Beiträge von ES64F4
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I have the same problem with 1 US route. I dont know what can lead to this issue.
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It's paradoxical to pay to remove features. It is even more paradoxal that AP often uses oversized textures in their own trains... So to make them run, they have to reduce other stuff.
PS : I'am nearly sure they do exactly what I did for AS Koblenz Trier light weight texture pack : delete too big NM texture and rename the NMC to NM (or make a copy of the NMC into NM). DTG always uses about the sames assets, so reducing the assets from one route mostly works for some other ones. Not a bad idea but it should be a free patch.
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vR BR 151 is available now on steam :
http://store.steampowered.com/…tor_DB_BR_151_Loco_AddOn/ -
I'am testing AP TimeOfDay with 2D weather for QD. It looks fine.
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I plan to do it but to make it works fine, I still have a lot of tests to do.
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Like Markus Schöbel says, we will work together to offer the best route upgrade rather than doing our own upgrades. For now, I'am very busy with my work but I will help as I can. Markus can use any part of any of my route patch. We can aslo use, mod and redistribute with a mod the Radiomaster vegetation (thanks once again to him to allow me to do this).This week end, I will try to work on a *easy to place gravel bed*. RSSLO always place tracks on grass and it makes the route unrealistic. My first project with a lofted item was to hard to use (it did not work with super elevation and catenary did not help the placement). I will test with a asset area and a horizontal texture.
PS : Replacing Kuju 3D vegetation is also in my future plans. Doing this can patch any route with new 3D vegetation... I'am not a texture expert but retexturing the most commun Kuju assets (about 20 buildings and house) can make an old looking route far better.
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My pleasure. I'm still testing to improve.
You can use those weather for any scenario. Just select 3D Clear, 3D Rain, 3D Snow, 3D Foggy, 3D Cloudy.
Sorry to paste a so big block of code, but it will be more easy to understand how it works.
19 to 42 : setup for WeatherTypeClear
43 to 66 : setup for WeatherTypeOvercast
67 to 90 : setup for WeatherTypeRain
91 to 114 : Setup for WeatherTypeStormThose 4 weathers are kind of *sub-weather*. They can be mixed from one to an other like I did in lines 275 to 360, you just have to set the duration of each sub-weather. You can make snowing in a sub-weather and call it clear. But I think the name cannot be changed and must keep Clear, Overcast, Rain and Strom (not sure)
Within a *sub-weather*, it's possible to set :
- WindDirection : the direction of the Wind (I dont know the unit, it can be more than 1). It defines the diection of the clouds.
- WindSpeed : the speed of Wind define the speed of the coulds in the sky
- PrecipitationType : Rain, snow, sleet, hail : the kind of precipitation. They are defined later un the xm lfile
- PrecipitationDensity : the density of precipitation from 0 (any) to max 1. Can not be higher than 1 or the game crash
- PrecipitationSpeed : the speed of the precipitation from 0 (float in the air, 4 is fine for snow) to more than 40 (drop really fast; 30 is fine for heavy shower)
- FogOverride : etrue or efalse the weather will tak over the ToD fog or not (the define the distance where the land fade to grey or dark)
- FogColour : in RGB to set the color of the fog
- FogStart and FogStop : I'm not sure it looks like 1000 and 3000 are fine and it means fog from 1 Km to 3 Km (or perhaps from 3 Km to 2 Km so 3000 - 2000). It's a bit hard to understand. Need more testing... A lot of files uses 500 and 1600 for clear weather and 400 to 800 for dark weather.
- LightningDensity and LightningFrequency : those value seems no to work. I try a lot of value and never get any Lightning.
- BlendInTime : time to blend the sky from one sub-weather to an other one (0 no transition, can change in *1 second* from clear to overcast with rain).
