Beiträge von Kim_olesen1

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    linusf


    Because it might lead them to find out what they have broken. You can’t fix it if you don’t even know it’s broken. Logic for chickens as we say in Denmark.


    Nothing comes from doing nothing.


    Also read the reply just above. Now DTG are aware and the problem will be solved.

    You got my money. Making public ki verkehr for future real drives on routes that have no rolling stock included (freeware routes) will be so much easier. I wont have to deal with what routes people might or might not have. I’ll just put pack 1 and 2 as voraussetzungen, and leave it at that.

    First single from our next album:


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    It’s a bug with AP v1 weather TOD files. And once you have installed them you can’t go back, unless you backed up the original files. AP fixed the “fog at night” problem in version 2.

    While you are trying those things, here is another one for you to try. This one works and is a fantastic addition. If you are like me, you like a bit of randomness in the game (that is why i do my real drives (advanced quick drives) that have random red signals).

    So i’ve been experimenting with what AP weather can do in quick drives.

    Try the following:

    1: Clone a quick drive scenario. Remember to modify the starting point friendly name in the Player Spawn point because this is the name of the scenario that you will see in the quick drive menu.

    2: Edit the scenario: in the scenario flyout box, click the cogwheels for the extended scenario parameters. Select AP Weather instead of “None”

    2: in the object filter box, choose AP Weather EP: now you are set to go to use AP weather in QD.

    3: Drop an AP weather Swep marker anywhere. Double click it. Type in the triggername for Random showers with fair/high cloud as base. (Can’t remember the exact name, going from memory). Set the max time between showers to about 120 (or even 240) minutes.


    What you have now is a quick drive where you might get anything from light rain to heavy rain, once or twice (or sometimes not at all) during your quick drive. It works regardless of what non-rain weather pattern you set in the quick drive menu. The one you select there will be the one that the random showers transitions to and from.

    This is just the base of it. What you can also in addition to what i described, is drop a pass marker some where on the line and use a weather transition that has a base in clear/high/fair cloud. And if you use the ;P=x (x being the probability in % code in the speed limit box, you can (as an example) have the scenario go in th thick fog in rare cases “APFairCloud-ThickFog;P=5 would give you fog in 1/20 times you pass the marker.

    I also tried the Thunder transition and what’s amazing is that it actually morphes BACK into the Random Shower pattern. That one simply seems to be able to sit behind everything else as a base pattern. So it’ll still do it’s magic once the thunder is over. And as i said, if you set the max time between showers high enough, you will have a truly random feeling weather, because you might not even get one shower. But then again you might have one or two.

    I think i’ve only dipped my feet in this. As you know QD scenarios are my niche, and this is an unexpected huge enhancement, because AP didn’t even know any of this was possible.

    Anyway, hope i made sense. And good fun modifying your quickdrives to actually make them interesting in their changing visuals. And remembet, if you run english routes, you cam get random red signalling easy woth the help of his signal pack. The more random stuff that happens, the more alive TS feels.

    BR-218


    Noch ein Tip. Set the quick drive to Cloudy.


    Set a “weather st startup” trigger. Input the first “random showers” pattern (can’t remember the trigger name) in the speed limit box.


    Drive the scenario. A fully working random dynamic weather. Have patience. Since it’s random you might have to drive some time before you see the change.

    143er Das ist interesting. Ich habe die selbe Bug in 32bit immer gehabt.


    I think i might use more spawn points than most. Sometimes over a hundred in a scenario. Most of them crash the 32 bit editor to an OOM error when i try to open them.

    Man muss auch auspassen das die (oder der oder das, bin micht Deütsch) tracks.bin nicht zu gross wird. Dann kan man nicht viel in Quick Drives machen. One of the annoying TS bugs is that if the tracks.bin gets too large, ai spawnpoints go corrupt.