Cheyenne 1869 extension

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Re: Cheyenne 1869 extension

Unread postby mrennie » Sun Feb 10, 2019 7:35 pm

DanSSG wrote:I really would like to use some AI in scenarios but even with easy AI operations I get problems *!sad!*

An example: I have an AI UP119 passenger train (defined as stopping passenger) at Sherman station which should start eastwards.

The player starts at Sherman freight spur, has to stop at the eastwards ball signal and let the AI pass before it stops behind the siding and moves onto the wye. But what happens is this: The AI suddenly stops and than moves than with 0.1 mph.
It doesn't matter if there are any signals and it doesn't matter what the destination of the AI is.
I've also had the same problem in the middle of a single track section just a few miles before the AI should disappear an a portal and the player train was miles behind !*hp*!



Yep, it's a common problem in TS, especially with single track routes. I had a lot of trouble at first getting "3:10 to Laramie" to work correctly because of the player train having to pass over the same section of track that the AI went over, albeit at a different time. Sometimes the AI would suddenly crawl along at 0.1 mph, like in your case, and other times it would get so far and then warp to another place along the track, like magic! In the end, I got it to work by making the AI lower priority (low speed freight) than the player (stopping passenger) and setting the start time for the player several minutes after the AI had cleared the main line.

I think one problem is that the dispatcher pre-checks how and when the track is supposed to be occupied according to the timetable instructions, not necessarily how the track is occupied in real time. So if it thinks the track could be occupied by the player at a given time, even if it isn't in reality, it'll affect what the AI does at that moment in time. You can try putting instructions to force the player to wait at the signal and not move until a certain time, in an attempt to make the dispatcher realise that the shared path is free for the AI to use when it gets there. It might work, or it might not. I've had mixed results doing that.

You can see why most scenarios with AI don't have the player train going along any track that AI also has to use, especially if it means they're travelling in the same direction. That's what makes it even harder to do scenarios on single track routes. It's not a fault of the route, it's just a consequence of the rigidity of the dispatcher algorithms. I know of one developer who got so annoyed with it that it became a key factor in his deciding to quit the business of making routes for TS.
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Re: Cheyenne 1869 extension

Unread postby DanSSG » Tue Feb 12, 2019 5:05 pm

I've found a solution for the problem :D

First I set a destination marker on both sides of the siding and the AI train now starts crawling behind the siding and only if the player train get's a reverse order after passing the siding.
Then I got an idea: Why don't put the AI in a seperate signal block... With the Sig_h the AI just stoped. It seems to be red all time but with the shunt signal it worked.
So I made a copy of it and modified it, so that this signal now also could be placed in scenarios and put one behind the siding in the direction of travel for the AI. It still has two track links and because of the compiled signal script which I couldn't edit to make it work with just a single link I placed them directly behind each other. Problem fixed *!lol!*
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Re: Cheyenne 1869 extension

Unread postby mrennie » Tue Feb 12, 2019 6:40 pm

DanSSG wrote:I've found a solution for the problem :D

First I set a destination marker on both sides of the siding and the AI train now starts crawling behind the siding and only if the player train get's a reverse order after passing the siding.
Then I got an idea: Why don't put the AI in a seperate signal block... With the Sig_h the AI just stoped. It seems to be red all time but with the shunt signal it worked.
So I made a copy of it and modified it, so that this signal now also could be placed in scenarios and put one behind the siding in the direction of travel for the AI. It still has two track links and because of the compiled signal script which I couldn't edit to make it work with just a single link I placed them directly behind each other. Problem fixed *!lol!*


Nice! I'll make a note of that one :)
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Re: Cheyenne 1869 extension

Unread postby DanSSG » Sun Mar 17, 2019 4:45 pm

I just want to let you know that I'm still alive but quite busy with other things than railroading.

Here are some new screens of the scenarios I'm working on :D

Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.19528--105.60006_11-19-25.jpg

Whoops.jpg

Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.46627--105.72453_07-36-22.jpg

Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.30973--105.59695_08-29-36.jpg

Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.10271--105.45580_10-51-26.jpg


While I created the Buffalo scenarios I noticed that the new brakes are missing on the caboose coach that came with Buffalo. Without them the caboose drags a bunch of empty boxcars quite easily down the steep grades. I could fix that for me by editing the CPRRCabooseCoach.xml and adding the missing lines from the UP119 caboose.
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Re: Cheyenne 1869 extension

Unread postby mrennie » Sun Mar 17, 2019 6:53 pm

DanSSG wrote:I just want to let you know that I'm still alive but quite busy with other things than railroading.

Here are some new screens of the scenarios I'm working on :D

Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.19528--105.60006_11-19-25.jpg

Whoops.jpg

Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.46627--105.72453_07-36-22.jpg

Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.30973--105.59695_08-29-36.jpg

Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.10271--105.45580_10-51-26.jpg


While I created the Buffalo scenarios I noticed that the new brakes are missing on the caboose coach that came with Buffalo. Without them the caboose drags a bunch of empty boxcars quite easily down the steep grades. I could fix that for me by editing the CPRRCabooseCoach.xml and adding the missing lines from the UP119 caboose.


Hi Dan,

The scenarios look very professional!