- CloudType : the type of cloud defined lower in the XML fileParameters for a CloudType :
- WispyLayerAlphaWispyLayerAlpha : alpha chanel for Wispy could, 0 : no visible, 1 : max visible
- ThickCloudLayerAlpha : the same for bigger clouds
- StormLayerAlpha : the same for overcast could
- ColourDarkeningIntensity : light due to cloud : 0 no reduction, 1 max reductionParamterd for a precipitation :
- For now, I did not undersand well of it works. Not easy to check/test.
- TextureID : is the texture used for the precipitation
- Some value change the size of the precipitation and/or the direction.By changing those values, you can do a lot different weather and you can make change over time.
XML
Alles anzeigen<?xml version="1.0" encoding="utf-8"?> <cBlueprintLoader xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0"> <Blueprint> <cWeatherPatternBP> <DisplayName> <Localisation-cUserLocalisedString> <English d:type="cDeltaString">3D 6. Snowing</English> <French d:type="cDeltaString"></French> <Italian d:type="cDeltaString"></Italian> <German d:type="cDeltaString"></German> <Spanish d:type="cDeltaString"></Spanish> <Dutch d:type="cDeltaString"></Dutch> <Polish d:type="cDeltaString"></Polish> <Russian d:type="cDeltaString"></Russian> <Other/> <Key d:type="cDeltaString"></Key> </Localisation-cUserLocalisedString> </DisplayName> <WeatherTypeClear> <cWeatherType> <WindDirection d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</WindDirection> <WindSpeed d:type="sFloat32" d:alt_encoding="000000403A75F53F" d:precision="string">1.34112</WindSpeed> <PrecipitationType d:type="cDeltaString">ePrecipitationRain</PrecipitationType> <PrecipitationDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</PrecipitationDensity> <PrecipitationSpeed d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</PrecipitationSpeed> <FogOverride d:type="cDeltaString">eTrue</FogOverride> <FogColour> <cHcColour> <Red d:type="sFloat32" d:alt_encoding="000000E0D7D6E63F" d:precision="string">0.713726</Red> <Green d:type="sFloat32" d:alt_encoding="000000E0D7D6E63F" d:precision="string">0.713726</Green> <Blue d:type="sFloat32" d:alt_encoding="000000C0D9D8E83F" d:precision="string">0.776471</Blue> <Alpha d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</Alpha> </cHcColour> </FogColour> <FogStart d:type="sFloat32" d:alt_encoding="0000000000005940" d:precision="string">100</FogStart> <FogEnd d:type="sFloat32" d:alt_encoding="0000000000409F40" d:precision="string">2000</FogEnd> <LightningDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</LightningDensity> <LightningFrequency d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</LightningFrequency> <BlendInTime d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</BlendInTime> <CloudType d:type="cDeltaString">eCloudClear</CloudType> </cWeatherType> </WeatherTypeClear> <WeatherTypeOvercast> <cWeatherType> <WindDirection d:type="sFloat32" d:alt_encoding="000000C0796A0F40" d:precision="string">3.92699</WindDirection> <WindSpeed d:type="sFloat32" d:alt_encoding="000000A04D9CEC3F" d:precision="string">0.89408</WindSpeed> <PrecipitationType d:type="cDeltaString">ePrecipitationRain</PrecipitationType> <PrecipitationDensity d:type="sFloat32" d:alt_encoding="00000040E17A943F" d:precision="string">0.02</PrecipitationDensity> <PrecipitationSpeed d:type="sFloat32" d:alt_encoding="000000A09999B93F" d:precision="string">0.1</PrecipitationSpeed> <FogOverride d:type="cDeltaString">eTrue</FogOverride> <FogColour> <cHcColour> <Red d:type="sFloat32" d:alt_encoding="000000009695E53F" d:precision="string">0.67451</Red> <Green d:type="sFloat32" d:alt_encoding="000000009695E53F" d:precision="string">0.67451</Green> <Blue d:type="sFloat32" d:alt_encoding="000000205454E43F" d:precision="string">0.635294</Blue> <Alpha d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</Alpha> </cHcColour> </FogColour> <FogStart