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Sherman Hill v2.0 Experience


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#1 DennR

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Inviato 03 ottobre 2013 - 10:26

Sherman Hill 2.0
Hi, My experience with Sherman Hill and TS 12!
I installed and tested in both TS12 build 49922 and build 58414
System setup:
I have TS12 installed to version 58414 for all game play with all add-ons installed
Also TS12 installed as a test platform that I revert to clean install after add-on testing
The test platform has automatic downloads disabled to it is always as-built status when I delete an add-on. I only allow 1 backup COPY so any modified built-in assets created during a test can be reverted.
Also TS12 49922 installed for running routes that are not compatible with 58414. This allows for CDP transfer to the 58414 test platform to check compatibility issues and try repairing problems.
System details:
OS: Windows 7 x64 HP (UEFI Install) auto update
CPU: Core i7 3930K
GPU: GF GTX680 2GB latest driver (no beta)
Memory: 16GB PC3-12800 1600 MHz
SDD: 256GB SATA 3 SSD Windows Drive
SDD: 500GB SATA 3 SSD Games Drive
I have set the multicore use to 12 threads and minimum CPU power to 80%

TTS12 Build 49922
Installed the route with no errors and installed both sessions with no errors:
Ballast Turn installed with all assets and no errors but both problems well reported in the forums with the Ghost Trains from Un-Portals and the detector mileposts were present. First the DM, they announce every one as any train passes them with long pauses, I tried the other option and the pauses were reduced as reported by the creator but the reports from all detectors was still present so I took the nuclear option for the UPRR detector and deleted them:
I tried staggering the start of each portal with time delay commands in session edit but this did not fix the problem.
I then deleted one Un-Portal and saved a session with the other three
Then deleted the next Un-Portal and saved with the other three and so on.
All four such sessions generated ghost trains from the remaining Un-Portals and displayed the red bug with a script error in line 25.
All ghost trains run at 16mph with no driver and they are clearly incomplete consists that are not emitted completely. I could not find any configuration errors in the Portals so I gave up. In build 49922.
In running the session the stock SD40-2 were overpowered in drive and under powered in dynamic braking so I exchanged both units for the Jointed Rail Payware version and parked a third Unit at the Quarry. This provided enough power to get up the grade and enough dynamic brake with three units to control the decent all the way without train or independent brakes.
I deleted the HTML messages except the session ended one so I could run it and look for any pattern with the ghost trains but I found none.
I installed the route in Build 58414 and there were 139 faulty kuid’s after all assets committed and an extended database repair was run. I then started fixing the faulty kuid’s and all but 8 were fixed by adding missing thumbnails and increasing the trainz version to greater than 2.9.
8 were left and they all needed more work 3 needed “kind” changing from “track” to “scenery” and they were fine. There were 4 that I had to experiment with as they were vegetation but had Track in place of scenery and a set of 4 sizes listed in CCP in Red. I deleted the red items and changed track to scenery and they committed OK but the final kuid was fumo 4 and it needed an attachment point sorting out and at that point I deleted the asset and removed it from the route config file.
I have revisited fumo 4 and by using the file in TS12 49922 and editing it at least three times I think I fixed it with an attachment point that build 58414 recognised and it committed.
The route was now working with no errors and no visible problems so I ran it with Loco and industry ready cars and all the things I expected were there but you know the saying “if you never had it you don’t miss it”, well that might be the case. I tested the industries and they worked.
Next the sessions installed with no errors but Ballast Turn still the ghost trains.
There were less than in build 49922, I ran several times with no error bugs but there is still an issue. I plan to try reducing the entries in the Consists without reducing the options or number of cars and see if that helps. I do need to read AussiNightCrawler’s tutorial a few more times before I do that.
Bob D
ID: 450495

#2 UP844

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Inviato 03 ottobre 2013 - 09:02

Ovvero:

