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R3V0

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  1. Did you talk with BloodyPenguin about ETST ? It'd be easier for existing workshop stations to be updated with network versions of the ETST tracks since no one will update all these stations that were released. Not gonna enter code-wise way of things but I believe an update would be possible on ETST directly instead of rerelase and rely on other creators. I just explained this in my previous message. You will get CR support for wired tracks and there will be non wired tracks separately released. So diesel/electric mixture will be possible.
  2. @Bad Peanut I think there's a misunderstanding here. As I've been advising @Ronyx69 since the beginning, I should clarify certain elements for everyone. First, let me recap what this mod is about: 1. It replaces vanilla and ETST station tracks, 2. It adds a set of train tracks that end-user is supposed to use as new rail tracks and/or upgrade his existing network via upgrade function in road tool. (Like workshop roads) It does not overwrite vanilla standard tracks, as Ronyx already explained it. So if someone wants to use vanilla jell-o tracks for some weird reason, he can do that without disabling the mod. Assuming something happened and Railway has to be disabled, he can also do that. The danger at this level is the same as what happens when you disable any other custom road and load your save. As for what comes after MOM, that depends to the MOM team. It does not mean that we have to wait them for rail overhaul or make stuff completely incompatible/non-changeable between each other. I talked with Tim and we agreed that Catenary Replacer will support Railway after the release, so users can pick whatever the catenary style they want for their tracks, should they want to use something else. Ronyx will also release source material for users who want to make custom networks (HST, mountain cog, or basically bridge style networks etc.) for Railway mod. Station placement will also be handled via UI, so users can plop station with or without wires or with different pavement/sleeper. This will all handle vanilla and ETST used stations and networks. To summarise all this: a. If the end-user wants to use vanilla-only network, he uses vanilla only network, Railway is not needed. b. If the end-user wants to use actual train tracks, he subs to Railway mod: He gets i. Mod+UI that replaces vanilla and ETST station tracks and ability to customize station track before plopping it and ii. a generic set that is composed of gravel/concrete superstructure + wooden/concrete sleeper that has ground, elevated, bridge and tunnel segments. c. If the end-user wants to use better tracks with custom made tracks aside ETST, these will be taken care of case-by-case basis. I think you are overestimating the ability of creators who can make custom train tracks. There are not many train tracks in the workshop that is actually unique and useful. Aside Shinkansen, Japanese generic rail and Chinese HST, there's no custom networks on the workshop. (Except SimoG's bridge/arched ones). As I said, these will be handled case by case basis, and most of them does not involve adding extra option to Station Tracks, so creators can simply update/release Railway compatible tracks. d. If the end-user wants to use vanilla-only + ETST and any other custom vanilla tracks, he can still do that, Railway is not needed. Mod itself is already versatile enough to handle most of the available/wished combinations, so I dont see the point of making bazillion of different networks, or basically port-over all rail networks released on Workshop to Railway mod. Most of the railway networks released in workshop are either based on vanilla network + *add some catenary here* or jeren's tracks + *add some catenary here*. These are waste of space and shall be ignored straight away. Special train networks such as Chinese HST or Japanese Shinkansens wont be included as they do not interfere/serve the same purpose as vanilla rail does and these have their own stations. If someone wants to make a custom train network: a. he can either use vanilla rail/sleeper (then I have to ask you "Where's custom in this"), and make it compatible with vanilla. He then open his track in road editor and replaces superstructure, that should not take hours to make, relatively easy task. b. he can directly make his network to be compatible with Railway mod and ignore vanilla track style. I can understand your frustration that point a requires 2 separate asset but unlike what you suggested it is actually safer approach to handle rail replacement, because 1. it's not a mod but a road, 2. we never planned an environment that user keep or use vanilla rails. The point of making custom network should be making custom network, not use vanilla asset/elements. I hope this clarifies. Cheers
  3. Yes, I'm planning to make other liveries as well depends my timeframe tho I'm working full time for CSL nowadays
  4. RELEASED: DB Class 103, DB Intercity 4 car: https://steamcommunity.com/sharedfiles/filedetails/?id=1485574555 7 car: https://steamcommunity.com/sharedfiles/filedetails/?id=1485575397 12 car: https://steamcommunity.com/sharedfiles/filedetails/?id=1485575985
  5. Alright, after reading your posts I made some tests as well; 1. My previous assumption that 27unit stops may work was based on the fact that, when you dont 'cut' train tracks in order to get lenght, it adds up 1unit from each end that makes 27unit total. That was false as I found out myself during the testing. 2. As for maximum track lenght, I can verify that 25units -that is 200m- is functional both as terminus and through stop. I was able to assign line stops with ASS, by holding down shift key. You can check screenshots here. Station track in question is vanilla stop track, perhaps it's related ? That's to be verified with an elevated train station template. Station in question is Kopfbahnhof 3. I can't verify on how spawn works but if they are the ones that determine local/regional stops, then removing them from outmost tracks would solve the issue. Keeping mid section open to regional lines seems ideal as it will prevent congestion on shorter tracks. @Bad Peanut, must be ETST then, because AFAIK vanilla doesnt have elevated tracks, which he's using right now. He should try 25unit tracks as ground see if it's the case
  6. That's weird because @Emperor Li reported something similar with elevated train station tracks. I believe it was also working for him in local then stopped working for some reason
