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Stele

SIMRAIL Team
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Everything posted by Stele

  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. 馃槃 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 klip贸w graj膮cych na raz. Mo偶e to te偶 by膰 ograniczone sprz臋towo. Widz臋 jedn膮 r贸偶nic臋 w konfigu 艂adowania d藕wi臋k贸w mi臋dzy nimi, opr贸cz liczby pozycji. Zobaczymy czy uda mi si臋 zduplikowa膰 ten efekt w pierwszej kolejno艣ci, bo wg opisu przestawianie tej flagi w ciemno mo偶e mie膰 odwrotny efekt. Nie, ta opcja nie ma nic do rzeczy z ilo艣ci膮 klip贸w graj膮cych na raz. Nie mog臋 te偶 zduplikowa膰 problemu lokalnie w edytorze. Liczba odtwarzanych jednocze艣nie klip贸w jest ustawiona na 32. Podobno wybierane s膮 najg艂o艣niejsze je艣li 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 mia艂e艣? Motion blur i antyaliasing g艂贸wnie. Nie mog臋 zduplikowa膰 takiego smu偶enia.
  15. Not much can be done with how unity lights work with our global setup if we want to keep the desk and timetable lit. Changing source cone radious moves it a bit further from emitter so top of the screen isn't as overburned.
  16. Wiem. Po prostu rysunki i zdj臋cia jakie mia艂em zawiera艂y jedynie pojedynczy 艣lizg a potem posz艂a copypasta pantografu do reszty taboru. Zrobienie nowego ci膮gle ko艂acze si臋 z ty艂u g艂owy. Ma kto艣 rysunek i/lub zdj臋cie z bliska (czyli zdemontowanego albo siedz膮c na dachu) podw贸jnego 艣lizgu by to zrobi膰 艂adnie?
  17. Doda艂em miganie guzika przy spe艂nionych warunkach i odwr贸ci艂em warunek kabiny na nieaktywn膮.
  18. Por贸wna艂em z EU07 i na oko 艣wieci gorzej, ale parametry 艣wiat艂a i flary s膮 takie same.
  19. @PL_Andrev Jaki pojazd jest na screenie? Ko艅c贸wki powinny mie膰 flary widoczne z daleka tak samo jak 艣wiat艂a czo艂owe.
  20. Doda艂em jeszcze MCO, TCU i trakcj臋 ukrotnion膮, bo r贸wnie偶 nie by艂y zapi臋te. Cz臋艣膰 panelu nadal nie dzia艂a z braku symulacji odpowiadaj膮cych jej przeka藕nik贸w, ale dolny rz膮dek i mam nadziej臋 wszystko sterowalne z kabiny, dzia艂a.
  21. Aktywacji kabiny nie mamy zaimplementowanej... Ba, w nieaktywnej nie wiem czy zareaguje na wci艣ni臋cie guzika. Przy testach os艂ony sprz臋gu na st贸wk臋 w艂膮cza艂em przy aktywnej kabinie. Nie mamy r贸wnie偶 migania guzika przy spe艂nionych warunkach.
  22. What key/switch behaves like that for example? I tried some added in that commit and they worked fine on my end. Their implementation also looks the same at a glance.
  23. I can't replicate it in any of them. Positions are set in wheels and levers properly and it works in game. Fast move is not hardcoded to shift and by default only works with left shift.
  24. I've loaded it to up 200%. Shovel itself gets some garbage scale data on every pickup, but those are numbers on seventh place decimal and stay constant while shoveling. Coal itself is a bit more susceptable, getting something on sixth place decimal. Still not something that should be noticable by eye. And its not cumulative between shoveling movements. Scale is not touched by script there. All that comes from floating point errors in unity matrix math.
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