Sherman Hill 2.0
Ciao a tutti, ecco le mie esperienze con la Sherman Hill e TS12!
Ho installato la tratta in TS12 sia nella versione 49922 [originale] sia nella versione 58414 [aggiornata con SP1+Hotfix 1/2/3].
Configurazione del sistema:
Ho installato TS12 aggiornato con tutti gli aggiornamenti fino alla versione 58414, per giocare.
Un’altra installazione di TS12, in versione pulita senza aggiornamenti, serve come piattaforma di prova.
Nell’installazione di prova ho disabilitato i download automatici, cosicché, una volta cancellati gli oggetti da provare, si ritorna alla configurazione originale. Ho permesso solamente la copia di un back-up, in modo che eventuali versioni modificate di oggetti built-in create durante una prova possano essere riportate alla condizione originale.
Un altro uso del TS12 49922 è quello di far girare tratte non compatibili con la versione 58414. Ciò permette il trasferimento tramite CDP alla piattaforma 58414 per controllare le questioni di compatibilità e per cercare di risolvere i problemi.
Configurazione del sistema:
SO: Windows 7 x64 HP (Installazione UEFI) con aggiornamenti automatici
CPU: Core i7 3930K
GPU: GF GTX680 2GB con i driver più aggiornati (ma non versioni beta)
Memoria: 16GB PC3-12800 1600 MHz
SDD: 256GB SATA 3 SSD Disco per Windows
SDD: 500GB SATA 3 SSD Disco per i giochi
Ho impostato l’uso del multicore a 12 processi e la potenza minima della CPU all’80%.

TS12 versione 49922
Ho installato la tratta ed entrambe le sessioni senza errori:
La “Ballast Turn” si è installata senza segnalare oggetti mancanti, tuttavia si sono verificati dei problemi, già segnalati sui forum, con “treni fantasma” in uscita dagli Un-portal e con i rilevatori di temperatura boccole. Innanzi tutto, parliamo dei rilevatori: annunciano ogni treno in transito con lunghe pause durante l’annuncio; ho provato l’opzione alternativa suggerita dall’autore, tuttavia i rapporti dei rilevatori erano ancora presenti: alla fine ho scelto l’opzione nucleare e li ho cancellati tutti.
Ho provato a scalare l’avvio dei portali con dei comandi di attesa, ma ciò non ha risolto il problema.
Allora ho cancellato un Un-Portal ed ho salvato la sessione con i tre rimanenti.
Quindi ho cancellato l’Un-Portal successivo ed ho salvato la sessione con i rimanenti, e così via.
Tutte e quattro queste sessioni generano treni fantasma dagli Un-Portal rimanenti e mostrano il ragnetto rosso con una errore di script alla riga 25.
Tutti i treni fantasma viaggiano a 16 MPH, senza macchinista e sono chiaramente treni incompleti non emessi del tutto. Non ho trovato alcun errore di configurazione nei portali, quindi ho lasciato perdere. Nella versione 49922.
Utilizzando la sessione, ho rilevato che le SD40-2 presenti nel gioco sono troppo potenti in trazione e troppo deboli in frenatura elettrica, quindi ho utilizzato la versione di Jointed Rail (payware) ed ho lasciato una terza locomotiva in sosta alla cava. In questo modo il treno ha abbastanza potenza per affrontare la salita e, con l'aggiunta della terza locomotiva, una capacità di frenatura elettrica sufficiente poter controllare la discesa senza ricorrere al freno pneumatico.
Ho cancellato i messaggi HTML, eccettuato quello di fine sessione, in modo da poter verificare se esiste una qualche costante nel comportamento dei treni fantasma, ma non ne ho riscontrata alcuna.
Ho installato la tratta sulla versione 58414 e, dopo aver committato tutti gli oggetti ed eseguito una riparazione estesa del database, risultavano 139 oggetti con errori. Ho iniziato a sistemare gli oggetti difettosi e tutti quanti - tranne 8 - hanno richiesto solo l'aggiunta di anteprime non presenti e l'aumento del trainz-build a 2.9 o più.
Gli ultimi 8 rimasti hanno richiesto un maggior lavoro: per 3 oggetti è stato necessario modificare il tag kind da “track” a “scenery”, dopo di che non hanno più dato problemi. Con altri 4 ho dovuto sperimentare, dal momento che pur trattandosi di oggetti “scenery” erano classificati come vegetazione e con 4 elementi indicati in rosso nel CCP. Ho cancellato gli elementi in rosso ed ho cambiato il “track” in “scenery” ed ha questo punto il commit è andato a buon fine; l'ultimo oggetto rimasto é stato il "fumo 4", che necessitava di un attachment point: alla fine ho cancellato l'oggetto e l'ho rimosso dal config della tratta.
Ho perseverato con il fumo 4 e, usando TS12 49922 e modificandolo almeno tre volte sono finalmente riuscito a sistemarlo con un attachment point che il 58414 ha riconosciuto, permettendomi di committarlo.
A questo punto la tratta funziona senza errori e senza problemi visibili, quindi l’ho percorsa con una locomotiva e con dei carri interattivi: tutto ha funzionato come mi aspettavo, ma come dice il proverbio “non si può sentire la mancanza di ciò che non si ha mai avuto”. Ho provato le industri ed hanno funzionato tutte correttamente.
Le sessioni si sono installate senza errori, ma la "Ballast Turn" continua ad avere il problema dei treni fantasma.
Ho provato diverse volte: ce ne sono meno che nella 49922, ma il problema persiste. Voglio provare a ridurre il numero di voci nell’elenco dei treni senza ridurre le opzioni o il numero di carri e vedere se ciò migliora la situazione. Sarà meglio che mi rilegga il tutorial di AussieNightCrawler qualche volta prima di provarci.
Bob D
ID: 450495

