Announcing Feather River Canyon Enhanced

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Re: Announcing Feather River Canyon Enhanced

Unread postby jalsina » Sat Feb 17, 2024 4:16 pm

To solve the issue with invisible speed limits, place the attached XML file RouteProperties.xml into the FRCE route folder:
e0732f85-e0c6-434f-aca7-dba57e488a90

RouteProperties.xml
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Re: Announcing Feather River Canyon Enhanced

Unread postby buzz456 » Sat Feb 17, 2024 4:18 pm

VITORMARQUES wrote:How to install the Krellnut Wagon sound for all cars in DTG's Feather River Canyon Enhanced Route DLC. Someone can help me?

I'll try to get that done today.
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Re: Announcing Feather River Canyon Enhanced

Unread postby GreatNortherner » Sat Feb 17, 2024 5:05 pm

Hi Jorge, thanks for this report. I'm not sure if I've followed the original post you've linked, but this (whatever "this" is), does not seem to apply to the FRCE. We had to replace all speed signs to account for the changed speed limits and added passenger speeds. The speed signs I put on the route are still there (just tested and verified on the Steam release version).

I'm attaching a screenshot compilation below, all at the Keddie East turnout. The speed post is there and it's linked to the track as intended. This is one of the buried speed posts to make the speed limit show up on the F3/4 HUD without the post itself being visible (as there would be none in real life in this location). There are only a few visible speed posts (above ground) on this route as the mainline speed limit doesn't change that often.

Cheers,
Michael

Image1.jpg
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Re: Announcing Feather River Canyon Enhanced

Unread postby AmericanSteam » Sat Feb 17, 2024 5:06 pm

Another small item Broken rails at Keddie. This on the cutoff to Quincy between the shack and the switch.
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Re: Announcing Feather River Canyon Enhanced

Unread postby buzz456 » Sat Feb 17, 2024 7:08 pm

VITORMARQUES wrote:How to install the Krellnut Wagon sound for all cars in DTG's Feather River Canyon Enhanced Route DLC. Someone can help me?


Here you go. WJ sounds for the freight cars.
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Re: Announcing Feather River Canyon Enhanced

Unread postby jalsina » Sat Feb 17, 2024 8:28 pm

GreatNortherner wrote:Hi Jorge, thanks for this report. I'm not sure if I've followed the original post you've linked, but this (whatever "this" is), does not seem to apply to the FRCE. We had to replace all speed signs to account for the changed speed limits and added passenger speeds. The speed signs I put on the route are still there (just tested and verified on the Steam release version).

I'm attaching a screenshot compilation below, all at the Keddie East turnout. The speed post is there and it's linked to the track as intended. This is one of the buried speed posts to make the speed limit show up on the F3/4 HUD without the post itself being visible (as there would be none in real life in this location). There are only a few visible speed posts (above ground) on this route as the mainline speed limit doesn't change that often.

Cheers,
Michael

Image1.jpg


Michael,

The information I gave you is while playing with the FRCE this afternoon with your own QD scenario from Keddie to Portola with the new Burlington GP35. I purchased the route today and that was an accidental finding. I have not tried any other scenario, except the Free Roam down in Keddie Junction, which btw shows a lot of the improvement of this route over the 2016 original.
Nothing to do with the old FRC or the extension route.
The QD scenario starts with a speed limit of 20 in Keddie. Immediately you depart you should see a speed limit in F3/F4 of 30. You see nothing without the fix I posted above. After a while driving you will see another speed limit of 35.
Both speed limit changes have the old signs aside the track, you show in one of your pics. But you don´t see them in F3 or F4 until you are over the speed changes, unless you change the RouteProperties.xml.
As I know about this since 2016 (documented in that link), I went immediately to search for the RouteProperties.xml and check the line of code I posted above. If it is 1, it means you can´t see the speed limit either in F3 or F4 (they are invisible). If the value is zero then you will see the speed limits in F3/F4.

Because of this, all scenarios are subject to the same problem. So, imagine a career scenario with that kind of problem I described, but coming from Portola to Keddie (speed decreasing from 35 to 30 and to 20).

