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jeroezie

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Everything posted by jeroezie

  1. I noticed, that if you are in the external camera mode, default keybind 2, so you can take a look at your whole train, you can cause a bug when dragging the dev menu's around. Noticed in next branch, build 31/01/2026 - 16:31. Steps to reproduce: Go to the external/fly camera mode, so you have a good view of both the train and surroundings; Open dev menu mode (default keybind F8) and open any of the menu's; Click on the [ ] icon, in the upper left corner of any dev menu (right of the X button), such as but not limited too LUA developer or TS developer; Drag the title bar of any menu around (while in external camera mode); Not only the menu moves around, but the camera too, resulting in the bug; You can go to another camera mode, such as driver seat or alongside the vehicles and the camera will behave normally; If you enter external / fly cam again, the camera view will remain distorted. For those who find it easy to understand in an graphical way, see the picture, in red an example of a menu to drag around while in the camera mode the problem is.
  2. O the whole train gets mirrored? Now I understand the issue. It is indeed a real problem instead of a detail, like I mistakenly thought.
  3. You could not change cabins again?
  4. Walk to the other cab. As long as it is not a double pendolino, its not that big of an issue.
  5. What rolling stock are you driving? I made the mistake once, with the new CD163, to keep the passive drive enabeled.
  6. The later made or remate scenario's allow to pick a season and time (choosing any hour of the day). This should result in plenty of options. Only downside, this part of the code is very hard to understand for new lua programmers. I did not even try to add it to my scenario's.
  7. It would be very cool, if we could pull the air. If the braje releaser handels on the wagons or carriaged actually worked, it would be evdn better (and a good reason for the driver to not overcharge the brake, even when one can pull the air). Very handy for the Ty2 too.
  8. No the didpatchers work in a very very different way. In SP, you have to script them manually from signal to signal. Despawning trains is not as easy as it sounds. They have to be loaded in, so close to the player. You can run the command (needs manual scrpiting too) to despawn when they are far from the player, but they will remain in an simplified state intil the player is near again. And when you do despawn a train, you have to make sure to do it in an apropriate location, otherwise you live behind a partly driven off route in a switch, causing the virtual dispatcher to get stuck. The whole world is simply operated in a very different way.
  9. The screenfhot and data/log are fron after coupling and manually flipping the radio spiltter to B cabin, so radio is workable agin.
  10. I do not think, sich a thing is possible. The dispatchers work in such a different way. Spawning of trains works different too. And a home pc could never deal with a server full of trains.
  11. Last time I attempted to spawn bot driven trains with reversed wagons, it was pretty fun too. Turn out, in bot driven trains, all wagons will go the 'pretend' forwards. But they don't seem to get the massage, they are flipped. So the train will pull itself apart because the wagons will move in opposite directions. But that was a longggggggg time ago.
  12. While standing with a single loco in the deport, I was unable to reproduce the bug. But it got interesting as soon as I coupled up the the wagons after shunting: when I got back in the cab after coupling, the radio green light was unlit, before getting out of the cab, it was lit up. Setting the reverser forwards or backwards had no effect on the radio light. Changing the radio signal splitter cabin from A to B got the radio working again. I am unsure, what data vale, you are referring to. If you need more information from me, please describe it better. I will attach entire Vehicle I/O and log file, as after coupling, where the radio only works with the spiller on B cab. If I can help with gathering more info, please let me know, I am happy to help. vehicle IO after coupling.txt SimRail_log_2026-01-28_18-26-48.txt
  13. The paperwork is usually based on avarages, and on dry weather with good grip on the rails. So it could be, that you cant keep speed fully uphill. My personal (non fact based) advise: take the paperwork with a grain of salt!
  14. The bug is present in my Lazy to Katowicd cargo scenario. I dont know for sure out of my head, but I probaly do spawn ut reversed. I have only a light signal in the vack and I find them easy to referance compared ti findtrack. I could swap it of course for a track referance. If you like to try see the bug in the scenario, you can find it here: https://steamcommunity.com/sharedfiles/filedetails/?id=3628486286&searchtext= or Make sure to pick one of the first Ty2 loco's, the thirt option spawns the other way around (so you drive the cargo train tender first, which is kinda strange). Personally I have the impression (but no facts to prove it at all) that spawning vshicels reversed can mess around with more things. Might you have any ideas/info on that?
  15. This does sound great. But in singleplayer, the virtual dispatcher works in a very very different way then the AI dispatchers in multiplayer. I do think, that it is very unrealistic to make it work. It would be so much work to recreate the multiplayer server in an dingleplayer environment.
  16. When you raise the pantographs with a CD163 locomotive, the overhead voltage appears on the meter, almost instantly after turning the raise pantograph switch. It voltage is shown/available long before the pantograph(s) make contact with the overhead wires. Build 24/01/2026 - 21:58.
