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#10 #daylight #p10 #pacific #southern #sp #s #p #2485
Published: 2015-01-15 07:43:49 +0000 UTC; Views: 1890; Favourites: 22; Downloads: 0
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Description
Southern Pacific P-10 No. 2485 has the privilege of hauling seven Coast Daylight cars. Both the locomotive and the cars are resplendent in their more accurate Daylight livery.Related content
Comments: 25
trainmanauxl1 [2017-02-27 22:00:29 +0000 UTC]
I've been having an impossible time getting the coast daylight cars working on my copy of TS12, are there any dependencies I need to download from elsewhere?
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trainboi In reply to trainmanauxl1 [2017-02-28 00:20:02 +0000 UTC]
Shouldn't be. If you check the content manager, you can see all missing or faulty dependencies specifically.
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trainmanauxl1 In reply to trainboi [2017-02-28 22:32:27 +0000 UTC]
"Unknown Location: 👍: 0 ⏩: 1
trainboi In reply to trainmanauxl1 [2017-02-28 23:11:17 +0000 UTC]
That's what the KUID was for the passenger asset when the cars were made. Usually the obsolete-table would take care of that problem; since it evidently is malfunctioning, just input the current one.
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trainmanauxl1 In reply to trainboi [2017-03-01 03:10:12 +0000 UTC]
Awesome, got them working now. Took me a while to remember how to work Content Creator. Had to edit both the Queue load and the kuid table to the modern "Passengers" file. Easy fix. Thank you for responding, maybe now I can fix some other rolling stock.
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FuryTomic41 [2015-01-31 00:52:55 +0000 UTC]
Nice! Just went on and saw this updated! I've seem to noticed that there's new content updated from the previous version. By the way, What tracks are those?
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trainboi In reply to FuryTomic41 [2015-01-31 02:41:15 +0000 UTC]
That track is the 132lb, light ballasted version of Simulatortrain's high detail track on Jointed Rail.
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FuryTomic41 In reply to trainboi [2015-02-07 00:13:37 +0000 UTC]
Oh, Another question,
Are you planning to redo a few other locomotives? Or is the P-10 just the only one?
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trainboi In reply to FuryTomic41 [2015-02-07 00:58:41 +0000 UTC]
Nope, the A6s are on their way to repair, and at some point(quite a bit later as Mason Bogies were REALLY REALLY REALLY fancily painted) I hope to redo at least the NTNG Mason Bogie, although possibly not the other two as they already have historically accurate counterparts on the DLS.
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FuryTomic41 In reply to trainboi [2015-02-08 19:05:17 +0000 UTC]
Oh I see. Looking forward to the other stuff!
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FuryTomic41 In reply to FuryTomic41 [2015-02-08 19:11:36 +0000 UTC]
Speaking of which... I went to DLS earlier and I couldn't find that snowplow locomotive anywhere.... Did you remove it by chance? :/
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cooldude7208 [2015-01-15 16:21:25 +0000 UTC]
If this does work, how do you get the engine to puff 4 time per wheel rotation? The smoke comes out 4 time but the steam sound effect doesn't
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trainboi In reply to cooldude7208 [2015-01-16 02:54:07 +0000 UTC]
You have to put a tag
direct-drive 1
into the main drive bogey in order for the sound to work. The smoke, from what I can tell, is approximated based on speed, but the sound needs the direct-drive tag to work properly(and if multiple bogeys have direct-drive set to 1, it causes the sound to accelerate 4 times as fast as the engine, and the bogeys too. That is one reason mallets in Trainz have two drive wheel assets.)
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cooldude7208 In reply to trainboi [2015-01-16 05:59:51 +0000 UTC]
It's already like that, what do I specifically need to do? Step by step
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trainboi In reply to cooldude7208 [2015-01-17 00:21:14 +0000 UTC]
All you need is a tag 👍: 0 ⏩: 1
enginesound
(or whatever enginesound KUID you choose)
in the main loco file and the tags
animdist 3.4167
direct-drive 1
(this animdist number is for a 3' 5" driver; to find the animdist use the driver diameter in feet; hence a 3' 6" driver would be 3.5, etc.)
and the sound should run when the loco moves. Make sure you have a properly working engine soung; I would use the asset in the example for any small two-cylinder locomotive.
cooldude7208 In reply to trainboi [2015-01-17 02:02:36 +0000 UTC]
your supposed to match the animdist to the wheel size?......why didn't anyone tell meh???
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trainboi In reply to cooldude7208 [2015-01-17 05:16:41 +0000 UTC]
It only occurred to me as an afterthought...Animdist is short for Animation Distance, or the distance in meters that a full wheel rotation takes the locomotive. I generally find that counting out the wheel diameter in feet works just as well, considering the conversion from feet to meters is close enough to pi that it all works. Every animdist should correlate with the wheel diameter in feet(or, if you please, the wheel circumference in meters), for all bogies. That's something I just worked out after one or two models, then verified it once I got in contact with more experienced folks.
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cooldude7208 In reply to trainboi [2015-01-17 07:12:32 +0000 UTC]
well I tried that with my new dolgoch and the chuffing is a little but still only sounds like a single cylinder engine at 3 mph
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trainboi In reply to cooldude7208 [2015-01-17 20:02:16 +0000 UTC]
Make the anim-dist number smaller then; if the chuff is too slow the anim-dist is too high, if the chuff is too fast the anim-dist is too low. If the rule of thumb does not work than the most effective method is just guess-and-check.
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cooldude7208 In reply to trainboi [2015-01-17 20:06:02 +0000 UTC]
nope, it's the chuff that's too slow
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trainboi In reply to stormsirens2 [2015-01-15 14:51:38 +0000 UTC]
No, just rebaked, retextured, rescripted and reanimated and then put in game.
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stormsirens2 In reply to trainboi [2015-01-16 04:16:47 +0000 UTC]
Is this planned to be released?
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trainboi In reply to stormsirens2 [2015-01-16 05:47:02 +0000 UTC]
The locos are already on the DLS; the cars have been approved but aren't up yet.
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stormsirens2 In reply to trainboi [2015-01-16 05:48:33 +0000 UTC]
Okay sorry I couldn't tell if there on the DLS because my computer died, so I haven't been able to check :/
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