Jump to content

Stele

SIMRAIL Team
  • Posts

    652
  • Joined

  • Last visited

  • Days Won

    4

Other groups

SimRail Playtests Early Access

Stele last won the day on January 6 2024

Stele had the most liked content!

Reputation

432 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Sorry for closing without checking outsides, got it replicated this time. Same happens for the right red. If you disable top light and flip it on with a hotkey, lower lights repair themselves. If top is disabled in the first place, but does not happen. Setting to zero with a hotkey, works fine too. Interaction between halogens and leds must depend on state zero which is skipped when using keybinds.
  2. In your log: Input general active_cab = 0.00 radmor_splitter_cab = -1.00 Outpurt general actual_cabin = 1.00 Output Ty2 cab = 0.00 In generic vehicle code Output_General.data[(int)GENOUT.actual_cabin] = (int)trainset.CabinDir; //1 in your log DeviceRTF.IsVoltage = radmor_adapter_pwr & (radmor_splitter_cab == cabinDir); //-1 != 1 So like only thing wrong is splitter set to cab B. Was your log saved before you flipped it? Like if it flipped by itself? It is set to 1 on load and never touched in bot behavior. EU07 for example sets it according to direction, but that block is not present in Ty2.
  3. It broke shader on wagons when I tried to spawn reversed one to test for whatever (likely unrelated) reason. 😄 Sorry, I don't have setup to test scenarios. Somebody else will have to. Could you check that GENOUT value when bug happens? It's the only place in code that I found that could mess it up.
  4. Anything extra to trigger it? Reverser changes VehicleControllerBase.Direction in jumps 1/0/-1. Radio splitter checks VehicleControllerBase.cabinDir and it's 1 all the time in my tests. Only suspicious line that could switch that value is (common for all vehicles) cabinDir = (int)vehicle.trainsetInfo.CabinDir * (int)vehicle.DirectionInTranset; which could mess if it's spawned in reverse in the first place. That value can be checked in debug panel in outputs table. Output_General.data[(int)GENOUT.actual_cabin] = (int)trainset.CabinDir;
  5. Can't duplicate. Turning with mouse into red position and then pressing "L" turns all three into white. "Ctrl+L" into zero.
  6. Like tutorial tells you to use shortcuts? What "L" does in most cases? Sets to Pc1 (white triangle on front) even with individual switches? It should be doable in this case to be fair.
  7. And fixed. Fast move in one direction was able to get position index out of bounds.
  8. Bot always sets first group (halogens but not top left, causing other bugs) on the lowest level, ignoring all vehicle specific code. Switching it so spawn in TrainsetState.tsShunting sets halogens in both cabins, supposedly causes some problems with tutorial. For now I'm only adding conditions to disable aft leds when you have wagons attached. But it solves nothing. Hacky solutions to have leds at all without rewriting whole lights system bites back.
  9. Checking history of the file, it was wrong from the very beginning. Crazy to slip by for so long.
  10. Silnik ma limit klipów grających na raz. Może to też być ograniczone sprzętowo. Widzę jedną różnicę w konfigu ładowania dźwięków między nimi, oprócz liczby pozycji. Zobaczymy czy uda mi się zduplikować ten efekt w pierwszej kolejności, bo wg opisu przestawianie tej flagi w ciemno może mieć odwrotny efekt. Nie, ta opcja nie ma nic do rzeczy z ilością klipów grających na raz. Nie mogę też zduplikować problemu lokalnie w edytorze. Liczba odtwarzanych jednocześnie klipów jest ustawiona na 32. Podobno wybierane są najgłośniejsze jeśli liczba jest przekroczona.
  11. I'm not an author of those skins, but it feels like deliberate choice. All liveries have differend decal mesh and those stickers use separate uv space. If author watend to use flamable sign there, he'd just use existing one. I looked over photos of dozen tankers and couldn't find one with blank red or black sticker though.
  12. AKP-4E used in EU07 and other old locomotives has rise speed of 6-12s, depending on the pressure. Newer 160EC, 8s. In game all move to max height in 6.(6)s so they are even a bit too fast compared to reality. It is a problem irl too. Rapid changes in wire height are a base for speed limit. In game those gradients might not be correct in some places where viaduct model or road do not match real dimentions perfectly and wire must go lower to prevent clipping.
  13. Podkolorowana emisyjnosc pomaranczowych lampek. Wszystkie swiecily na czerwono.
  14. @BrejSki Jakie ustawienia graficzne miałeś? Motion blur i antyaliasing głównie. Nie mogę zduplikować takiego smużenia.
×
×
  • Create New...

Important Information

Terms of Use Privacy Policy