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Re: Announcing Feather River Canyon Enhanced

Unread postby GreatNortherner » Sun Feb 18, 2024 6:13 am

jalsina wrote:... The QD scenario starts with a speed limit of 20 in Keddie. Immediately you depart you should see a speed limit in F3/F4 of 30. You see nothing without the fix I posted above. After a while driving you will see another speed limit of 35.
Both speed limit changes have the old signs aside the track, you show in one of your pics. But you don´t see them in F3 or F4 until you are over the speed changes, unless you change the RouteProperties.xml. ...

Hi and thanks much for the additional information. I misunderstood your original message and thought you meant that the actual speed sign models vanished, when actually you meant the HUD speed indications. Sorry!

However, I still don't think that this RouteProperties thing is actually happening on the route. I've just done another test run, and both HUD and lineside signs show up without editing the RouteProperties (see screenshot below). This is the 30 to 35 speed increase soon after leaving Keddie (EB).
Image1.jpg

The reason why the 20 to 30 isn't shown on the HUD is because there actually isn't a speed sign in this spot at all. It's as intended (and in line with most other routes) that there's no speed limit shown on the HUD in this location. The reason that the QD starts with a 20 limit is that the end of the train isn't on the mainline (30/25 limit) but the depot siding (which has a 20 limit). We have never placed speed signs at the end of sidings (in direction of travel) as that would in many cases clutter up the HUD badly, especially when there are multiple siding turnouts in short sequence like there are at Keddie.

I have another counter argument to the HasSpeedsigns issue: I've just checked, and this is set to "1" in all routes that I've just randomly inspected, including some of ours, from other devs and DTG (including some of the original Kuju routes). It's always set to "1", both on clones and others. So at this point, and especially still without knowing what this parameter in the RouteProperties actually does, I'd recommend to leave it unchanged.

Cheers,
Michael

Edit/PS: I've done some searching and testing and I'm guessing that the HasSpeedSigns parameter might work like this:
HasSpeedSigns=1: HUD shows only track-linked speed signs (those that have been placed in the world)
HasSpeedSigns=0: HUD reads speed limits directly from tracks.bin
If this assumption is correct, then it might just be a matter of taste which display method you prefer.
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Re: Announcing Feather River Canyon Enhanced

Unread postby jalsina » Sun Feb 18, 2024 7:59 am

GreatNortherner wrote:
Hi and thanks much for the additional information. I misunderstood your original message and thought you meant that the actual speed sign models vanished, when actually you meant the HUD speed indications. Sorry!

However, I still don't think that this RouteProperties thing is actually happening on the route. I've just done another test run, and both HUD and lineside signs show up without editing the RouteProperties (see screenshot below). This is the 30 to 35 speed increase soon after leaving Keddie (EB).

Hi Michael
Remember you are working with files in your design computer. I downloaded the route yesterday, directly from Steam. I believe Steam might have different files downloading of the same route at the same time.
Could it be possible that some of those mirrors had a copy of the cloned route instead of a copy of the file, delivered from DTG to Steam?
I don´t remember I experienced that condition (invisible F3/F4 speed limits) with any route in the past, but my memory may fail (it´s been 10 years of TSC).
On the other hand, I have been out of TSC the last three years, so I don´t have any of the latest routes (like Saluda Grade).

GreatNortherner wrote: The reason why the 20 to 30 isn't shown on the HUD is because there actually isn't a speed sign in this spot at all. It's as intended (and in line with most other routes) that there's no speed limit shown on the HUD in this location. The reason that the QD starts with a 20 limit is that the end of the train isn't on the mainline (30/25 limit) but the depot siding (which has a 20 limit). We have never placed speed signs at the end of sidings (in direction of travel) as that would in many cases clutter up the HUD badly, especially when there are multiple siding turnouts in short sequence like there are at Keddie.

I have another counter argument to the HasSpeedsigns issue: I've just checked, and this is set to "1" in all routes that I've just randomly inspected, including some of ours, from other devs and DTG (including some of the original Kuju routes). It's always set to "1", both on clones and others. So at this point, and especially still without knowing what this parameter in the RouteProperties actually does, I'd recommend to leave it unchanged.
Edit/PS: I've done some searching and testing and I'm guessing that the HasSpeedSigns parameter might work like this:
HasSpeedSigns=1: HUD shows only track-linked speed signs (those that have been placed in the world)
HasSpeedSigns=0: HUD reads speed limits directly from tracks.bin
If this assumption is correct, then it might just be a matter of taste which display method you prefer.