  7. What is the stop track lenght ? Also do you have advance stop enabler by Bloody Penguin ?
  8. RELEASED Bombardier Mark VII - Disneyland 2 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1471196132 3 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1471195831 5 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1471195508
  9. Advanced Stop Selection. Never saw the need of Spawn Point Fix, i tested without it and it's working fine. 1. Creator needs to use "reset spawn points" option in advanced buildings editor, after stretching tracks. That's it. 2. The workshop subscriber needs to use "Advanced Stop Selection" mod, to use extra long tracks for line assignment, otherwise he/she won't be able to click on them. If it's working, it's fine. You will have to warn users beforehand since tracks will glitch during the regional spawning of most of the workshop trains. 128 meters is roughly 16 units, that is the default station length. For a user that is using non-default trains it will mostly glitch. Since it's one station, user wont get to choose which platform can be used for regional/local spawning and game assigns regional "spawn" points randomly; so it might as well end up the shortest, or the one in the middle. The solution in this case would be use the station only for local spawning and asking people to create an 'inbound station' outside the map and create train line from it. If you wish I can try to work on 2x215 platforms, see if i'll get the same issues as you had
  10. Guide is not wrong but it misses certain issues. While it's true that 168m is the maximum lenght, this can be bypassed easily with 2 mods that everyone uses and must nowadays. I just tested my European terminus and it has 28unit long stops. That is approximately 8x28=224m, which is more than enough to create 2 stops per platform configuration. I also tested whether it accepts passengers or not, and it does. So 224m is possible and you should, in theory 215x2 platforms. Meanwhile, 1 suggestion if it's still doable: i'd avoid adding 40m stops, it's roughly 8 units long, i believe it's a bit short even in-game station (which is shorter). There's another station in workshop that has shorter stops like that, and it's causing issues on spawning regional trains where they can't be disabled. Therefore, I'd go with 215m x 2 config where pretty much anything can be spawned without issues.
  11. Looks even more gorgeous now @Emperor Li Are they single platforms or did you separate them into 2x215m ?
  12. Also I released a guide about how to use XL series of Shinkansens (full sized variants), you can find the guide here: https://steamcommunity.com/sharedfiles/filedetails/?id=1464223091
  13. SUMMARY OF JULY E6 Komachi + E6 Hayabusa Sets: 10: https://steamcommunity.com/sharedfiles/filedetails/?id=1444675990 17: https://steamcommunity.com/sharedfiles/filedetails/?id=1444676488 E6 Komachi, Prop Pack: https://steamcommunity.com/sharedfiles/filedetails/?id=1445383886 E4 x2 Double Configuration Sets: 4+4 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1446661978 8+8 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1446662346 DB Class 219, Intercity Sets: 11 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1455752998 7 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1455753757 4 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1455754242 Twindexx Vario, NAH.SH Blue Sets: 3 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1457963691 4 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1457958526 8 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1457959213 Green, Blue 4+4: https://steamcommunity.com/sharedfiles/filedetails/?id=1457960875 Mixed, 6: https://steamcommunity.com/sharedfiles/filedetails/?id=1457962145 NAHSH + DBR 8 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1457962744 Shinkansen N700, California HSTA 5 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1459000788 7 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1459001954 16 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1459002263 Shinkansen E6, Layton Richardson Rail 5 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1462290954 7 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1462291278 Shinkansen E6, Layton Richardson Rail 'Autumn' 5 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1462291490 7 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1462292155 Shinkansen N700, Texas Central 5 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1463841875 9 cars :https://steamcommunity.com/sharedfiles/filedetails/?id=1463842721 16 cars: https://steamcommunity.com/sharedfiles/filedetails/?id=1463843245
  14. I'll also add my own experience with submeshes, as I badly want ICE3 gets released: Submesh function allows to add extra meshes on vehicle that will get triggered/visible on specific occasions. Despite the potential use, submesh is still crippled for vehicles as we get only 1 function of submesh that is reverse/forward. Submesh function is also not available for other cars but locomotive only. Combined with Additive Shader mod, you can, in theory create rear lights as a separate mesh (simple face that will overlay actual lights on the base mesh - the vehicle) and lights' appereance will get triggered when train goes to reverse/forward motion. Combined with additive shader I think you can get a nice result on rear lights. It may look like a bit complex on first time but it's not rocket science. Start working on end-engine/car (yes, you will not use 'replace last car with engine option, it has to be ''new'' car). In order to do that you need to use Engine template on editor to get submesh tab on editor. Once you're there, add your submesh (that is rear lights, modeled separately). Set it to be triggered on forbidden reverse, so it will be appear on forward motion only. Then use modtools to set spawning procedural in order to use it as a car. If you want to use additive shader here, run the script made by ronyx to use additive shader on vehicle. Save the asset. Then reload the same template, this time make your actual train set. Add the end car you just made as last car. Go back to your first car, add your rear light submesh, this time set it as reverse only. (not forbidden) Save. If you wish to go down that path, I can provide more information or work on them myself, however you wish. (In any case you have me on Steam for inquiries)
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