OR NewYear MG
#3091
Posted 03 September 2026 - 12:24 PM
Chris
#3092
Posted 08 September 2026 - 04:48 AM
Ran a new activity yesterday, a freight that had to pick up a few cars along the way. One of the switching movements required the train to be cut and block a crossing. I noticed while switching the customer that a few cars were able to drive through the train. When I got back to the train the next car did stop at the crossing so I can only think there is a difference between part of the player consist being left blocking a crossing or the complete player consist blocking a crossing. The crossing is set up the same as all the other crossings in every route I've made.
I don't make it a habit of blocking crossings while switching so I'm not sure if this is normal behavior or not. Anyone else see this?
Paul :-)
#3094
Posted 08 September 2026 - 12:35 PM
Paul :-)
#3095
Posted 08 September 2026 - 02:37 PM
About a mile from where you start the speed limit changes from 35 to 45 mph, but for some reason the speed changes to 10 with no message why.
I've gone to the location, the speed boards are correct and facing the correct direction. I've replaces the Japanese speed board with no change. I've moved the sped boards about 250; down the track and still, as soon as the engine hit what should be an increase to 45 mph, the speed limit drops to 10.
It appears to be explained at the top part of the log file but I have no idea what it actually says!
OpenRailsLog.txt (16.28K)
Number of downloads: 5
Can someone please decipher the log file and let me know why the speed limit changes?
Paul :-)
Problem Solved.
Last night I was able to load a couple of older versions of ORNYMG and the same problem occurred, so the problem was at my end, then the power went out and that was it for me for the evening. While the power was out I started thinking bout the problem and wondered if it worked months ago because I was in Manual for the most part during testing or some of the tests were coming from the other direction.
I then started wondering about signals. The DAR is dark territory and the CNR is signaled. A decade ago when I made the first version of the DAR for MSTS everything was fine. When OR first came out I started having trouble at Windsor Junction, where the DAR connected to the signaled CN. Someone on the group sent me a "last" signal that cured the problem. I forgot about this until last night. I added one were the DAR and CNR meet this morning and that cured my problem.
Paul :-)
#3096
Posted 21 September 2026 - 06:51 PM
I'm trying to set up a yard activity where a train comes in and stops at a station. The yard engine (player) goes into manual mode as soon as the activity starts and has a very short path that is about as long as the engine. The yard engine couples on to the rear of the train and takes the cars off, leaving the AI engine at the station for ten minutes while the yard engine and it's cars pull clear. The AI engine then backs up to the engine facility and the yard engine goes about it's work.
The problem is, the yard engine and cars can NOT get off the AI path, the switches are locked.
Paul
#3097
Posted 22 September 2026 - 02:05 AM
#3098
Posted 22 September 2026 - 05:00 AM
I thought of a different way to go about this using Alt+F9 and do the AI movement manually. I have a section second trin I'll have to do this with about two hours into the activity. Just trying to keep this as uncomplicated as possible for the end users.
Paul :-)
#3099
Posted 23 September 2026 - 02:34 PM
I wrote a yard switching activity that involves trains coming into the yard, switching trains using Alt+F9, uncoupling cars from the AI train, moving their power to the roundhouse, then changing back to the player engine. This happens three time during the activity and things were going fine until several switches in the yard that I had no problems with just stopped working.
I'm two hours into an activity that appears to have about forty minutes left to go but can not be completed without being able to throw switches.
Here's the log file.
OpenRailsLogDAR.txt (16.83K)
Number of downloads: 1
Also been having issues with the sim going from Manual to "Out of Control" and to get out of that I've had to hit Ctrl+M.
Paul :-)
Just tried again from the second last save, about 30 minutes earlier. This start with the last movement of an AI engine that was cut from it's train. I ran the engine from one end of the yard to the other, then when I went to through the switch the sim crashed to desktop with this error message.
ORNYMG_DAR_Error.jpg (345.44K)
Number of downloads: 2
Paul
#3100
Posted 24 September 2026 - 12:45 PM
I rewrote the yard activity to reduce the AI traffic. The activity now starts with the Player engine in the yard and the Mixed train as a static consist in front of the station. As soon as the activity opens you use Alt+F9 to change to the Mixed consist, back it up onto the same yard track as the player engine *that is 400 feet down the track and has a path of 100 feet at the most. The cars do not touch the player train path. Next, uncouple the engine and take it to the roundhouse. There is a second static train. Use Alt+F9 to control it, uncouple it's engine and take it to the coal tower.
