Working on a big route/session from Anatoth, London to Lille through the canal tunnel
wonderfull creation and very realistic.
but found performance below, what I know Trainz can do on my computer.
I have a 3 monitor setup here, 2 I use for trainz most of the time
on left monitor I opened the log screen, cleared the log, then started the session
was watching what trainz processes and finds
Many of my trains still use the brilliant Loco Light control rule, from didoz
I noticed it is not happy when some of the corona's are not in the kuid table
So repaired my trains that miss it.
Also I use sparks for my electric trains and noticed at start it cant find a.pant0
where I attached the sound to in my scripts.
So I made my script start with a 20 seconds delay before actually checking the spark conditions
Then I found an English NSE clock sign that constant gives log entries, cause it misses something
had no time to repair it yet, but removed them for now.
Another item constant spams the log is a clickety clack thing for track crossings
looked at the script, seems nice but it constant uses cpu time.
Why this long post?
If you work on big routes with many trains, everything has to be as correct as possible
or your framerate goes down the drain.
If something is causing many log entries repeatedly, replace or fix it.
hope it helps someone, it does me, so thought to share it.
have fun with trainz
greetings GM
wonderfull creation and very realistic.
but found performance below, what I know Trainz can do on my computer.
I have a 3 monitor setup here, 2 I use for trainz most of the time
on left monitor I opened the log screen, cleared the log, then started the session
was watching what trainz processes and finds
Many of my trains still use the brilliant Loco Light control rule, from didoz
I noticed it is not happy when some of the corona's are not in the kuid table
So repaired my trains that miss it.
Also I use sparks for my electric trains and noticed at start it cant find a.pant0
where I attached the sound to in my scripts.
So I made my script start with a 20 seconds delay before actually checking the spark conditions
Then I found an English NSE clock sign that constant gives log entries, cause it misses something
had no time to repair it yet, but removed them for now.
Another item constant spams the log is a clickety clack thing for track crossings
looked at the script, seems nice but it constant uses cpu time.
Why this long post?
If you work on big routes with many trains, everything has to be as correct as possible
or your framerate goes down the drain.
If something is causing many log entries repeatedly, replace or fix it.
hope it helps someone, it does me, so thought to share it.
have fun with trainz
greetings GM
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