I've got another small update almost ready for Buffalo and I'll make sure to include the fix for the caboose brakes. Thanks for letting me know about it.

!*cheers*!

Mike
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Re: Cheyenne 1869 extension

Unread postby DanSSG » Mon Apr 01, 2019 3:44 pm

I finally got the skydome working so that the clouds cover the whole sky !*YAAA*! Just tell me what you think.

Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.89510--106.19887_09-01-28.jpg


With that done I'll now ask the more professional 3d developers to help me with some missing assets for the route, that I would like to include to make this route as realistic as possible.

1. The slow-sign at the Dale Creek Trestle. You can find a picture of it here --> viewtopic.php?f=31&t=20145&start=30#p233214

2. The machine shops and power plant at Laramie. Pictures here --> viewtopic.php?f=31&t=20145&start=30#p233718 and here viewtopic.php?f=31&t=20145&start=45#p233759

3. The station building at Laramie. Pictures here --> viewtopic.php?f=31&t=20145&start=45#p233759

4. Station buildings for the other stops or name plates to cover the names on the buildings I used from Clear Creek. In this post I posted a picture of the station building at Wyoming --> viewtopic.php?f=31&t=20145&start=120#p235686

5. The buildings at Rock Creek that I posted here --> viewtopic.php?f=31&t=20145&start=150#p237338
There are some more pics linked at the end of that post
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Re: Cheyenne 1869 extension

Unread postby DanSSG » Mon Apr 08, 2019 4:08 pm

Now let's create some textures and weather patterns to replace the default Kuju stuff :D

Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.46980--105.72881_12-25-29.jpg


Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.89520--106.19892_13-01-19.jpg


Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.89494--106.20261_13-02-31.jpg


Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.58984--105.71076_06-01-55.jpg


Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.58981--105.71043_03-01-09.jpg
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Re: Cheyenne 1869 extension

Unread postby mrennie » Mon Apr 08, 2019 4:47 pm

Looking great Dan!
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Re: Cheyenne 1869 extension

Unread postby DanSSG » Fri Apr 26, 2019 7:22 pm

I'm glad to let you all know, that we are now on the final leg for the release of this stage :D

Right now I'm once again testing the scenarios after I've made some changes to the tracks and their trackrules.

The payware requirements for stage two will be the same as for stage on: Cheyenne 1869 as base and Clear Creek for additionals assets. Promontory is not required at the moment but it will be in a stage three.
If you don't have Clear Creek, you'll be missing lots of assets like buildings, rivers and rocks.
Some of the scenarios also require Jupiter or Buffalo and the trainboi1 repaints which are available here on file library. But first I have to create a patch for them, so that they will work propperly with the current version of the locos. For example there are missing textures und animations for the injector and so on.

Here is a little changelog:

- Additional 75 miles of track from Laramie City to Medicine Bow. About 135 miles in total.
- The tracks are following the original 1869 grade via Wyoming and Rock Creek.
- Passenger trackspeed is now 40 instead of 30 mph.
- Distant terrain has been added.
- The time of day files have been overworked to look more realistic.
- The route got a new self made skydome, new clouds, sounds, 25 moon phases (depending on the date in the scenario) and lots of dynamic weather patterns.
- Custom sounds have been added, like playing pianos in some sallons
- Some bugfixes

And here is some new eyecandy for you :D
I just have to find a way to prevent the snow or rain to come inside the cab and the coaches *!rolleyes!*

Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.12080--104.84515_06-52-07.jpg


Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.09035--104.99246_07-13-57.jpg


Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.13268--105.40283_08-30-11.jpg


Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.46740--105.72600_12-28-20.jpg


Screenshot_1 Cheyenne 1869 Extension Laramie Plains_41.33804--105.59868_08-14-59.jpg
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Re: Cheyenne 1869 extension

Unread postby mrennie » Sat Apr 27, 2019 1:17 pm

It looks marvelous!
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Re: Cheyenne 1869 extension

Unread postby DanSSG » Tue Apr 30, 2019 5:58 pm

Actually I just wanted to record some of the new extended winter weather patterns as I played one of the scenarios again to adjust the timing but eventually it ended in recording the whole scenario until the end.

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Re: Cheyenne 1869 extension

Unread postby mrennie » Tue Apr 30, 2019 6:45 pm

DanSSG wrote:Actually I just wanted to record some of the new extended winter weather patterns as I played one of the scenarios again to adjust the timing but eventually it ended in recording the whole scenario until the end.



I've only watched the first 20 minutes so far but I can tell you I'm enjoying it immensely! You've done a fantastic job and I love the weather patterns I've seen up to now. I'll carry on watching it to the end in-between doing other things.
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Re: Cheyenne 1869 extension

Unread postby DanSSG » Mon May 13, 2019 1:34 pm

Just to keep you updated: I've uploaded the stage 2 release a few days ago to the file library but I have no idea when it will be posted...
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Re: Cheyenne 1869 extension

Unread postby Chacal » Tue May 21, 2019 2:43 pm

Hi Dan, I'm sorry for this delay.
I should be able to publish the file tonight.
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Re: Cheyenne 1869 extension

Unread postby Chacal » Thu May 23, 2019 8:12 pm

Published!
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