Trainsimulator 2012

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Re: Trainsimulator 2012

Postby plethaus » Thu Sep 29, 2011 7:31 am

Dan wrote:Is it me but I no longer have dirty windows. The dirty effect is now more of a moire type pattern.


That has always been the case on some locos like the default UK steam locos for example. The dirty window texture is just very low quality. Wish they'd fix that.
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Re: Trainsimulator 2012

Postby UPSD70ACe » Thu Sep 29, 2011 10:51 am

Looking forward to the new Update tonight,Hope they fix Net 4.0 mine is still doing it.Yes I know there is a quick fix rename the vbf file.That stops for the Net 4.0 from installing each.TS2012 starts anyway that is all for now cheers.
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Re: Trainsimulator 2012

Postby MontanaRails » Thu Sep 29, 2011 2:37 pm

As just reported by RSC on their twitter account:

Tonight's update:
1. Couplings misconfigurations which cause a number of scenarios to be
impossible to complete.
2. Fuel problems on some scenarios
3. trains sitting too low on tracks
4. Incorrect vehicle number displayed on two versions of the SD40
5. flickering track link objects corrected
you may need to verify cache after it has taken place.
Image
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Re: Trainsimulator 2012

Postby pschlik » Fri Sep 30, 2011 2:25 pm

Yay, I noticed train stitting like, inside the tracks...
-Phillip
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Re: Trainsimulator 2012

Postby SMMDigital » Mon Oct 03, 2011 8:16 am

I keep finding crap that TS2012 has broken. I just found that some of my assets that worked fine under Railworks 2 now glow in the dark, BRIGHTLY in the dark, when shown in non-TSX mode at night. They work just fine in TSX at night. I've also got transparent buildings in TSX. It's going to take forever to undo all this!

I will say though that life just got a little easier in one respect. Never again will I have to build an industrial building with outside lighting or a street light, thanks to the point and diffuse lights. They are color, brightness, and distance configurable. People griped for years about the lack of nighttime lighting, well RSC has given it out and then some with the lighting FX in TS2012.

streetlight.JPG
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Re: Trainsimulator 2012

Postby eyein12 » Mon Oct 03, 2011 8:26 am

that is true with the point and diffuse lighting, but they are high cost items tho. tex shader with emissive can take over the function of a street light bulb now which adds a nice glow at night and adds no cost to the system. question though, can you explain how you got the diffuse lighting to work. what parameters were ticked in such. I would like to cast night lights without addatex
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Re: Trainsimulator 2012

Postby SMMDigital » Mon Oct 03, 2011 8:39 am

The way I used to get night lights without AddATex was to turn the ambient (emissive) value up to 60-100. That would make the windows shine. Unfortunately, now, that makes them soft glow, which is unsuitable for that application.
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railworks 2012

Postby lylemichaud » Mon Oct 03, 2011 4:27 pm

i just downloaded the 2012 update, i'm really happy with the sounds of the diesels,and the "throttle up" and dynamic brake sound. for those of us who just like to run trains, this improvement is "HUGE" my raildriver isn't working since the download ,any suggestions?
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Re: railworks 2012

Postby bsrrco » Mon Oct 03, 2011 4:30 pm

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Re: Trainsimulator 2012

Postby Hawk » Mon Oct 03, 2011 4:33 pm

Lyle - I merged your thread with the already existing thread. !*salute*!
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Re: Trainsimulator 2012

Postby ugadawgs2716 » Mon Oct 03, 2011 4:37 pm

Well, I have waited to weigh in on all the upgrades, mainly because I needed to upgrade my hardware. I was initially concerned that I might be wasting money by upgrading my graphics card. In the long run, I decided to go ahead and do it, as RW2 would even lock up on me when I was running. Sooo, I replaced my default Gateway card (a GTX GT 120 [waits for the laughter to begin.]) Now I am running on High settings with TSX on and the Highest settings. Have not looked at the framerates, but stuttering is at a minimum, usually only when passing a town and two or more moving trains. I was concerned that my old computer might need to be totally replaced to be able to really enjoy the latest enhancements, but not so. I have a Core 2 Quad, with 8GB of RAM, so the upgraded card was plenty to put me back in the game, got it for around $170 and have been totally amazed. Long overdue. My purchase was a NVIDIA GTX GT 550i with a 2 GB Memory by EVGA. Totally pleased with my new card and the new sim. Thanks RSC, job well done and the new HSC route is amazing.

On another note, anyone having luck getting the replacement sounds back into the game? Have tried to go back and add the Krellnut sounds as well as the replacement coupler sounds from way back when, with no success. Looks like you have to go through the initial startup menu to get to the source files, figured that much out, but no luck with the sound fixes, so tired of not hearing the coupler crash anymore. Any ideas?
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Re: Trainsimulator 2012

Postby dejoh » Mon Oct 03, 2011 4:56 pm

With Krellnuts sound, I get the HSC route boxcars and caboose sounds working fine, also couplers. For some reason all other freight cars
are silent. I want all the cars to make a loud racket going down the tracks. *!!wink!!*
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Re: Trainsimulator 2012

Postby pschlik » Tue Oct 04, 2011 3:53 pm

One thing I doin't like is, "Where have the sounds for the rail road crossings gone?" why are they gone? I didn't download anything before in rw2 yet they had sounds.
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Re: Trainsimulator 2012

Postby Chessie8638 » Tue Oct 04, 2011 4:56 pm

Just got my November 2011 issue of Trains Mag... Nice looking full page ad for TS2012! Couple of points tho: NS on a 4 track Horseshoe and the Acela is mentioned also. !**duh*!!

Image

Direct Link if you would like to read: http://i.imgur.com/A9h0Z.jpg

Also on another ad one page over 35% off special: http://railsimulator.com/trains/
Hats off to the RSteam for making a deal with TRAINS. This will bring in many new folks . !!*ok*!!
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Re: Trainsimulator 2012

Postby jamiee » Tue Oct 11, 2011 6:16 pm

New TS2012 UPDATE just released!



Updates to RailWorks 3: Train Simulator 2012 Deluxe have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- Fixes 'PhysX Failed To Initialise' when SSE not present (AthlonXP CPU)
- Legacy screenshots are no longer whispy
- AI, player, particles and camera updates are synchronised
- FPS Limit at 30 and 60 offered as command line options
- Punch-through on HSC gantries fixed on Legacy
- Crawling AI from scenario editor problems resolved
- Added OnCameraEnter and OnCameraLeave for engine/wagon scripts
- Depth of Field not turned on after losing full screen
- SD40-2 sits on rails
- Class 55 cab gaps fixed
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