d:type="sFloat32" d:alt_encoding="0000000000007940" d:precision="string">400</FogStart> <FogEnd d:type="sFloat32" d:alt_encoding="0000000000709740" d:precision="string">1500</FogEnd> <LightningDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</LightningDensity> <LightningFrequency d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</LightningFrequency> <BlendInTime d:type="sFloat32" d:alt_encoding="0000000000000040" d:precision="string">2</BlendInTime> <CloudType d:type="cDeltaString">eCloudOvercast</CloudType> </cWeatherType> </WeatherTypeOvercast> <WeatherTypeRain> <cWeatherType> <WindDirection d:type="sFloat32" d:alt_encoding="00000000DDECDB3F" d:precision="string">0.436332</WindDirection> <WindSpeed d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</WindSpeed> <PrecipitationType d:type="cDeltaString">ePrecipitationRain</PrecipitationType> <PrecipitationDensity d:type="sFloat32" d:alt_encoding="000000606666E63F" d:precision="string">0.7</PrecipitationDensity> <PrecipitationSpeed d:type="sFloat32" d:alt_encoding="0000000000001440" d:precision="string">5</PrecipitationSpeed> <FogOverride d:type="cDeltaString">eTrue</FogOverride> <FogColour> <cHcColour> <Red d:type="sFloat32" d:alt_encoding="000000805B5BDB3F" d:precision="string">0.427451</Red> <Green d:type="sFloat32" d:alt_encoding="000000809D9BDB3F" d:precision="string">0.431373</Green> <Blue d:type="sFloat32" d:alt_encoding="000000609D9CDC3F" d:precision="string">0.447059</Blue> <Alpha d:type="sFloat32" d:alt_encoding="000000805B5BDB3F" d:precision="string">0.427451</Alpha> </cHcColour> </FogColour> <FogStart d:type="sFloat32" d:alt_encoding="0000000000008940" d:precision="string">800</FogStart> <FogEnd d:type="sFloat32" d:alt_encoding="0000000000009940" d:precision="string">1600</FogEnd> <LightningDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</LightningDensity> <LightningFrequency d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</LightningFrequency> <BlendInTime d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</BlendInTime> <CloudType d:type="cDeltaString">eCloudRain</CloudType> </cWeatherType> </WeatherTypeRain> <WeatherTypeStorm> <cWeatherType> <WindDirection d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</WindDirection> <WindSpeed d:type="sFloat32" d:alt_encoding="00000080B0E10140" d:precision="string">2.2352</WindSpeed> <PrecipitationType d:type="cDeltaString">ePrecipitationSnow</PrecipitationType> <PrecipitationDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</PrecipitationDensity> <PrecipitationSpeed d:type="sFloat32" d:alt_encoding="000000A099992340" d:precision="string">9.8</PrecipitationSpeed> <FogOverride d:type="cDeltaString">eTrue</FogOverride> <FogColour> <cHcColour> <Red d:type="sFloat32" d:alt_encoding="000000E05757E73F" d:precision="string">0.729412</Red> <Green d:type="sFloat32" d:alt_encoding="000000E05757E73F" d:precision="string">0.729412</Green> <Blue d:type="sFloat32" d:alt_encoding="000000E01717E73F" d:precision="string">0.721569</Blue> <Alpha d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</Alpha> </cHcColour> </FogColour> <FogStart d:type="sFloat32" d:alt_encoding="0000000000C06240" d:precision="string">150</FogStart> <FogEnd d:type="sFloat32" d:alt_encoding="0000000000509440" d:precision="string">1300</FogEnd> <LightningDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</LightningDensity> <LightningFrequency d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</LightningFrequency> <BlendInTime d:type="sFloat32" d:alt_encoding="0000000000002E40" d:precision="string">15</BlendInTime> <CloudType d:type="cDeltaString">eCloudStorm</CloudType> </cWeatherType> </WeatherTypeStorm> <PrecipitationRain> <cPrecipitationDescription> <BottomLeftViewSpaceOffset> <cRVector2> <X d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</X> <Y