Beiträge von Forza Gamer 777


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    Niederkirch ready. Until I hang the section dividers (streckentrenner) on the wire, I need to go to Altenburg and replace the entire wire there, and then move from Koblenz to Bad Rinckenstadt.



    I don't know about you all, but I really like the result. The only nuance is the tension masts with wires for wire holders. I mean this:


    In reality, as I understood it, from the topmost wire, which runs in an arc from mast to mast, wires go to the bottom only where the wire holders of the contact network are located. But in the TSC package, everything here is done with a grid. I know that there are tools for manually stretching all these wires, but I already sat with one mast for about 2 days trying to figure out all the subtleties. That's why I decided to simplify my life a lot. I don't know how critical this is for you. If I ever have a wish (after the project is finally released) to change it, I will do it. At the same time, it will be possible to hang isolators more realistically so that they really isolate the wires from each other, and not just the holders themselves.

    It's amazing that scenarios from IKB3 works on IKB4 too (but not all). I think the scenarios that go beyond Bad Rinckenstadt may be broken due to the addition of the SFS tunnel, but I haven't tested them yet

    I decided to replace the masts with concrete ones along the entire length from Altenburg to Bad Rinckenburg, since it is easier to hang side wires on them, and it looks unusual and beautiful

    Little surprise. As I have already said, there are plans to redo the entire contact network at the main (large) stations. As a result, half of these stations are already ready. In fact, only Altenburg and Hoch Merzburg remained. Then, probably, I will take care of the vegetation to Hoch Merzburg, and there, if I have a strong desire or mood, I will finish the catenary between the stations. But the heaviest piece is Koeblitz - Bad Rinckenburg, since here it is also necessary to almost completely rebuild the additional power cable of the contact network, which comes from a coal-fired thermal power plant

    In general, if I haven't forgotten anything, the tunnel for SFS is ready. The catenary in tunnel, however, may be far from ideal, but it was incredibly difficult to lay it underground. In any case, it's dark there and a mega cool implementation is not needed there. It would seem that only vegetation remained, but something tugged at me and I began to redo the catenary along the entire route. I studied for a couple of days, but now I'm doing great (maybe). It's quite a long process, but I noticed a lot of inaccuracies of the original route. In my opinion, now Bad Rinckenburg (for example) looks much better. I have not hung isolators on TM almost anywhere yet, so do not write about this. I think I'll redo the catenary of the most important stations on the route, then I'll take care of the vegetation. And there I will either release the route, or finish the segments between the stations. Anyway, I like what my very small project of "adding a couple of bushes to the rails" has turned into. I love IKB very much and am glad to contribute to its development.


    And one more interesting thing. After I fixed the Roter Stein package with assets for SFS, as well as fences from EZY, I redid the walls of the tunnel and the bridge adjacent to it. With such tunnel walls, there is much less hassle, because all the lamps are hung through a convenient auto-placement tool, and are not generated on a loft object (for this you need to manually arrange the light sources, and the lamps themselves are generated crookedly, since it is impossible to lay 9 kilometers of the loft for my tunnel in one segment), as is done in base IKB3 tunnels. SAD himself had to hang yellow lamps in own tunnels (where the lamps on lofts were not generated), which stood out a little from the general style of tunnel lighting. In general, there are some advantages in my replacement.

    Guys, I have huge problems with the Object Set Filter. I put a checkbox on [EZY] Schallschutzwände V1 (EZY/Bahnsteigobjekte, as in manual), all the files are there:

    But these assets are not in the list of assets in the editor!


    I noticed that assets whose localization is written in English are available and loaded in the list, while those with German localization simply do not show up in the list.

    That's why I can't fully use both Dijon-Senf fences and RoterStein assets. Now I need to use the German version of the game (this way works, tested) or edit asset names in all binaries, which is both incredibly inconvenient. If you guys have time for this, then correct it, I beg you very much. And remove the umlauts, if there are any (I saw them in RoterStein's binaries). They simply break down in systems with a different language and may not allow the game to load the asset.

    Forza Gamer 777 - Take the Ne 4 sign away from the distant signal. The Ne 4 sign on the right side only stands by the main signal. Just in case when the main signal stands on the left side, then on the right side stands the Ne 4 sign. Somtetimes without Ne 4 sign, but with notification inside the timetable for the driver.


    Marcel

    Ohh, thanks for this info, corrected.


    I had to use a trick. Since there is no HSP_SB 5T option in the SBS package, only together with VS, I removed SB and installed the usual HSP 5T on the mast. Wildau now looks beautiful and interesting with the mix of Ks and HVk

    I had to move the VS on the other side, because there is no mast below 4 meters in the SBS HVk package, and there is a power line at about this height. Progress is under way

    This is the length of the SFS tunnel measured by the select tool. And through the calculation of the Hectometers, I got 9291 meters, i.e. the real error of placement Hecto for the entire route is about 2 meters. I installed all the Hecto manually, constantly measuring distances, since I did not know that there was a special tool for this. Surprisingly, the accuracy is amazing


    SAD assets do not have a noname tunnel length plate with a holder, so I had to hang this plate on the LZB sign.


