFridge » Thu Nov 12, 2015 12:21 pm

The custom q/d builder seems to be quite RAM intensive. My old system (4GB RAM) would load and run it ok when only the base game was installed. As I added DLC to that install, the q/d builder got quite laggy. Eventually after expanding my DLC collectuon the q/d builder would 'stall' out during the loading process in similar fashion to OpenRailer90 and Buzz.

My current setup (16GB) will run the q/d builder, but it gets very laggy and unstable when building long trains.

My old system and current one are very comparable in hardware spec with the exception of the amount of RAM.
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Re: QD compatible

Unread postby buzz456 » Thu Nov 12, 2015 1:02 pm

Chacal wrote:Also a similar article, if the above one doesn't work for you:
http://trainsimlive.blogspot.co.uk/2015 ... s-for.html


That one is really good. As I said above I got it to load but there is a lot more that can be done in creating these guys from what I am reading here. Play and learn time tonight!
*!!thnx!!*
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Re: QD compatible

Unread postby _o_OOOO_oo-Kanawha » Thu Nov 12, 2015 1:43 pm

buzz456 wrote:
Chacal wrote:Also a similar article, if the above one doesn't work for you:
http://trainsimlive.blogspot.co.uk/2015 ... s-for.html


That one is really good. As I said above I got it to load but there is a lot more that can be done in creating these guys from what I am reading here. Play and learn time tonight!
*!!thnx!!*


RW_Tools can also create consists and consist fragments. You can create locomotive lash-ups and cuts of cars in those fragments, and assemble them at will into trains of different length and composition. When you do it right, you'll get a neat and compact engine selection, with all different liveries/roadnames/compositions using the same lead engine under the same engine picture. There is a .pdf on how to do it in the RW_Tools folder.

I usually create only the most basic QD consists using the game's QD Custom consist creator.
Then I edit the created file (ConsistTemplates.bin) and multiply the number of engines or cars by copy/pasting to get the desired length of train.

Like has been pointed out before, individual car numbering, or consecutive numbering of cars in an articulated set is impossible, as is putting a load on empty cars.
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Re: QD compatible

Unread postby OpenRailer90 » Thu Nov 12, 2015 6:29 pm

buzz456 wrote:
Chacal wrote:Also a similar article, if the above one doesn't work for you:
http://trainsimlive.blogspot.co.uk/2015 ... s-for.html


That one is really good. As I said above I got it to load but there is a lot more that can be done in creating these guys from what I am reading here. Play and learn time tonight!
*!!thnx!!*

I should take some time to learn that....as I plan to build additional ALP-45DP and ALP-46 QuickDrive consists, which is the time era for the old NEC route as I want my consists to spawn as AI traffic on that route.
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Re: QD compatible

Unread postby buzz456 » Thu Nov 12, 2015 6:41 pm

It's pretty easy when you get into it. By the time I do a half dozen I'm sure I'll have it in my head.
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