Elvas Tower: What about loading coal in a coal train? - Elvas Tower

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What about loading coal in a coal train? Rate Topic: -----

#61 User is offline   JohnnyS 

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Posted 01 October 2015 - 09:16 AM

View PostCsantucci, on 01 October 2015 - 09:07 AM, said:

Ah, I had the .dds option disabled :sign_oops: . It looks better now!


Thanks, I did not make it clear. I have edited my earlier post.

#62 User is offline   JohnnyS 

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Posted 02 October 2015 - 04:34 AM

Have updated the demo pack in post #57, pack now takes advantage of the flip feature introduce in revision 3273. I also changed the file extension of the texture references within the shape files from .ace to .dds removing the requirement to have the display dds option selected in the experimental options.

#63 User is offline   conductorchris 

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Posted 02 October 2015 - 07:07 PM

Carlos, Johnny and everyone: a big thank you for the work going on here. What a big advance,

I can see big changes in how locomotive and rolling stock can be modeled, with parts hived off into a COMMON.PARTS folder and aliased and reused.

We can all make a set of crew members (and photoskin ourselves) that can be aliased from a COMMON.CREW folder

The possibilities for loads are great! Love the COMMMON.LOADS idea

As I think about this, I wonder if locomotive crew members is something better managed in a separate process on the front end of Open Rails without hard coding each .eng file? Like an option to use crews and the a list of crews present that we can choose. The internal code could be a special kind of FA?

Christopher

#64 User is offline   edwardk 

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Posted 03 October 2015 - 01:04 PM

Carlo,

Please check the refueling distance when using coal tender. It appears the line up distance is off.

Edit: I am referring to coal loading. Not water loading.

Edward K.

#65 User is offline   edwardk 

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Posted 03 October 2015 - 01:28 PM

Carlo,

I may be wrong, but it appears that this line may be blocking the ability to load a coal tender.

||((uint)intake.Type == pickup.PickupType && (uint)intake.Type > (uint)MSTSWagon.PickupType.FreightSand && (wagon.IsTender || wagon is MSTSLocomotive)))

Since you are testing to be greater than FreightSand, FreightCoal which is #2 on the list is not included.

Edward K.

#66 User is offline   edwardk 

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Posted 03 October 2015 - 01:41 PM

On my test route, I have a coal tender, followed by the water tower. When the tender is lined up under the coal chute, I get the message that I am too far from the water tower.

Edit: Sorry, I meant coal tower. Not coal tender.

Edward K.

#67 User is offline   edwardk 

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Posted 03 October 2015 - 02:31 PM

I believe I may know what is happening. Is FreightSand a new addition? I placed a Trace on both IntakeType and PickupType. IntakeType is fine, but for some reason, PickupType is indicating Sand instead of coal when under the coal tower. On the new list, FuelCoal is now #6.

Edward K.

#68 User is offline   edwardk 

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Posted 03 October 2015 - 02:40 PM

This may have been an error on my part so if it is, I am extremely sorry. :sign_sorry: For some reason, the property for the coal tower on the test route was set for FreightSand. This I do not understand since I have been testing with coal, not sand. Changing the property to FuelCoal fixed this.

Edward K.

#69 User is offline   zaza 

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Posted 04 October 2015 - 03:12 AM

Hi guys!
Again a useful feature, thanks!

+1 to the multiple freightanims:
Will be possible to define freightanims with some more "flags"? For example by a streetcar would be useful to define one driver as a freightanim which appears if the 1st panto is up, disappears if it is down, and same with a second defined freightanim (2nd driver in the rear) connencted with the 2nd pantograph.
Or define FAs using the light system's Unit(n) flags. It could be useful to define end of train sign without using multiple wag/eng files.

These are only ideas, I hope one day these will be features...
I hope you understand what I try to say :)

#70 User is offline   conductorchris 

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Posted 04 October 2015 - 07:28 AM

A question came up in internal BLW discussions about the exciting possibilities . . . about the trigger for the animations. Would it be simple to have FA animation triggers besides the T key, or whatever command is settled on there. Like, after a certain amount of time, for example. Is this simple or too complicated to contemplate?

The specific example before us is the animated radiator shutters on Rick/Geatan's RS3.

Chrisotpher

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