And gentlemen in England now a-bed
Shall think themselves accursed they were not here
 
UP844 - KUID: 69593 - Author ID: Pendolino - Join Date: Aug 1, 2002
TS2010 build 49933:   morte_benedico

 TS12 build 61388 Collectors' Edition #405  :uè2:

 T:ANE: no, grazie! (ecco perché)  :impiccato:

TRS19: appena uscirà ufficialmente :mrgreen:


#3 UP844

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Inviato 03 ottobre 2013 - 09:34

Hi Bob,

thanks for your kind words and your accurate report.

Both the Sherman Hill v2.0 and its two sessions ("The Ballast Turn" and "The Heavy Metal Job") were designed and tested in TS2010, and I think that this is the reason for the issues you met.

Faulty objects in TS12 58414:

Jango and I have updated all the assets contained in the Content Packs to trainz-build 3.3. All of them now work fine, with no faulty reports and no warnings. Only groundtextures show a warning about the absence of a normal map: even though it is possible and easy to make normal maps with PEV's Image2TGA, textures double their size in MB. We doubt normal mapping makes sense for textures unless they used very close to the rail line, so we avoided adding the normal maps to avoid a significant increase in the size of the content packs.

Part of the 8 assets you mention are splines, and TS12 58414 does not allow using the old syntax any more, so we have modified the config files accordingly. For "fumo 4", I had to open the .IM file with a hexadecimal editor, locate the name of the attachment point and change it.

Anyway, we plan to release the updated content packs soon: they will work in TS2010, TS12 49922 and 58414 and Trainz for Mac.

The Ballast Turn:

Several TS12 users have warned me about the UP detectors not working well in TS12. I have tried replacing them with another type of detector that works fine. Since I feel I'm the only one who likes them (even the betatesting team complained about them since the very first beta), I'll left them out of the new version of the session.

As for ghost trains, I think the issue may be related to some missing piece of rolling stock. I only used locomotives and cars that are built-in in TS2010, but:
1) built-in content in TS12 is different
2) Trainz does not write the KUIDs of the rolling stock of portal-generated trains in the kuid-table. So it is possible that some car is missing but is not reported by CM.

Another possibility is that some rule or order is missing: TS2010 has an infamous bug (corrected in TS12) and does not write the KUIDs of drivers, rules and driver orders in the kuid-table of the session. I manually added the kuids of the non-built-in rules and orders, but I may have forgot some.

I'll check the dependencies of the "Ballast Turn" to see if there is something missing.

SD40-2s

I'm aware that the built-in SD40-2 is not very realistic: I used them, however, since I wanted to use built-in content only for this first session.

P.S. The "Ballast Turn" won't work on the Sherman Hill v2.1: I have changed the quarry interactive track to allow using UP ballast hoppers by USLW, so when you arrive to the quarry the session rules refer to a non-existing industry and will never allow you to exit the quarry.

:ciao:

And gentlemen in England now a-bed
Shall think themselves accursed they were not here
 
UP844 - KUID: 69593 - Author ID: Pendolino - Join Date: Aug 1, 2002
TS2010 build 49933:   morte_benedico

 TS12 build 61388 Collectors' Edition #405  :uè2:

 T:ANE: no, grazie! (ecco perché)  :impiccato:

TRS19: appena uscirà ufficialmente :mrgreen:


#4 DennR

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Inviato 04 ottobre 2013 - 08:35

Hi Carlo,

Thanks for your comprehensive reply to my very long post. I fully appreciate the TS10 origin of The route and sessions, all my comments were I hope costructive and clearly you and Jango have invested great efforts to make the version 2.1 compatible with TS12 and I hope I speek for the whole community when I say we are all very greatful for that very big commitment.