Go back to the player engine, go into Manual Mode and go off path forward to couple to the three boxcars and coach left in the siding.
Then I had to leave so I saved the activity.
When I resumed my train was in Auto mode even though I left it in Manual and even though there was NO path under it. Released the brakes but had to us SHIFT+/ to actually release the brakes.
ORNYMG_Error_1.jpg (738.96K)
Number of downloads: 3
Started backing up and then noticed it went into "Node: end auth".
ORNYMG_Error_2.jpg (686.44K)
Number of downloads: 3
Had to use Ctrl+M to get back into Manual Mode to be able to throw a switch behind me.
Stopped at switch so I could drop off the three boxcars. Selected the boxcar and closed the angle cock between it and the coach. Selected the coach and closed the angle cock between it and the boxcar, then broke the air hoses. This cause the air to be dumped from the engine. I then uncoupled the coach from the boxcar and it actually uncoupled between the engine and coach instead.
ORNYMG_Error_3.jpg (679.88K)
Number of downloads: 5
I've tried this five times with the same result. I'm now going to attempt to run this again without saving it after fifteen minutes but I'm guessing whatever is causing the error happens when I back the Mixed up and drop it's consist in the siding, so the activity is one big fatal error.
OpenRailsDARerrorLog.txt (16.45K)
Number of downloads: 3
Paul
#3101
Posted 04 October 2026 - 11:13 AM
This unofficial version has been derived from the latest official Testing release T1.6.1-498,
plus some of the features already present in the Unstable release and/or present as pull requests in the OpenRails github.
Note that I haven't yet migrated to .NET 6.0 to keep OR running on Windows 7.0 (not tested however).
This version includes some features not (yet) available in the Open Rails testing official version, that is:
- F5 HUD scrolling (by mbm_or)
- checkbox in General Options tab to enable or disable watchdog
- increase of remote horn sound volume level
- when car is selected through the F9 window, the car's brake line in the extended brake HUD is highlighted in yellow (by mbm_or)
- improved distance management in roadcar camera
- signal script parser (by perpetualKid): reduces CPU time needed for signal management
- general options checkbox for optional run at 32 bit on Win64 (consumes less memory, recommended for computers with 4 GB RAM)
- panto commands and animations now swapped when in rear cab
- correction to reduce transfer flickering at short distance
- option to skip saving commands (reduces save time on long activities), see http://www.elvastowe...post__p__257687
- track gauge can be changed over the whole route, see http://www.elvastowe...ng-track-gauge/
- re-introduced advanced coupling, by steamer_ctn
- bug fix for https://bugs.launchp...or/+bug/1895391 Calculation of reversal point distance failing
- bug fix for http://www.elvastowe...-brakes-in-hud/
- bug fix for http://www.elvastowe...post__p__265463 , by mbm_OR
- tentative support for RAIN textures for objects, terrain and transfers
- dynamic terrain and scenery loading strategy (useful for slower computers)
- commands to selectively throw facing or trailing switches, see http://www.elvastowe...post__p__270291
- preliminary bug fix for http://www.elvastowe...timetable-mode/
- max fog distance increased to 300 km
- camera following detached wagons in hump yard operation by pressing Ctrl key while clicking with mouse on coupler in Train Operations Window to uncouple wagon
- bug fix that didn't check for null label text, see http://www.elvastowe...post__p__273496
- Various fixes related to reversals and couplings, see e.g. http://www.elvastowe...post__p__277369
- workaround for http://www.elvastowe...post__p__278074
- "ORNYMG only" option tab, including all option checkboxes available only in ORNYMG
- kept Locomotive() TCS script hook
- kept various options in ORNYMG only tab
- add PERCENT UoM to ORTS_SIGNED_TRACTION_TOTAL_BRAKING
- add cabview controls ODOMETER_UP and ODOMETER_DOWN
- fix crash when reinitializing EOTs on a carless train
- enable modifying and compiling the .fx shader files, see http://www.elvastowe...post__p__295571
- accept ORTSAirBrakeMainResVolume as .eng files token, used in some TrainSimulations routes (see https://www.trainsim...365#post2285365)
- Add curve force and brake cylinder pressure in sound debug window
- Sort of hack to fix http://www.elvastowe...rriages-emudmu/
- Re-instate and extend Precision and UpdateTime for SPEEDOMETER in cabvies, see http://www.elvastowe...post__p__300651
- (ORNYMG only?) bug https://www.elvastow...post__p__302120
- Tentative (ORNYMG only?) bug fix for https://www.elvastow...post__p__302440