d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</Y> </cRVector2> </BottomLeftViewSpaceOffset> <TopRightViewSpaceOffset> <cRVector2> <X d:type="sFloat32" d:alt_encoding="000000A09999C93F" d:precision="string">0.2</X> <Y d:type="sFloat32" d:alt_encoding="00000040E17A843F" d:precision="string">0.01</Y> </cRVector2> </TopRightViewSpaceOffset> <BottomLeftUV> <cRVector2> <X d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</X> <Y d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</Y> </cRVector2> </BottomLeftUV> <TopRightUV> <cRVector2> <X d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</X> <Y d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</Y> </cRVector2> </TopRightUV> <AlphaTop d:type="sUInt32">255</AlphaTop> <AlphaBottom d:type="sUInt32">255</AlphaBottom> <ParticleStreakMultiplier d:type="sFloat32" d:alt_encoding="0000000000001040" d:precision="string">4</ParticleStreakMultiplier> <TextureID d:type="cDeltaString">Kuju\RailSimulatorCore\Weather\[00]snowflake</TextureID> </cPrecipitationDescription> </PrecipitationRain> <PrecipitationSleet> <cPrecipitationDescription> <BottomLeftViewSpaceOffset> <cRVector2> <X d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</X> <Y d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</Y> </cRVector2> </BottomLeftViewSpaceOffset> <TopRightViewSpaceOffset> <cRVector2> <X d:type="sFloat32" d:alt_encoding="000000A09999A93F" d:precision="string">0.05</X> <Y d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</Y> </cRVector2> </TopRightViewSpaceOffset> <BottomLeftUV> <cRVector2> <X d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</X> <Y d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</Y> </cRVector2> </BottomLeftUV> <TopRightUV> <cRVector2> <X d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</X> <Y d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</Y> </cRVector2> </TopRightUV> <AlphaTop d:type="sUInt32">128</AlphaTop> <AlphaBottom d:type="sUInt32">255</AlphaBottom> <ParticleStreakMultiplier d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</ParticleStreakMultiplier> <TextureID d:type="cDeltaString">Kuju\RailSimulatorCore\Weather\[00]raindrop</TextureID> </cPrecipitationDescription> </PrecipitationSleet> <PrecipitationHail> <cPrecipitationDescription> <BottomLeftViewSpaceOffset> <cRVector2> <X d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</X> <Y d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</Y> </cRVector2> </BottomLeftViewSpaceOffset> <TopRightViewSpaceOffset> <cRVector2> <X d:type="sFloat32" d:alt_encoding="000000403333C33F" d:precision="string">0.15</X> <Y d:type="sFloat32" d:alt_encoding="000000403333C33F" d:precision="string">0.15</Y> </cRVector2> </TopRightViewSpaceOffset> <BottomLeftUV> <cRVector2> <X d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</X> <Y d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</Y> </cRVector2> </BottomLeftUV> <TopRightUV> <cRVector2> <X d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</X> <Y d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</Y> </cRVector2> </TopRightUV> <AlphaTop d:type="sUInt32">255</AlphaTop> <AlphaBottom d:type="sUInt32">255</AlphaBottom> <ParticleStreakMultiplier d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</ParticleStreakMultiplier> <TextureID d:type="cDeltaString">Kuju\RailSimulatorCore\Weather\[00]snowflake</TextureID> </cPrecipitationDescription> </PrecipitationHail> <PrecipitationSnow> <cPrecipitationDescription> <BottomLeftViewSpaceOffset> <cRVector2> <X d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</X> <Y d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</Y> </cRVector2> </BottomLeftViewSpaceOffset> <TopRightViewSpaceOffset> <cRVector2> <X d:type="sFloat32" d:alt_encoding="000000A09999B93F" d:precision="string">0.1</X> <Y d:type="sFloat32" d:alt_encoding="000000A09999B93F" d:precision="string">0.1</Y> </cRVector2> </TopRightViewSpaceOffset> <BottomLeftUV> <cRVector2> <X