  17. I have the wiki page with cold start instruction opened, othetwise I am lost to. I reccomed to keep it around. Link: https://wiki.simrail.eu/Vehicles/Poland/Trains/Locomotives/71E
  18. This is onw of the oldest scenario's in the game. It was made before bot trains where possible at all. Recently, all scenario's in the old code format, JSON, where remade into LUA code. They are working on making more improvements to them, so they should get bot trains. At the moment, having all old scenario's runnimg without bugs is the priorety for the game update. Meanwhile, try one of the later made scenario's, they have bot trains. Most player made scebarios, have bots as well, and dirscibe this on the forum and steam workshop page, before you have to diwnload and try the scenario.
  19. Maybe their would have been less confusion, if the true meaning of the R*, as volume setting, is widespread. It could be included in the tutorial. Maybe an idea to add to the wiki @Moooritz?
  20. I understand. I don't think it is worthwhile to rewrite a lot of code. It is only a tiny bug, its more a cosmetic thing then a real issue. Thanks for the reply.
  21. I noticed it too, in various places. Hopefully they can fix it.
  22. Could their be some slightly faster cargo trains? Like change a few from 80 to 90 or 95 km/h? Personally, I would like more 120 km/h trains, but I doubt if that is realistic (I have not checked for load limits for different maximal speeds). I noticed a few IC trains that do run with vmax 125 km/h locomotives. Most TLK trains have 120 km/h carriages. But their are trains with fully 140 km/h carriages and 125 km/h locomotives. Could they get a vmax of 125 instead of 120 km/h? If the scheduled times is kept in place, it would allow for reducing delays. Please add night trains. It does not have to be a full schedule, if it is a reduced schedule its fine, if their is place for left tracking here and their it would even be a plus for dispatching, during the daytime their is no space for left tracking. Their used to be a night train from Katowice, via LK62, via Kozlow Psary and then via the CMK to Warszawa, could it be brought back, but now mostly consisting of the sleeper carriages? A suggestion of a night train cargo service: the store page for the cargo pack states the Falns is capable of running empty at 120 km/h. Maybe we could have a few of these, running at 120 km/h, from Warszawa/Jozefino via the CMK, to katowice via Zw, DZ and SG? To give it some realism, on the maps their are lines from Katowice to Katowice Ligota and from their to the coal mine at Staszic. Could be a good fit for the CD163. Their used to be a limited cargo train, TME 2440xx [2h] Ludynia - Jaworzno Szczakowa, from Knapowka, via zw, sg, Sosnowiec Puludniowy to Sosnowiec Kamierz. This was an intresting journey. And Sosnowiec Puludniowy has very littele traffic to dispatch at the moment. Another request is reinstating traffic between Katowice (Zawodzie) and Myslowice, if the bugs around Myslowice (de)spawn are or could be fixed. A dread would be, a (very) limited use of the Ty2 steam locomotive. But this is a vert complicated topic.
  23. - Added Škoda ČD163 “Peršing” (ČD 163 DLC), both as bot trains and as a drivable locomotive for the player, please note the ČD163 will only be drivable if you buy the DLC and at the point of releasing this DLC it is not for sale yet, won't take long though 😉 ; - Fixed a bot despawing too early, causing other bots to get stuck (all affected bots where scenery only); - Added another deactivated train to the Lazy La yard, to give it a more used/alive feeling; - Made behind the scenes improvements to the script and library for spawning random trains. Steam workshop subscribers will receive the 1.4 version automatically, you can find it here: https://steamcommunity.com/sharedfiles/filedetails/?id=3628486286 If you prefer to download it yourself, the new file is provided in the first post: https://forum.simrail.eu/topic/11764-cargo-scenario-from-łazy-to-katowice-including-shunting-and-full-ty2-support/ Please note that I obviously can not know 100% for sure, that the code and locomotives of the ČD163 are implemented correctly, since they are not actually released yet. But I am fairly certain I have not broken anything.
  24. When the CD163 locomotives is spawned, my in example, as a bot train in an singleplayer scenario, the coupling of the wagon is used. Normally this is correct. But, the coupling of the CD163 is kept in the coupling hook because (at least on the in game model, I do not know the real life ones) their is no storage hook for the unused coupling. Therefore, the locomotive coupling should be used, since the coupling hook will break of is two couplings are inserted at the same time (the wagons coupling will tow on the top of the hook, where it is weak). Bug noticed in build 24/01/2026 - 21:58.
  25. If you spawn in an bot train, that has any CD163 locomotive in it, set to TrainsetState.tsShunting, then it will display a shunting headlight. In the front this works fine, the one incandescent headlight is turned on by the bot. However, in the rear, both a incandescent and LED light will be lit up. This is wrong, if I remember correctly the explanation in the stream by Moooritz, only the incandescent lights should be used in Poland. Bug noticed in build 24/01/2026 - 21:58.
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