- (signalling) No speed update parameter, by roeter, see https://www.elvastow...post__p__302320
- (timetables) Many options to define power related features, by roeter, see https://www.elvastow...post__p__293894
- Timetable: open/close doors on AI trains and some minor extra features, see https://www.elvastow...timetable-mode/
- Disable Polach adhesion, see here https://www.elvastow...post__p__305613 and following posts
- Fix for https://bugs.launchp...or/+bug/2057708 ORTSScreenPage parameter doesn't work for Dials
- Bug fix for https://www.elvastow...-for-no-reason/
- Fix 3Dcab digits alignment, see https://www.elvastow...post__p__307374
- Bug fix for https://www.elvastow...post__p__307975
- Workaround for https://www.elvastow...to-an-ai-train/
- Conditionally correct invalid values of TrainPipeLeakRate and Auxiliary Reservoir Volume
- Add slider to set wind variability in ORNYMG only options
- fix for https://www.elvastow...post__p__309405
- fix for https://www.elvastow...ch-on-platform/ (ORNYMG only?)
- Bug fix for https://www.elvastow...-a-new-service/
- Watch Mode for Timetable Mode, see https://www.elvastow...ost__p__313401-
- Multiplayer: now any diesel engine on/off sound change broadcasted, see https://www.elvastow...or-multiplayer/
- Fix for crash in wheelslip
- Hack to avoid exceptions in loading Trat321 shapes, see https://www.elvastow...trat-321-route/
- Fix for https://www.elvastow...-on-turntables/
- Re-instate panto management for steam locomotives, see https://www.elvastow...am-locomotives/
- Bug fix for trainset not shown if in .s file number of controllers set > 0 and controllers not present (Flirt package)
- Bug fix for https://www.elvastow...n-openrailsini/ Avoids crash when Map_mapResolutionUpDown = 0
- Bug fix for https://www.elvastow...-not-displayed/
- extended dump log, see https://www.elvastow...post__p__317895
- Fix for https://www.elvastow...mg-rev-161-163/ (can be solved also fixing the TrackShape)
- Bug fix for https://www.elvastow...orking-anymore/
- Fix for crash during couple, see https://www.elvastow...post__p__322467
- Temporary fix for custom light glows not appearing, see https://www.elvastow...post__p__322524
- added possibility to set max wind speed in the ORNYMG only option window
- bug fix for https://www.elvastow...post__p__326393 crash opening F9 after restore
- NEW: add some ORNYMG fixes to get scripts working, to get .png, .jpg and .jpeg textures operating and to remove bug of tiles within a certain number range not displayed
- skipped merge of PR #1166 into ORNYMG; possibility of using textures in formats different than .ace and .dds in certain cases
- features which are present in Unstable release or on Github but not yet in the publicly available testing release:
*- Added mouse wheel support for controls which can be moved by pressing the left mouse button, by sweiland (PR #919)
*- Add curve squeal to route, by steamer_CTN (PR #923)
*- Switchable brake system, see https://www.elvastow...akes-europe-uic , by gpz (PR #1057)
*- Brake cuts power unification, see https://blueprints.l...ower-parameters , by cesarBLG (PR #1081)
*- Automatic speed control (Cruise Control) refactoring, by cesarBLG (PR #1091)
*- Built-in PBL2 brake controller, by cesarBLG (PR #1124)
*- ShapeHierarchy Attachment for More Wagon Addons, by steelfill (PR #1126)
*- Add missing sounds on control cars, cy cesarBLG (PR #1216)
*- Partial bug fix for https://bugs.launchp...or/+bug/2148806 Switch state isn't synced in multiplayer mode (PR #1218)
*- Added Control Rectangles (Ctrl+F5) for 3d locomotives, by sweiland (PR #1237)
*- NEW: Support for higher resolution terrain, by twpol (PR #1246)
*- NEW: Russian localization update, by myaroslav54 (PR #1253)
*- NEW: Fix multiplayer server crash from concurrent access to onlinePlayers, by edwar64896 (PR #1254)
*- NEW: Parse degF values safely and culture-invariantly in STFReader, by edwar64896 (PR #1256)
*- NEW: Report an empty timetable file instead of crashing, by edwar64896 (PR #1257)
*- NEW: Replace Thread.Abort with cancellation in the route image fetch, by edwar64896 (PR #1258)
*- NEW: Fix bugs in data logger: steam interval, steam data, by rwf-rr (PR #1262)
*- NEW: Harmless Part of Particle Emitter Overhaul, by steelfill (PR #1263)
*- NEW: Steam Locomotive Steam Cylinder Exhaust Sounds, by Peter Newell (PR #1266)
*- NEW: Support full SIMIS token IDs, by GokuMK (PR #1268)
*- NEW: Expand procedural profiles for tracks, roads and line objects, by GokuMK (PR #1269)
Info about content of the various PR to the Unstable release can be found here
https://github.com/o...openrails/pulls
The Monogame related code intentionally coincides only partly with the code of the OR official testing version.