d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</X> <Y d:type="sFloat32" d:alt_encoding="000000000000E03F" d:precision="string">0.5</Y> </cRVector2> </BottomLeftUV> <TopRightUV> <cRVector2> <X d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</X> <Y d:type="sFloat32" d:alt_encoding="000000000000F03F" d:precision="string">1</Y> </cRVector2> </TopRightUV> <AlphaTop d:type="sUInt32">120</AlphaTop> <AlphaBottom d:type="sUInt32">120</AlphaBottom> <ParticleStreakMultiplier d:type="sFloat32" d:alt_encoding="0000000000001040" d:precision="string">4</ParticleStreakMultiplier> <TextureID d:type="cDeltaString">Kuju\RailSimulatorCore\Weather\[00]snowflake</TextureID> </cPrecipitationDescription> </PrecipitationSnow> <CloudClear> <cCloudDescription> <WispyLayerAlpha d:type="sFloat32" d:alt_encoding="000000403333E33F" d:precision="string">0.6</WispyLayerAlpha> <ThickCloudLayerAlpha d:type="sFloat32" d:alt_encoding="000000A09999B93F" d:precision="string">0.1</ThickCloudLayerAlpha> <StormLayerAlpha d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</StormLayerAlpha> <ColourDarkeningIntensity d:type="sFloat32" d:alt_encoding="00000040E17A843F" d:precision="string">0.01</ColourDarkeningIntensity> </cCloudDescription> </CloudClear> <CloudOvercast> <cCloudDescription> <WispyLayerAlpha d:type="sFloat32" d:alt_encoding="000000000000E03F" d:precision="string">0.5</WispyLayerAlpha> <ThickCloudLayerAlpha d:type="sFloat32" d:alt_encoding="000000A09999E93F" d:precision="string">0.8</ThickCloudLayerAlpha> <StormLayerAlpha d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</StormLayerAlpha> <ColourDarkeningIntensity d:type="sFloat32" d:alt_encoding="000000403333D33F" d:precision="string">0.3</ColourDarkeningIntensity> </cCloudDescription> </CloudOvercast> <CloudRain> <cCloudDescription> <WispyLayerAlpha d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</WispyLayerAlpha> <ThickCloudLayerAlpha d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</ThickCloudLayerAlpha> <StormLayerAlpha d:type="sFloat32" d:alt_encoding="000000606666EE3F" d:precision="string">0.95</StormLayerAlpha> <ColourDarkeningIntensity d:type="sFloat32" d:alt_encoding="000000C0CCCCEC3F" d:precision="string">0.9</ColourDarkeningIntensity> </cCloudDescription> </CloudRain> <CloudStorm> <cCloudDescription> <WispyLayerAlpha d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</WispyLayerAlpha> <ThickCloudLayerAlpha d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</ThickCloudLayerAlpha> <StormLayerAlpha d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</StormLayerAlpha> <ColourDarkeningIntensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</ColourDarkeningIntensity> </cCloudDescription> </CloudStorm> <WeatherEvent> <cWeatherEvent d:id="19248128"> <Type d:type="cDeltaString">eWeatherTypeClear</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000002440" d:precision="string">10</Time> </cWeatherEvent> <cWeatherEvent d:id="19103320"> <Type d:type="cDeltaString">eWeatherTypeOvercast</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000001440" d:precision="string">5</Time> </cWeatherEvent> <cWeatherEvent d:id="16543064"> <Type d:type="cDeltaString">eWeatherTypeRain</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000002440" d:precision="string">10</Time> </cWeatherEvent> <cWeatherEvent d:id="19967088"> <Type d:type="cDeltaString">eWeatherTypeClear</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000001440" d:precision="string">5</Time> </cWeatherEvent> <cWeatherEvent d:id="19967088"> <Type d:type="cDeltaString">eWeatherTypeStorm</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000002440" d:precision="string">10</Time> </cWeatherEvent> <cWeatherEvent d:id="19248128"> <Type d:type="cDeltaString">eWeatherTypeClear</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000001440" d:precision="string">5</Time> </cWeatherEvent> <cWeatherEvent