Don't you just absolutey hate it when ...

What I hate is when I'm creating a piece of rolling stock for Trainz, and I'm almost finished--- working on the side lettering--- then there's this line of wording that I can't read. This is all I need to finish the model but I just can't make out what it says....! I'll spend hours searching Google Images trying to find a high enough resolution picture to be able to read the words. It's so frustrating. Sometimes I just give up and write something crazy there to finish the model!
 
You laptop hard drive is showing RED, with 9.67GB of free space ... and you are considering moving your Trainz program to an external Western Digital MyBook USB connected 1TB hard drive.

Auran is showing 39.9 GB of space, and the TRS2006 Local file is 37.8 GB :o:eek::confused:
 
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I hate it when you follow the tutorial to the exact detail, yet, the end product looks nothing like it's supposed to. To find out the tutorial is filled with places where right and left were switched.
 
You laptop hard drive is showing RED, with 9.67GB of free space ... and you are considering moving your Trainz program to an external Western Digital MyBook USB connected 1TB hard drive.

Auran is showing 39.9 GB of space, and the TRS2006 Local file is 37.8 GB :o:eek::confused:

Been there and done that more than once!

It's just as bad to have the external drive decide it's now time to go on vacation in the middle of a copy, which of course is being done at midnight when the stores are closed.

John
 
For some reason, Trainz wont let me save and start Driver from Surveyor so I have to go back into the main menu and lose some of my work.:confused: Im working on fixing it but I still hate it.
 
Don't you just absolutely hate it when ...

You spend ages on you route getting it to look just right, then finding out that the industries you want to use, don't match the commodity's with the with the wagons you want to use! So it will not work, and you don't know enough about programming to get the wagons to use the right commodities, coming out from a portal.
 
Don't you just absolutely hate it when ...

Starting up an engine still isn't a standard feature in Trainz after all this time.
 
Don't you just absolutely hate it when ...

when you realise that you have made a mistake in your first post, and the forum thread, lock you out of the edit program so that you can't put it right!!! :o
 
The buildings you want to use never fit the landscape so you need to put them on "mushrooms" or bury them in the ground. It would be nice if the terrain automatically deformed around the base of objects rather than having to fiddle with each one.

John
 
Don't you just absolutely hate it when ...

you lay down a shunting signal and it faces the wrong way, and no matter how you try to get it to face the other way, the junction lever always gets in your way!
 
You spend ages on you route getting it to look just right, then finding out that the industries you want to use, don't match the commodity's with the with the wagons you want to use! So it will not work, and you don't know enough about programming to get the wagons to use the right commodities, coming out from a portal.
Catching up a bit late folks! PM CC'd for others:
Hi!
re: http://forums.auran.com/trainz/show...-absolutey-hate-it-when&p=1305415#post1305415

This is a matter of adjusting product ques or sub-ques and allowed-product ques.

If rolling stock, clone the version you want loaded coming out of the portal, Edit the proper allowed products you want to add in the asset. Save as an empty.
Next to load one, copy the clone to another folder, then edit that config to increment or set the kuid, find the right load sub-container (governed by the load kind, bulk, instances, liquid, etc.) and add the quantity of the loaded car you want.

If an building asset, should be the same setup, albeit in reverse. I haven't done one of those yet, but based on analyzing the Trainz Wiki coverages and comparing to the CCG there, can pretty much guarantee it's equally simple. Start here with the below:
processes { container config.txt industry Processes (required) The input and output settings of the industry. You can specify the amount of input and output for each queue referenced product as well as the duration (or rate) in seconds for that process to take place. All queues and processes are linked through the industry asset’s script file.
process-ID { subcontainer processes { industry User supplied identifier
product-category kuid config.txt product Kuid of applicable category for this product
product-id ? config.txt paintshed-skin For paintshed support.
product-kuid

and readup on those tags and needs in both the CCGTC online and by navigating the Trainz Wiki in the search bar. Titles in the url can often just be typed, but need underscores to replace spaces in such links of titles.

Good luck!
Frank
 
The buildings you want to use never fit the landscape so you need to put them on "mushrooms" or bury them in the ground. It would be nice if the terrain automatically deformed around the base of objects rather than having to fiddle with each one.

John
Lay a piece of track through the corners of the building, set the vertex heights, do the same on the opposite side. Set the height to both peices of trackage. Sometimes a need, connect the two with two others to make a loop. Set height on all four track segments.
If the building is very large--e.g. the Milk factory mega-buildings in T'06... -- slide the loop vertexes around to make them pretzel into a figure-8, and repeat as needed until the ground slopes into your building site with gradual slopes as seems right.
Note, works well with parking lot splines too, but often you can use them with an offset vertex height on one side as they can slope as they do in real world places. // F

when almost every third party asset i install in trains 2 is faulty...
A) Why should you be any differently treated (immune) from those TS09-TS12 agonies of idiot programmer decisions?

