Beiträge von Forza Gamer 777

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    Another little thing in development. These tablets are from ronald_cn in general, I do not know where I got these assets from, since I have not found where to download them. Ronald was online more than a month ago, apparently, I will have to include these signs in the route and mark that he created them.

    After redoing the SFS branch and everything related to it, I decided to review the signaling along the entire route. Again.

    I fixed a lot of different nuances, such as using Zs3 instead of Zs3 Form where there will be the same speed limit on any path. I also removed all the incorrectly placed Bue control signals, since in many places their functionality is performed by the main signals.

    Also, in some places, HS has been replaced with MS and vice versa (I found several errors related to this). And also fixed a bunch of all sorts of bugs when the signals did not have any nameplates or the number was missing/hung incorrectly/the number was entered incorrectly.

    Well, as I wrote earlier, in some places I replaced the signals from the CMD package with the 143er package, since the second one has more functionality in the "Signalbruecke" part.

    In general, it would be very cool for you, CMD.Cornflakes and 143er , to cooperate and create a single and large package of KS signals. Because some things looks better in one package (as example, Zs6 or the HS and MS signal shields in the CMD package), and something in another (the plates for signal numbers look much better in the 143er). One package has better optical textures, the other has better signal bridge textures (but fewer options on it), and so on throughout.

    Thanks for this, fixed. I just didn't know that I can't hang on the signal if Zs is at the bottom.
    And regarding comment #231, I still haven't found anything in the signalling that could interfere with the green aspect.

    That's all that TSC could afford me. Now I understand perfectly well why Dijon Senf left TSC modding, since there are so many stupid limitations and bugs that it is almost impossible to adequately implement something I have conceived. I had to remove a couple of yard tracks, as they could not be connected adequately to the existing network without terrible crutches. In any case, it is not needed so much.


    Oh, cool, I've moved down half a route again, which I didn't touch or edit at all. All progress is lost again. That's it, there won't be any more rail changes, I won't get into this shit anymore.

    Second picture is like Dresden- Riesa route.

    And as for the junction, it turned out to be very funny, because I implemented it a little earlier than you pictured it, it's funny.

    But I still didn't understand from the signals where 120 kmh was. There is 100 kmh on the arrow if you go from the right line to the wrong one. And if you drive straight in the wrong direction, then the Zs3 should not show anything at all, because the value for straight (Link 1) in the signal settings is empty, 120 should be there only if you routed on SFS.


    To be honest, I'm ready to stick any spaghetti here, just not to use English switches that work through the ass in the game.


    This is what the junctions looks like now. I don't know, it kind of got better. At least the SFS branches now receive a minimum of 60 km/h, which is 50% higher. On the other hand, paths 1, 2 and 3 have lost functionality for the player in terms of the fact that it is now impossible to go from there to Hoch Merzburg. In the game, it is very difficult to make fast switches in such a tight place, as they start to cross each other and glitch, so I had to cut some intersections.

    Finde die Steigungen Ausgang Tunnel Richtung Hoch Merzburg schon sehr sportlich mit bis zu 50‰. Ginge das nicht auch etwas sanfter😅


    Die dunkelgeschalteten Signale sind übrigens mega.

    You won't believe it, from the very first day of construction, it was just very tedious for me to fix all this a year ago, now I understand that it is necessary. I'm currently trying to rebuild Bad Rinckenburg to speed up entry to SFS

    About rails. I spent a crazy ton of hours in order to do it. I understand perfectly well that the entrance there is very far from perfect, but with the current location of the junctions and loft parts, half of the station would have to be reconstructed, and just adding 2 of these tracks was very difficult for me. In the future, I may come up with something with the rails, as Dijon once rebuilt a station on its route.
    But I will check all the nuances of signaling, since I did not invent anything of my own and copied the settings of the signals from the stock h/V.


    I started checking, but I still didn't understand where the 90 could come from, if there are 100 and 120 everywhere, and 90 after the junction, signals don't give 90 either.


    That's what I thought... If it still needs to be rebuilt in a good way, then it's better right now, otherwise you'll start releasing scenarios later and everything will break if I get into it. That's why I'm getting in right now. Better now or how I can do it better?

    Verzeihung: ist der Hotfix schon inrgendwan herunter zu laden

    oder sitzt er in die totale Download der Strecke? Oder kommt der noch? Weil ich noch immer kein QD spielen kann.


    freundlichen Grüssen

    Ruud

    The hotfix is included in the full archive, since I have made changes to quite a lot of files and it is quite problematic to assemble them all correctly, it is easier for me to pack the entire route every time so that no one has problems later.

    Route hotfixed, update available


    23.09.25 – Hotfix, corrected error with broken superelevation near Renckensfeld-am-See, added Quick Drive scenarios (so far, there is no traffic, I haven't tested all the options, but trip via SFS works well, I don't think there will be a problem with others.), deleted a couple of old assets that are no longer available. Manuals updated with more images and small corrections.

    What is that path in the sky when you drive out of Bad Rinckenburg? It definitely shouldn't be there, at least not visible.

    This is some kind of bug in this asset, it's visible and not visible every other time, to be honest, I don't know how to change it. Only delete?


    Hallo zusammen, mir fehlt laut RW Tools eine ganze Menge der Assets von „StMan“, siehe Screen. Wo kann ich diese finden?

    Grüße Jörg.

    12. Kombinationssignale (KS) Bauart Siemens from essentials list in manual

    Thank you very much for the great update and addition to the route. :thumbsup:


    However, I found a small error on my first trip. The tracks don't look good at this point (approx. KM 152.2) and there was extreme shaking during the ride at this point:

    Yes, I knew about it, but I forgot to see what was wrong. It seems like there was no such thing in the original. In any case, I wanted to change this curve a little and make the limit there not 100, but 80 or 90, since it is too steep for 100 and the train is almost collapsing. I'll try to fix it, then I'll release another fix, if any nuances come out, I'm waiting for your new feedback :)


    I found out that it came out after my attempt to fix a rail break that I accidentally created unnoticed. There's just a tick removed from the super elevation. This is even good in some ways, I still planned to work on the rail shake parameter later and add shaking on the arrows, as AP did in their MML Enhancement Pack. I'll include it in the hotfix later too.

    Hallo zusammen, verstehe ich es richtig, dass dieses Update einfach in die "STWS"-Strecke kopiert wird bzw. die Dateien der Strecke überschreibt?

    Danke!

    Hello, IKB3.5 is going as a simple replacement for the original route files, and IKB4 will be a clone with a ton of changes in terms of signaling, contact network, and the addition of a new high-speed part.