I understand the issues due to changes in TS12 and especially the changes between 49922 and 58414.

Ballast Turn

Please do not thing I do not like the Detector messages, I think they are a worthy addition to any session and for those who do not like them they are easy to zap. To justify your decision to add them take a vote because I think for working detectors the majority would be in favour.

Ghost trains - I did think about missing rolling stock but I did see the start of a consist as a ghost that I had seen run normally in a earlier test.
I will install TS10 and move the rolling stock to TS12 to rule that in or out.

I have tried to work through the rules and driver orders for the consists you placed in the portals and I could not find any issues with them. I might try rebuilding one using all the same input in TS12 and see if the fixes that portal.

LastlyI realised that SH v2.1 has changes and that you had used Multiple Industry (MIL) in v2.1 so I am sure we all look forward to the next generation of this session.

BobD
ID: 450495

#5 UP844

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Inviato 04 ottobre 2013 - 09:21

Hi Bob,

here is the complete (I hope) list of the locomotives and cars used in "The Ballast Turn":

Locomotives:

Rotabile invisibile,<kuid:69593:2065> ----> Included in session CDP (used for dummy trains)
BN SD40-2,<kuid:-12:3537> ---> Built-in in TS12 as <kuid:-25:15>
UP GP60 #2024,<kuid2:113556:1000017:1> ---> Built-in in TS12 as <kuid2:113556:1000017:2>
UP SD40-2,<kuid:523:156564> ---> Built-in in TS12

Freight cars:

BNSF Alumina hopper,<kuid:46162:15002> ---> Built-in in TS12 as <kuid2:46162:15002:10>
BNSF Flat car 917504,<kuid:46162:15004> ---> Built-in in TS12 as <kuid2:46162:15004:1>
BNSF green coke hopper,<kuid:46162:15003> ---> Available on DLS
BN grain hopper 4 bay 01,<kuid:46162:15001> ---> Built-in in TS12 as <kuid2:46162:15001:1>
CO-OP Bulk Hopper,<kuid:-1:100012> ---> Built-in in TS12 as <kuid:-25:38>
IC Airslide Hopper,<kuid:113556:51062> ---> Built-in in TS12 as <kuid2:113556:51062:1>
Flatcar 6 Axle Depressed Center Empty,<kuid2:86105:15120:2> ---> Available on DLS
Logs 50ft Clinch empty,<kuid2:62941:16315:4> Available on DLS as <kuid2:62941:16315:5>
Mill Gondola, 52', Railgon,<kuid2:124017:5013:3> Built-in in TS12 as <kuid2:124017:5013:4>
TTX Centerbeam Flat1,<kuid:95761:15103> Built-in in TS12 as <kuid2:95761:15103:1>
TTX Econo,<kuid2:164988:30066:3> Available on DLS
TTX Husky Stack 53,<kuid:164988:30055> Available on DLS
Union Pacific 61ft Woodchip Gondola,<kuid2:98966:154678:3> Available on DLS
UP BethGon II (Industry Weathered),<kuid2:76096:15606:1> Available on DLS
100-ton 4-bay Hopper, WL&G,<kuid2:124017:5014:1> Built-in in TS12 as <kuid2:124017:5014:2>
50ft Boxcar BN #223471,<kuid:146523:248> Built-in in TS12 as <kuid:146523:248:1>
50ft Boxcar BN #223936,<kuid:146523:245> Built-in in TS12 as <kuid:146523:245:1>
50ft Boxcar BN #244378,<kuid:146523:246> Built-in in TS12 as <kuid:146523:246:1>
50ft Boxcar BN #244626,<kuid:146523:247> Built-in in TS12 as <kuid:146523:247:1>
50ft Boxcar BN #249089,<kuid:146523:249> Built-in in TS12 as <kuid:146523:249:1>
50ft Boxcar GBW #16256,<kuid:146523:201> Built-in in TS12 as <kuid:146523:201:1>
50ft Boxcar RI #62729,<kuid:146523:233> Built-in in TS12 as <kuid:146523:233:1>
50ft Boxcar UP #369009,<kuid:146523:611> Built-in in TS12 as <kuid:146523:611:1>
50ft up flatcar,<kuid:58422:100244> Built-in in TS12 as <kuid2:58422:100244:1>

The cars highlighted in red bold font are not included in the session kuid-list (my failure!) and are not built-in in TS12, so they could be one of the causes of the appearance of ghost trains.
The cars highlighted in blue bold font are not included in the session kuid-list (my failure!), but they are built-in in TS12.