B) Or are you having troubles importing properly updated and formed TRS2006-TC3 assets too? (v2.5 & V2.6, especially, but should be viable v2.0--v2.8!)


  • For example, a TRS2006-SP1 asset, containing the "stupidly verbotten" legacy tags: asset-filename, type, name-XX, thumbs, and region and/or category-XX-NN forms will always work in the WIndows versions if the trainz-build is x<2.9. Are these generating errors in the MAC OS implementations? If so Hilliam and Windwalkr really need to screw their heads on straight. Trainz-build values above 2.9 reject them of course, so I generally fix an asset to keep under v2.9 if I have to fiddle with it. Pre-v2.9 levels also allow the REM (remark) statement for another.


  • These ought be pre-processed out and ignored before validation and the community needs to demand TANE do so since they are now per the last newlater beginning to prep for CM changes as ongoing current work. They never should have been allowed to stand before TS2009-SP1 came out--when engineered by lazyiness into TS2009!


  • Breaking legacy code because the programmers no longer use a tag or view it as useful is just plane selfish and stupid, since they put the time load on the users who should be protected by a simple translation step the computer does in a few milliseconds. The problem is they don't preprocess and make and keep a runtime file, which should be binary anyway if they knew what they were doing. Instead they do compression on the Config, but use it with live loading as an asset is called. Having a optimized data file to load would be faster and far more robust. Going back and forth is straight forward translation, so even JA sourced file could be reconstructed for displaying configs and to export as CDP, or edit (I take out a lot of obsolete tables that kill older rolling stock artwork, for example--rolling stock that looks factory new is a RARITY, not something to ignore because it has no Alphamask, or doesn't match their touched up artwork! Gives me a second series of cars with both looks!)
  • Ditto not locating a texture a secondary mesh located anywhere in the same asset root folder's tree needs--in short, if TRS versions can find such, so should the newer releases and we all need to demand in TANE that they do. Six years of breaking what can be ignored is far too much! There should never be processing code deliberately breaking the asset when a straight translation and a few common cases can be coded around just the one time!
  • Similarly no good reason a quoted string like a username shouldn't allow windows file compatible characters like semicolons and equals signs. Such punctuation is useful in names. Another obvious need is texture.txt files should and could be made to process to any path given as a prefix so if the night folder and the body folder declare the same texture something like "Primary= ..\asset-name_body\texture.name" should work in the '_night" sub-folder, while the body's texture call is the simple form allowed now: "Primary=asset-name_body\texture-name" or whatever--the texture files are handicapped by lazy programming as implemented TS09-TS12 but the TRS's can find the texture.
  • So I wonder a lot... daily almost: Why was disconnecting them ever allowed by the Content Creator community? A hot fix to patch the CM processing DLL's is all that was needed. Never mind the maggoty-brained self-serving and selfish rationale the programmers might have had. Preprocessing would fix such idiocies and have saved untlld thousands of man-hours needlessly victimizing the user community.
  • I don't mind fixing an asset with a real fault, but these are ridiculous to call faults, as they can be (should have been) automatically processed at little cost to N3V (from the git-go).
As implemented, and if let stand, N3V has effectively enslaved the Content Creators and stolen valuable time from all of us! // Frank .
 
What do I hate? Hmm... Well, my cat sometimes walks over my keyboard when I'm running NKP 765 at 75mph and then locks it, and one far worse it cannot be told..........
 
Don't you hate it when....

You are in the middle of a seven hour run, pause the game, leave to the desktop and when you come back and continue, bogies have disappeared and trains no longer run properly.
Have 2 hours of route laying, autosaving at 30 min, leave Trainz momentarily, come back and just get a blank screen from this point on. Cannot even change to a 'normal' program without CTRL-ALT-DEL. Solution. Switch autosave off and save manually before changing programs.
BTW my cat, instead of crashing Trainz showed me some key-presses I didn't know existed.
 
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Don't you just hate it when ... You have freight trains configured as Priority 2, and passenger trains configured as Priority 1 ... and you place Priority 1, and Priority 2, track markers ... and a Priority 1 passenger train ignores the Priority 2 trackmarker ... and deliberately defies it and runs up the Priority 2 freight track, as Trainz see's that track as the shortest route ... Geesh !

Solution: Place a switch junction using BNSF50 Invisatrack, and place a driveable signalman (by MWM MonkeyWrenchModels) on that track blocking the offending Priority 2 track ... then you can back him up, when you wish to give a train clearance
 
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When someone sends me a photo of an item asking if I can make it. I look at it and think - yeah I can make that. Folks will like it so I reply with the info I need and never hear from the gent again.

Ben
 
And posts an image like this: :hehe:

8fb88af0253f80316a17baab7fdae4a9.jpg


PRR%20East%20Altoona%20Signal%20Tower%201890s%20800x.jpg


scan_26.jpg


PRR%20Homer%20Tower%20at%20the%20Hump%205-57%20I1%20Loco%20a.jpg


6822234642_ef25a0c329_b.jpg
 
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