d:id="19103320"> <Type d:type="cDeltaString">eWeatherTypeOvercast</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000001440" d:precision="string">5</Time> </cWeatherEvent> <cWeatherEvent d:id="16543064"> <Type d:type="cDeltaString">eWeatherTypeRain</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000002440" d:precision="string">10</Time> </cWeatherEvent> <cWeatherEvent d:id="19967088"> <Type d:type="cDeltaString">eWeatherTypeClear</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000002440" d:precision="string">10</Time> </cWeatherEvent> <cWeatherEvent d:id="19967088"> <Type d:type="cDeltaString">eWeatherTypeStorm</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000002440" d:precision="string">10</Time> </cWeatherEvent> <cWeatherEvent d:id="19248128"> <Type d:type="cDeltaString">eWeatherTypeClear</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000001440" d:precision="string">5</Time> </cWeatherEvent> <cWeatherEvent d:id="19103320"> <Type d:type="cDeltaString">eWeatherTypeOvercast</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000001440" d:precision="string">5</Time> </cWeatherEvent> <cWeatherEvent d:id="16543064"> <Type d:type="cDeltaString">eWeatherTypeRain</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000002440" d:precision="string">10</Time> </cWeatherEvent> <cWeatherEvent d:id="19967088"> <Type d:type="cDeltaString">eWeatherTypeClear</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000001440" d:precision="string">5</Time> </cWeatherEvent> <cWeatherEvent d:id="19967088"> <Type d:type="cDeltaString">eWeatherTypeStorm</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000002440" d:precision="string">10</Time> </cWeatherEvent> <cWeatherEvent d:id="19248128"> <Type d:type="cDeltaString">eWeatherTypeClear</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000001440" d:precision="string">5</Time> </cWeatherEvent> <cWeatherEvent d:id="19103320"> <Type d:type="cDeltaString">eWeatherTypeOvercast</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000001440" d:precision="string">5</Time> </cWeatherEvent> <cWeatherEvent d:id="16543064"> <Type d:type="cDeltaString">eWeatherTypeRain</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000002440" d:precision="string">10</Time> </cWeatherEvent> <cWeatherEvent d:id="19967088"> <Type d:type="cDeltaString">eWeatherTypeClear</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000002440" d:precision="string">10</Time> </cWeatherEvent> <cWeatherEvent d:id="19967088"> <Type d:type="cDeltaString">eWeatherTypeStorm</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000002440" d:precision="string">10</Time> </cWeatherEvent> <cWeatherEvent d:id="19248128"> <Type d:type="cDeltaString">eWeatherTypeClear</Type> <Time d:type="sFloat32" d:alt_encoding="0000000000003440" d:precision="string">20</Time> </cWeatherEvent> </WeatherEvent> <Name d:type="cDeltaString">IL_Cloudy_Showers</Name> <AudioControl d:type="cDeltaString">Kuju\RailSimulatorCore\Audio\Weather\Weather</AudioControl> </cWeatherPatternBP> </Blueprint> </cBlueprintLoader> -
The 2D weather for QD is available in test version. Here is some captures from a QD with rain weather... It goes from nice => cloud => rain => nicer => clear => dark => rain => clear (within 1 hour). -
Hello,3D weather are handled by SilverLining and... I dont like them ! I never use them in scenario. Until know, I can't get them off QD. Now, it's done ! I have created or edited all the SL_weather (SL is for SilverLining weather) in Assets\Kuju\RailSimulatorCore\Weather. The 7 files from this beta patch will replace 3D SL weather by 7 2D custom dynamic weather. So you will have nice clouds, nice blue sky, and so on. Rain and snow can be... very intensive! Sky color will change, view distance will change, the day can nearly turn into night do to rain or snow. Even more static weathers have variations.