    Also, I found a lot of errors in the location of Link 0 of different signals, which is why 1000 Hz magnets were accidentally triggered in places. And I also found out that not only the old HV (59) system goes to Wildau, but also the standard one, which goes along with the original IKB3. I haven't changed the HVk signals there yet, but I will change them soon, wait for new screenshots.

    I always write an “l” (small L) in the direction indicator field in the ZS6, then everything is displayed correctly. See screenshot.

    I checked this tip (after restarting the simulator to rule out any problems) and unfortunately it doesn't work.


    Dammmn, now it's working. I figured out that it's broken in Free Drive, but works in scenarios (with the "l" tip from creedy , so thank you very much)

    The most terrible and nightmarish thing that I don't want to get into is working on the rails. The SFS wiring was terribly tedious, so I don't know if I'm going to touch the original territories in terms of paths. But, good idea

    A little bit of silence doesn't mean I wasn't busy. The SFS extension is almost completely ready. All the Hectometer, signals are placed, the catenary is stretched (manually, without auto-placement, so some parts may be longer than others, but this is not noticeable in a dark tunnel), lighting is placed (simplified).


    Now I noticed that all Zs6 on the route simply do not work. They are placed correctly (Link 0 of Zs 6 is located in front of Link 0 of the main signal, and the rest of the Links of Zs6 are located behind the last junction switch, after which the wrong path begins). This is the only problem I've encountered so far.


    In addition, after replacing the rails with EZY, there are many places where there are no sleepers. I fixed these places. In some cases, the landscape got on the rails, this has also been fixed.


    In general, I try to bring the update to the highest quality, but, of course, it will take a lot more time. Unfortunately, I have not started the upgrade of vegetation to Hoch Merzburg yet. Plus, I had to delete the LZB sub-blocks, as they work very crookedly in a free game. And, to be honest, there is no point in using them on this rather short SFS.


    And a couple more moments to notice. Do not forget that I did not do the original route, in some places where there are many small pieces of rail, the Blend tool mixes the color of the ballast a little incorrectly.


    And don't forget that I'm working on all this alone, testing everything through free play and my own scenarios, but it's easy to miss something on such a fairly large route. This may be strange behavior of the PZB or any signal, which I have changed almost everywhere. Or, maybe, broken speed limit, idk.

    In general, the work is in full swing, as much as possible. I hope you enjoy it. Maybe someone will give advice about the Zs6, otherwise it turns out very frustratingly, I bumped a bunch of them all along the route to make it look beautiful, but they don't work. Why is unknown.

    Progress is underway, I have changed another half of the signals on the way to Hoch Merzburg, redone some of the signals now associated with the branch to SFS. In one of the screenshots (first screenshot), you can notice the old signals with the numbers 29 149 and 29 148, which in that screenshot are in front of 29 147 and 29 146. Now they are originally located a kilometer behind, where VS was originally located (last screenshot). Now they control the branch to SFS and speed limits on switches.

    Impressive what you can create out of a 12 years old route.

    Although the idea of the route is 12 years old, it has been improved several times, and thoroughly. This is a straight 1 in 1 situation like with Hagen Siegen. Only here the detail and the catenary are much better. I didn't have to use the catenary package from TSC, I used the standard package that comes with the route. Bridges are also laid with default assets. So far, I have a problem with laying only in the tunnel, the automatic catenary does not want to be laid normally on the left track, only on the right, and the problem is if it is laid on the right, then the wire holders will clip into the wall. I don't know what to do, but I'll try a few more times.


    P.s. I think I really need help with laying the catenary in the tunnel, I don't understand how to do it properly


    That's all I could do. Then there are problems with the automatic catenary, which is not installed normally. Is there any advice on this?

    It remains to make a catenary in the tunnel, the lining of the tunnel, as well as an signal system for it. And the catenary on the other side of the beginning of the tunnel. That's all for new SFS, I think. Then I complete last section - to Hoch Merzburg with new signalling and foliage

    Redid tunnel. Now with superelevation.

    All that remains is catenary and this place where I need to make two junctions, but they are not being created in any way, no matter how much I try

    The problem is that you are using two different tracks, which can be clearly seen at the sleepers

    I have solved the problem. That's how it should have been:

    It is necessary that there be a break in the rail at the beginning of the junction (red frame), we pull the path from there to the siding, and then solder it through the Weld tool. The advice on using the same textures really works now, but it didn't work for me before, until I started using this scheme. Thanks anyway. I'm sorry for the excessive emotional words earlier, I spent the whole day doing something that didn't work out for me. In addition, I need to learn how to use the Easements tool to make a superelevation.

    I can no longer, I am very much annoyed by the stupid and broken rail coupling system, when the junction does not want to be created adequately out of the blue. In addition, the snapping to the rails works incredibly crookedly and 99% does not snap the piece of rail that is needed. And this is still the simplest piece, I can't imagine how people in this system manage to make beautiful routes, they need to be given a medal and a monetary reward for this. Maybe I'm doing something wrong, but the trackrules are the same, there are no connections in the place where I want to make the junction, so I don't know what I can do. And I still have to make a catenary. I tried the TSC package a little bit, as well as the default SAD catenary, and realized that it would take me another 5 years of my life. All ambitions and desires are killed by a tight and unstable editor