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Stele

SIMRAIL Team
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Everything posted by Stele

  1. It should resync on next station. Besides UI, you have signs on the ground. If we'd have proper full timetables, you'd also have kilometer for every post listed there. But I agree it would be best to penalise player for missing station and scroll to the next one at -1km or so.
  2. Rather related to this: [2022-12-21 01:12:50]: {"tid":1,"div":"HubConnection","msg":"OnMessages - Invocation - Invoke","ex": [{"msg": "Object reference not set to an instance of an object.", "stack": " at MultiplayerUiCreator.AssignInfoData (System.Collections.Generic.List`1[T] list) [0x00000] in <00000000000000000000000000000000>:0 \r\n at MultiplayerUiCreator.CreateList (System.Collections.Generic.List`1[T] list) [0x00000] in <00000000000000000000000000000000>:0 \r\n at BestHTTP.SignalRCore.HubConnection.OnMessages (System.Collections.Generic.List`1[T] messages) [0x00000] in <00000000000000000000000000000000>:0 \r\n at BestHTTP.SignalRCore.Transports.WebSocketTransport.OnMessage (BestHTTP.WebSocket.WebSocket webSocket, System.String data) [0x00000] in <00000000000000000000000000000000>:0 \r\n at BestHTTP.WebSocket.WebSocketResponse.BestHTTP.Core.IProtocol.HandleEvents () [0x00000] in <00000000000000000000000000000000>:0 \r\n at BestHTTP.Core.ProtocolEventHelper.ProcessQueue () [0x00000] in <00000000000000000000000000000000>:0 \r\n at BestHTTP.HTTPManager.OnUpdate () [0x00000] in <00000000000000000000000000000000>:0 "}],"stack":" at SignalRCore.HubConnection.OnMessages (System.Collections.Generic.List`1[T] messages) <0x00000 + 0xffffffff> 0 in <00000000000000000000000000000000>:0 \r at SignalRCore.Transports.WebSocketTransport.OnMessage (WebSocket.WebSocket webSocket, System.String data) <0x00000 + 0xffffffff> 0 in <00000000000000000000000000000000>:0 \r at WebSocket.WebSocketResponse.Core.IProtocol.HandleEvents () <0x00000 + 0xffffffff> 0 in <00000000000000000000000000000000>:0 \r at Core.ProtocolEventHelper.ProcessQueue () <0x00000 + 0xffffffff> 0 in <00000000000000000000000000000000>:0 \r at HTTPManager.OnUpdate () <0x00000 + 0xffffffff> 0 in <00000000000000000000000000000000>:0 ","ctxs":[{"TypeName": "HubConnection", "Hash": -989029488}],"t":638071819707872308,"ll":"Exception","bh":1} Everybody have those warning about missing Oculus libraries in their logs, as they are not shipped with the game.
  3. Thanks for reporting. Internal ticked id. https://git.simkol.pl/simkol/unitysim-new/-/issues/1106
  4. Related to https://git.simkol.pl/simkol/unitysim-new/-/issues/1106
  5. There clearly isn't listed any sheduled stop in timetable in Zawiercie. Also as freight train those are related to local situation and if you had technical stop for some planned crossing that didn't happened this day for some reason, you just drive through if dispatcher says so.
  6. Catanary is just visual in current builds.
  7. Duplicate of https://git.simkol.pl/simkol/unitysim-new/-/issues/1103
  8. Katowice aren;t aviable for player and it was issue with virtual dispatcher? Am I right?
  9. Ö shouldn't be even assignable symbol. It works with direct key mapping, not system symbols assign to them. https://docs.unity3d.com/ScriptReference/KeyCode.html Most icons should be runtime generated from font, so maybe that step messes up in certain languages.
  10. It should be related to missing fonts caused by overagressive garbage collector and same fonts used in UI and scenes. Missing fonts caused code that draws this table to crash. I hope all of them were catched and added to exception in todays version. Please tell ass if it persists in future versions.
  11. Couple days have passed. Is it persistant? Servers restart every couple hours. Maybe it was down or updating back then.
  12. I can't find anything specific in log. Maybe some platform that failed to initialise walking passengers, but I doubt it would cause crash. Added to issue with strange crashes.
  13. It should be changed to react only if player is not moving for couple minutes while in range of signal showing v>0.
  14. It should show both power and braking force as percentage in elfs. I'm assuming that font broke and wouldn't display certain characters, and that should be fixed in next update, but what's worry me is that driving force still shows zero despite having 80% judging from bar lenght.
  15. Radio model was changed couple days ago. That caused ghost screens in dispatcher boxes, but nobody reported issues in trains. New version should be dropped in few hours so it will update itself. But if not, try checking files integrity or reinstaling the game. Looks like it cashed mesh or something and can't find new files. Similar issue was reported with one lod stage of EU07 bogie and got fixed with next version, without any changes to related files on our side.
  16. From the inside? That's something new. They had issue that weren't rendered below windows from external camera and here it seems like same issue, but combined with wrong transparency sorting. Glass renders after blinder, cuting it out, as on frame background, it looks fine. Maybe somebody tried to fix first issue, only to flip it arround.
  17. Wydłużyłem animację. Powinno się zgrywać z dźwiękiem.
  18. Nothing to do with obscure rules. Just messed up models. Those handles aren't animated at all to reflect wagon with cut off brakes or something.
  19. Zgadzam się. Trzeba to unormować, zwłaszcza ze względu na dźwięk odskoku.
  20. Czyli jak trzymasz nie odgrywa się środkowa część zapętlona? Czy po puszczeniu odgrywa się jeszcze raz początek?
  21. Mają 2% losowego odstrojenia częstotliwościowego. Widzę też kawałek kodu, mający je sklejać w jedno źródło, ale jest wyłączony, czyli coś musiało w tym nie działać.
  22. Dźwięk jest odtwarzany, jak tylko wykryje zgodność wysokości pantografu z siecią. Obliczenia są co klatkę. Dźwięk nie ma żadnej ciszy na początku. Nie wiem co miałoby to powodować.
  23. W pojeździe gracza czy mijanych? Patrząc na siódemkę, to odstrojenie częstotliwościowe ma wyłączone. Jedyne co może wchodzić, to doppler.
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