1/ Backup the folder Assets\Kuju\RailSimulatorCore\Weather
2/ Extract the 7 files from Weather.7z and paste them into Assets\Kuju\RailSimulatorCore\WeatherPicture from a QD with 2D weather
Note : It's impossible for me to test all weathers in all seasons for each time for each route... I have try all off them in Allgaubahn in summer and winter at 14h. The only bug I found is during snowing : it looks like from time to time the snow stop and restart (or like the weather was shacken). Any feadback is welcome.
LIMITATION : Those weathers work ONLY with my RSSLO and RSC/DTG patchs : http://rail-sim.de/forum/wsif/…egory/147-Bugfix-Patches/ If a route don't use Kuju skies, this mod have no effect.
I will keep on searching about a solution... -
It is a nice road on which it is pleasant to ride. The layout itself is really nice with turns, gradients and speed changes. The route is rather long and splits in two directions.
The scenery is detailed in some place but some area looks very empties. RSSLO have some good custom assets but they still use too much old ugly Kuju houses and buildings.
The color palette is nice, we have not too much radioactive vegetation. Curiously, RSSLO started using old Kuju 3D trees. With my RSSLO patch, I found the route nice.
The track is laid on the grass without gravel bed on the side. This makes the route unrealistic. RSSLO had done very well the track on the TauernBahn. Why not here ?
The track rules and the signal handling is as worth as on other RSSLO tracks. You can only do basic scenario. Most signals stay red after a train pass them.
The BR 245 is a *clone* of the BR 285. She works fine and have the same pro and cons.
The Dostos have a really poor sound. I will replace RSSLO Dosto by other Dosto (vR or DTG).
It is not a bad purchase.
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Rsslo have made a nice route.

I have just found how QD weather works. I have replace all 3D weather from Rail SimulatorCore with 2D weather. The pictures come from a QD with now sky that suits my likes.
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Erhältlich : Heidi-Express TS2012 - 2017 : https://www.simtrain.ch/pi/Heidi-Express-TS2012-2015.html 48,60 €.
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Von London Victoria nach Brighton mit der Class 460.
Ich habe während der Reise ein wechselndes Wetter mit zwei Winterregenzeiten geschaffen. 
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1/ MKS Class 460
2/ Influenzo BR 145
3/ vR BR 101
4/ AP Class 90
5/ ChrisTrain Flirt 3 -
Hallo aus Großbritannien!
MKS Klasse 460 ist wirklich toll. 
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Die amerikanischen Cousins...

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Zurück in Deutschland mit dem wunderschönen BR 145!
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Unfortunately for me who loves the FS E412, RSSLO has missed the characteristic details of the locomotive.
The shape of the front is slightly rounded between the headlights. They made it straight without the slight curvature. The black part around the windshield is too angular. According to the inspection of the textures, it could be recoverable but I am incapable of this kind of correction.
I reallywonder why the use two different green (picture show only one green) and a so flashy blue. Yes, it's RSSLO...
There are some photorealistic textures that make it even worse than RSSLO textures. The geometry is much simpler than on the Vectron, it lacks bolts that are not even imitated by textures.
The windscreen is weathered but if this time it follows the area swept by wipers, weathering is awful. I have already correct it...
The cab is also average,or a bit above, (but much better than RSSLO standard) with some photorealistic textures mixed with other texture. The cab is a good part of the engine.
I have not tested PZB and LZB (LZB is buggy on most RSSLO engine) but the E412 is nice to drive. The traction is controled in a original, a kind of mix between OBB 1822 and BR 285. That's the part I like. AFB is working fine.
I'm so sad RSSLO did not make it better, a least like the Vectron or better like the BR 285. For now, it's better than their Taurus and mostly like the OBB 1822.
I hope repainters will be able to slightly correct the wrong shape of the front and the dark side around the windshield.