Elvas Tower: Open Rails 1.5 is coming soon - Elvas Tower

Jump to content

  • 21 Pages +
  • « First
  • 10
  • 11
  • 12
  • 13
  • 14
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Open Rails 1.5 is coming soon Rate Topic: -----

#111 User is offline   Serana 

  • Conductor
  • Group: Status: Contributing Member
  • Posts: 489
  • Joined: 21-February 13
  • Gender:Male
  • Location:St Cyr l'Ecole (France)
  • Simulator:Open Rails
  • Country:

Posted 14 September 2022 - 02:33 PM

For your first issue:
You said ORTSHeateringCompartmentTemperatureSet was not working. There's a typo issue in what you have written: it's ORTSHeatingCompartmentTemperatureSet

#112 User is offline   Genma Saotome 

  • Owner Emeritus and Admin
  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Group: ET Admin
  • Posts: 15,361
  • Joined: 11-January 04
  • Gender:Male
  • Location:United States
  • Simulator:Open Rails
  • Country:

Posted 14 September 2022 - 02:35 PM

 PerryPlatypus, on 14 September 2022 - 12:41 PM, said:

At some point in recent builds, Z fighting has become very, very severe on object faces that are too close to each other. Previously, Z fighting only occurred when faces were within about 0.01 meters or less. Now I am having buildings where windows begin flickering and disappearing due to Z fighting when the faces are a full 0.05 meters or more (5 cm, or about 2 inches) apart and the camera is about 200+ meters away from the object. The effect is even more extreme when the camera is not directly facing the object, but instead at a slight angle.

Are others experiencing similar things?


An example, but AFAICT, only visible using high telephoto camera settings.
Attached Image: z-bias.jpg

I looked at the model and saw I can correct this problem (rather surprised it was built this way).

#113 User is offline   superheatedsteam 

  • Engineer
  • Group: Status: Contributing Member
  • Posts: 508
  • Joined: 28-June 08
  • Location:Perth, WA
  • Country:

Posted 14 September 2022 - 04:37 PM

 PerryPlatypus, on 14 September 2022 - 12:41 PM, said:

At some point in recent builds, Z fighting has become very, very severe on object faces that are too close to each other. Previously, Z fighting only occurred when faces were within about 0.01 meters or less. Now I am having buildings where windows begin flickering and disappearing due to Z fighting when the faces are a full 0.05 meters or more (5 cm, or about 2 inches) apart and the camera is about 200+ meters away from the object. The effect is even more extreme when the camera is not directly facing the object, but instead at a slight angle.

Are others experiencing similar things?


I have been also been experiencing this issue in my 3D cabviews.

Carlo suggested testing in ORNYMG with 'Run at 32 bit on Win64' ticked in the 'ORNYMG Only' tab in the options section, and this stopped the Z fighting in my cabviews. Issue does not occur for me in OR v1.3 but persists in OR v1.4, v1.5 and ORNYMG in 64-bit mode.

For my works in progress it's just a matter of reworking the geometry. For work I have already released, it's on my very long to do list. :-)

Cheers,

Marek.

#114 User is offline   A D REID 

  • Apprentice
  • Group: Status: Active Member
  • Posts: 48
  • Joined: 03-September 19
  • Gender:Male
  • Location:Toronto, Ontario, Canada
  • Simulator:Open Rails
  • Country:

Posted 14 September 2022 - 05:05 PM

 PerryPlatypus, on 14 September 2022 - 12:41 PM, said:

At some point in recent builds, Z fighting has become very, very severe on object faces that are too close to each other. Previously, Z fighting only occurred when faces were within about 0.01 meters or less. Now I am having buildings where windows begin flickering and disappearing due to Z fighting when the faces are a full 0.05 meters or more (5 cm, or about 2 inches) apart and the camera is about 200+ meters away from the object. The effect is even more extreme when the camera is not directly facing the object, but instead at a slight angle.

Are others experiencing similar things?


I have also seen building windows flash, as well as other effects.
.

#115 User is offline   engmod 

  • Open Rails Developer
  • PipPipPipPipPipPipPip
  • Group: ET Admin
  • Posts: 1,791
  • Joined: 26-February 08
  • Gender:Male
  • Location:Eltham, Victoria, Australia
  • Simulator:ORNYMG
  • Country:

Posted 14 September 2022 - 10:35 PM

Just caught the tail end of the wheelslip message.

Seems to happen after an uncouple?

Attached thumbnail(s)

  • Attached Image: Clipboard01.jpg

Attached File(s)



#116 User is offline   engmod 

  • Open Rails Developer
  • PipPipPipPipPipPipPip
  • Group: ET Admin
  • Posts: 1,791
  • Joined: 26-February 08
  • Gender:Male
  • Location:Eltham, Victoria, Australia
  • Simulator:ORNYMG
  • Country:

Posted 14 September 2022 - 10:45 PM

Looks like the uncouple code again.

Same log file as previous.

I will test with ORMG.

Attached thumbnail(s)

  • Attached Image: Clipboard02.jpg


#117 User is offline   engmod 

  • Open Rails Developer
  • PipPipPipPipPipPipPip
  • Group: ET Admin
  • Posts: 1,791
  • Joined: 26-February 08
  • Gender:Male
  • Location:Eltham, Victoria, Australia
  • Simulator:ORNYMG
  • Country:

Posted 14 September 2022 - 11:10 PM

Ok, testing old versions of ORMG.

The wheelslip is not there with ORMG 127,

It started with ORMG 128.

#118 User is offline   charland 

  • Vice President
  • Group: Status: Elite Member
  • Posts: 2,531
  • Joined: 13-April 08
  • Gender:Male
  • Location:Brockville, ON, CA
  • Simulator:MSTS/OR
  • Country:

Posted 15 September 2022 - 03:03 AM

I ran another activity yesterday and only had two wheel slip buzzers. The first one was in the Gloversville yard, I uncoupled from half a dozen cars and was going to back away from them when I got buzzed. Single engine no grade, no brakes, going into notch one. The cars I uncoupled from were on a curve, the engine on a straight piece of track.

Second was in Johnstown, lifted three cars, air connected, no brakes, no handbrakes, level track, went into notch one and was buzzed. The train was on a large "S" curve with a switch forming the straight portion in the middle of the two curves.

Paul :-)




#119 User is offline   A D REID 

  • Apprentice
  • Group: Status: Active Member
  • Posts: 48
  • Joined: 03-September 19
  • Gender:Male
  • Location:Toronto, Ontario, Canada
  • Simulator:Open Rails
  • Country:

Post icon  Posted 15 September 2022 - 12:56 PM

Simulator Crash --

Attached Image: Screenshot 2022-09-15 155304.jpg


I was just running one of my own activities for the Clinton Sub, when the simulator crashed, but I was able to resume from my last save file, and finish the activity successfully.

Here is my log file:

Attached File  OpenRailsLog.txt (21.7K)
Number of downloads: 118


Regards,
Dan

#120 User is offline   engmod 

  • Open Rails Developer
  • PipPipPipPipPipPipPip
  • Group: ET Admin
  • Posts: 1,791
  • Joined: 26-February 08
  • Gender:Male
  • Location:Eltham, Victoria, Australia
  • Simulator:ORNYMG
  • Country:

Posted 15 September 2022 - 03:07 PM

Hi Team,

The wheelslip buzzer problem comes from the Advanced adhesion code and started with Open Rails

U2022.07.02-1236 2022-07-02 13-43-14.zip

  • 21 Pages +
  • « First
  • 10
  • 11
  • 12
  • 13
  • 14
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users