CREDITS
This unofficial version couldn't have been created without following contributions:
- the Monogame Development Team #
- Peter Gulyas, who created the first Monogame version of Open Rails
- perpetualKid
- Jindrich
- Dennis A T (dennisat)
- Mauricio (mbm_OR)
- BillC
- cjakeman
- James Ross
- Peter Newell (steamer_ctn)
- jonas
- YoRyan
- césarbl
- Paolo
- Weter
- sweiland
- SteelFill
- ExRail
- roeter
- rwf-rr
- TheGwyd
- GokuMK
- edwar64896
- myaroslav54
- Carlo Santucci
- all those who contributed with ideas and provided contents for testing and pointed to malfunctions.
DISCLAIMER
No testing on a broad base of computer configurations and of contents has been done. Therefore, in addition
to the disclaimers valid also for the official Open Rails version,
the above named persons keep no responsibility, including on malfunctions, damages, losses of data or time.
It is reminded that Open Rails is distributed WITHOUT ANY WARRANTY, and without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
Info about content of the various PR to the Unstable release can be found here
https://github.com/o...openrails/pulls
The Monogame related code intentionally coincides only partly with the code of the OR official testing version.
Instructions and additional files to use the AWS TCS are available here http://www.elvastowe...post__p__255510 .
Users having not more than 4 GB RAM are suggested to run selecting general options checkbox for optional run at 32 bit on Win64.
When running on Win64, the player can select if he prefers running at 64 bit or 32 bit. In this second case RunActivity32.exe is run, and only a maximum of 4 GB of RAM can be accessed by OR. If the computer has only 4 GB RAM, selecting the option to run at 32 bit on Win64 is recommended.
Note for developers: Runactivity32.exe is not generated by building the pack, but manually doing a copy of Runactivity.exe, renaming it Runactivity32.exe, and using on the Developer Command Prompt command corflags with the modifier -32BITPREF+
NOTE: See here http://www.elvastowe...mg-and-reshade/ for an installation guide of ReShade.
When running on Win64, if you are running OR at 64 bit (option not checked) you must point ReShade to OpenRails64.exe; if you are running OR at 32 bit (option checked) you must point ReShade to OpenRails.exe.
It is suggested to unpack the .zip using 7zip, if other unpackers lead to problems.
Revision 174 can still be downloaded from here http://www.interazio...loads/index.php (click on OR_NewYear_MG_oldrecent.zip) .
#3102
Posted 05 October 2026 - 07:09 AM
#3103
Posted 05 October 2026 - 08:16 AM
Paul :-)
#3104
Posted 05 October 2026 - 11:56 AM
It looks like scripts are not working in version 175. Do they work for you? If you included my PR #1248, that's probably the cause, as I didn't check its compatibility with .NET 4.7.2. Probably you should remove it until you migrate to .NET 6
#3105
Posted 05 October 2026 - 01:49 PM
charland, on 05 October 2026 - 08:16 AM, said:
Paul :-)
Hi Paul, that is normal. In general saves made with a type of OR don't resume in other types of OR, because the Save/Resume code blocks are different if there are different features. This is true also if you save with e.g. the Unstable release and resume with the Testing release or the Stable release.

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