Elvas Tower: Refilling - Elvas Tower

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Refilling with water, coal and diesel oil Rate Topic: -----

#61 User is offline   copperpen 

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Posted 23 December 2014 - 03:16 PM

We do not have a working water scoop, so troughs are yet to be done.

#62 User is offline   gpz 

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Posted 24 December 2014 - 12:47 AM

View Postedwardk, on 23 December 2014 - 11:16 AM, said:

For now, the pickup objects will be animated, but the other items such as the coal load in the tender will not be. The sounds from this process still needs work.

Coal level changing in the tender is already animated, if you meant that one, not the coal falling process.

#63 User is offline   edwardk 

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Posted 02 January 2015 - 01:19 PM

While working on the animation of the pickup object, I discovered that we were unable to change the starting levels of both coal and water in the tender via the activity editor. As of V2752 this has been fixed.

Edward K.

#64 User is offline   copperpen 

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Posted 02 January 2015 - 01:29 PM

Further to this, do you have the water scoop in your work schedule?

#65 User is offline   edwardk 

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Posted 02 January 2015 - 02:03 PM

The overall work on the animation of the pickup objects is of course still being done. It just so happens that before the above fix, testing with the tender was problematic since it would default to being full so the above fix corrected a missing feature and of course made it easier for me to continue testing the pickup objects.

Edward K.

#66 User is offline   edwardk 

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Posted 01 February 2015 - 01:39 PM

As of V2826, final files have been submitted for the animation of the PickupObjects. There are issues that you must be aware of.

The default sound files used by the process, such as coal and water will loop. Meaning, they do not cut out as they should. The good news is that in wtower.sms, change ReleaseLoopRelease ( ) to ReleaseLoopReleaseWithJump ( ). This will fix the issue. Unfortunately, I was unable to fix the sound issue for the coal transfer. Does anybody know if there are other sound files that can be used to replace the default files?

OR will not look in the global directory so the needed sound files will have to be copied to the individual sound directory for each route.

Depending upon the animation time that is set up under the route editor, the refueling process will start before the animation of the object is finished. This will eventually be corrected so in the mean time, choose the best animation time. The fuel pump under the Marias route has been using a timing of 0 which is instant animation.

Does anybody know how the water scoop is suppose to work? Is this suppose to be a pickup object? I noticed that this is documented, but I have no idea how this is used or what it is.

Edward K.

#67 User is offline   edwardk 

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Posted 01 February 2015 - 01:43 PM

I was just wondering about the lack of pickup objects. Up to this point, out of the 3 known objects, the diesel pump and the water tower is animated. The coal tower is not. I would think there would be more pickup objects to choose from. I did look under Train Sim, but found nothing.

Edward K.

#68 User is offline   copperpen 

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Posted 01 February 2015 - 02:21 PM

MSTS was only ever coded for fuel and water, although if you poke about in the siddef and other files in that folder you will find reference to other types.

The water scoop is a bit different in that the engine picks up on the move using the waterscoop ( Y key to lower and raise.). I am not entirely clear on how the start and finish points are calculated, unless it is by the positioning of the water trough track section. I do know that if you drop the scoop on to plain track it gets damaged. The AU_Ctn_Test track has a water trough. Can be downloaded from here http://www.coalstone...route/#download

#69 User is offline   Rohit 

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Posted 02 November 2016 - 09:33 PM

Which is the command to show distance to empty and how much litres of diesel fuel used?

#70 User is offline   copperpen 

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Posted 03 November 2016 - 01:28 AM

If it is not on the list of controls in the F1 popup, it does not exist.

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