Cheers,
Michael


I don´t know if you may be right with this last statement or not. I have no valid arguments to discuss it.
What I am sure of, is that if you clone any route in TSC, that flag changes automatically without warning, from 0 to 1.

If the flag shows like this:
Code: Select all
<HasSpeedsigns d:type="bool">1</HasSpeedsigns>

All speed limits in the full route become invisible in the F3/F4 displays.

While with this condition:
Code: Select all
<HasSpeedsigns d:type="bool">0</HasSpeedsigns>

makes them visible.

Having the flag set to 1 may be desirable if you don´t want to read the speed limits in F3 and F4, but remember this condition is "a blatant enemy" of all career scenarios whose rules include not trespassing against the speed limits in the scenario.

Best,
Jorge
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Re: Announcing Feather River Canyon Enhanced

Unread postby GreatNortherner » Sun Feb 18, 2024 10:26 am

Hi Jorge,

Please don't think that I doubt what you're seeing on your computer. Before now, I had never even noticed that the "HasSpeedSigns" entry exists in the route properties.

All I'm saying is that I can see the HUD speed signs on my routes, even though that HasSpeedSigns is set to 1 in all of them that I've inspected. Including some of the oldest Kuju routes like Cajon Pass, and FRCE (as shown on the screenshot earlier).

To make sure that I'm understanding you correctly, that speed sign before the tunnel eastbound out of Keddie (the one on my screenshot) does not show up in your HUD without you first modifying the route properties? If that is so, I can't explain why the HUD speed limits don't show up in your TS but do so in mine. !*hp*!

All my tests were done on a Steam installation of TS, without any mods to the routes or core game files and assets. Everything I've tested is as Steam had downloaded it and all were official DLC downloads, no dev versions. Even FRCE enhanced was installed from a Steam key in that installation of TS.

Cheers
Michael
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Re: Announcing Feather River Canyon Enhanced

Unread postby VITORMARQUES » Sun Feb 18, 2024 1:43 pm

VITORMARQUES escreveu:
Como instalar o som Krellnut Wagon para todos os carros no DLC Feather River Canyon Enhanced Route da DTG. Alguém pode me ajudar?


Aqui você vai. WJ soa para os vagões de carga.

Thank you very much.
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Re: Announcing Feather River Canyon Enhanced

Unread postby jalsina » Sun Feb 18, 2024 2:13 pm

Buzz already answered you here:

viewtopic.php?f=35&t=25019&start=120#p279288

Just unzip the attached file in that link above and run it. Installation will be automatic !!*ok*!!

BDW Buzz, thank you. Already installed Krellnut sounds myself.
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Re: Announcing Feather River Canyon Enhanced

Unread postby buzz456 » Sun Feb 18, 2024 3:52 pm

Coming soon vintage Pullman HW cars from Brikit models a early Western Pacific passenger train. Leaving Keddie Wye headed for Oroville.
20240218153242_1.jpg
20240218153430_1.jpg
20240218154516_1.jpg
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Re: Announcing Feather River Canyon Enhanced

Unread postby AmericanSteam » Sun Feb 18, 2024 3:54 pm

buzz456 wrote:Coming soon vintage Pullman HW cars from Brikit models a early Western Pacific passenger train. Leaving Keddie Wye headed for Oroville.
20240218153242_1.jpg
20240218153430_1.jpg
20240218154516_1.jpg

Nice. !!*ok*!!
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Re: Announcing Feather River Canyon Enhanced

Unread postby ElphabaWS » Sun Feb 18, 2024 6:15 pm

Looks very cool, Buzz! !!*ok*!!
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Re: Announcing Feather River Canyon Enhanced

Unread postby buzz456 » Sun Feb 18, 2024 7:03 pm

Thanks guys. Got a green light from one beta tester waiting on the second one and we'll get them uploaded.
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