Please check you have them all.

I have also checked the four Un-portals:

Cheyenne Track 4 Outer West
Engineer for all trains: Alan
8 possible trains:
1 Manifest, 1 Unit Coal Train, 1 Unit Hopper Train, 1 Intermodal go straight to Cheyenne Station;
2 Dummy Trains (*)
1 Manifest enters, 1 Transfer Job (SD40-2 and 6-axle depressed flatcar) enter Cheyenne Yard meeting the player train that has just departed.

BN to Denver
Engineer for all trains: Andrew
5 possible trains:
2 Dummy Trains (*)
1 Intermodal, 1 Manifest, 1 Unit Grain Train, all southbound;

Granite Track 2 West (eastbounds):
Engineer for all trains: Alan
8 possible trains:
2 Dummy Trains (*)
1 Intermodal, 1 Manifest to Denver via Borie Cutoff
1 Manifest, 1 Unit Coal Train, 1 Unit Hopper Train, 1 Intermodal to Cheyenne

Cheyenne Track 3 East (westbounds)
Engineer for all trains: Ami
5 possible trains:
1 Manifest, 1 Unit Coal Train, 1 Unit Hopper Train, 2 Intermodal to Cheyenne

Dummy trains disappear just after being spawned from the portal. Their only function is providing some change in the game: sometimes you travel to granite without meeting a single train (if the Granite portal generated several dummy trains in a row), sometimes you meet as much as three opposing freights.

All other trains, once spawned have a "Copy Command from" order and read their orders from the Schedule Library rule. I'll run another check to see if some rule or order is built-in in TS2010 but is not included in TS12.

:ciao:

And gentlemen in England now a-bed
Shall think themselves accursed they were not here
 
UP844 - KUID: 69593 - Author ID: Pendolino - Join Date: Aug 1, 2002
TS2010 build 49933:   morte_benedico

 TS12 build 61388 Collectors' Edition #405  :uè2:

 T:ANE: no, grazie! (ecco perché)  :impiccato:

TRS19: appena uscirà ufficialmente :mrgreen:


#6 fenix7

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Inviato 05 ottobre 2013 - 02:40

mi unisco a questa discussione, aggiungendo che anche nel mio2012 fx tutte le sessioni funzionano perfettamente senza problemi............

TUTTO OKKKKKKKKKK:su::su::su::su::su:
[SIGPIC][/SIGPIC]Roby69- - -Kuid 396921- - - TRS 2006 Build 3164, TRS 2012 FX Build 59009, Email roby.tav@hotmail.it

#7 DennR

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Inviato 05 ottobre 2013 - 01:51

Carlo,

You were right, there was one missing piece of rolling stock and it was the Flatcar 6 Axle Depressed Center Empty,<kuid2:86105:15120:2> ---> Available on DLS
I have run your original session and my edited one and both work with no faults. A huge thank you and Now I will get back to fixing the Detector.

I can Echo TUTTO

mi unisco a questa discussione, aggiungendo che anche nel mio2012 fx tutte le sessioni funzionano perfettamente senza problem

So is mine this applies to build 49922 and 58414.

Best Regards
Bob

#8 DennR

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Inviato 24 gennaio 2014 - 09:05

HI,

I have now run The Ballast Turn with detectors installed in v61388 of TS12 and the TS update has fixed one problem and left one.

Now the only detector to start is the one the player train passes BUT the delay between sound files is so long the message from the first detector is still playing when the next one starts so they become mixed. This remains an issue for N3V and the creator of the UP detector I fear.:bho:

Cheers Bob
:ciao:

#9 ettore48

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Inviato 24 gennaio 2014 - 10:03

HI,

I have now run The Ballast Turn with detectors installed in v61388 of TS12 and the TS update has fixed one problem and left one.


Where's the news? in Trainz is normal

............. BUT the delay between sound files is so long the message from the first detector is still playing when the next one starts so they become mixed.....................


Bob is the same problem i fixed in Heavy Metal 2.1 New Sound.
I think Cralo will delete detectors in the new issue. Otherwise I can rearrange with Sony Forge or Audacity.
Let's hear what he says Carlo.


:ciao:

Ettore Grua - Kuid: 74906 - Der TZIT Karognenführer
ettoretorino48@gmail.com

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