Help

Signalman65

New member
I am still reloading content on to my new HD, to get back to where I was in the game before the drive failed. My problem is with finding the Dependants needed for the loco's to work. I have tried the DL station, and individual web sites for the missing content with no luck. What I need is Kuids by Ben Neal, Prowler, and Klaus McLorny.
I am only missing two of Prowlers, 43955:55002, and 55005, and three of Klaus's, 39730:60000, 60002, 60003.
The biggest list is for 34 items of Ben D Neal 96914: 50002, 50182, 50853, 504760-61-62-70-71-72-80-81-82-90-91-92, 504800-01-42-61-81-82-83-84, 51477-78-79-80-84-86, 51750:1, 53015, 54516, and 55751.

I had all these loco's working in the program before this happened, and do not remember having this problem finding dependents for them. The DL Station shows nothing at all for Klaus's ID number, and even though Prowler and Neal are on there these do not show up in searches. If they read this I would appreciate an answer from them, since I have not been able to reach them with emails. Any help anyone else can give would be appreciated, Thank you, Signalman75
 
Ben's dependencies should be on his website. I would be surprised if Prowler's were not on his site also.
 
Ben's dependencies should be on his website. I would be surprised if Prowler's were not on his site also.
I have been to both sites, and could not find them. I downloaded everything that looked like it might contain what I wanted with no luck.
 
Back again, I have managed to narrow down the dependencies I could not find to nine. Six are Ben Neal's Kuid 96914:504790, 91,92, 50853, 51478, and 51479. The others are Klaus Malorny Kuid 39730:60000, 60001,and 60002. I have not been able to locate a site or email for Klaus, and would welcome any information where I can reach him. As for Ben I have downloaded just about everything on his site which cleared up most of the missing items and have sent emails to him with no response. Three of Bens are bogeys needed for the NKP 2-8-2 #578 which is the only NKP engine I have been able to find for my route. Please any help is appreciated.
 
Do a Google search for the missing numbers. I searched for 39730:60000 and got the information below. I tried one and it worked. Use the URL within the brackets


Peter
 
Last edited:
Do a Google search for the missing numbers. I searched for 39730:60000 and got the information below. I tried one and it worked. Use the URL within the brackets



Peter
Thank you very much, I didn't think a search on google for Kuid numbers would work since they are having to do with content used in trainz. 0,1, and 3 work, but the #2 is a repete of #0. Maybe if I type in the 2 it will work.
 
A big thank you, I now have all the missing kuid's. I still have acouple of loco's that will not work, B&O EL-5 2-8-8-2 #7145, B&O S-Class 2-10-2 #6001, USRA light 2-10-2 #2495, 4-8-2 #5302, and PRR 4-8-2 #4557 Tender. All of these show as not failty in CMP and the names and icon's are on list in Railyard, but will not appear on the track when I click on them.

Also I have a strange thing happening with one loco when I open it in driver, it takes off at 300+ miles per hour and is gone out of site before I can do anything, all by it's self.

I have the UP, ATSF, NYC, and Generic versions of 0-6-0, they all work, but except for the generic one the drivers are running when it appears in railyard on the track even though it is going no where, same thing in driver. There is a narrow gray triangle attached to one rod that is drawn out into the air to a point and moves with the rod. I have found it has something to do with bogy 96914:50371:6 Can anyone help with any of these.
 
Signalman

There is an error in the config of the locos that spin their wheels. Look in the config mesh-table container and if you find 'animation loop speed 1', delete the line.

Somewhere in the main body you must have 'animdist' followed by a number.

Peter
 
Signalman

There is an error in the config of the locos that spin their wheels. Look in the config mesh-table container and if you find 'animation loop speed 1', delete the line.

Somewhere in the main body you must have 'animdist' followed by a number.

Peter
I don't find the animation loop speed 1, but there is a animdist followed by a number. I didn't think it should be there, but have not deleted it yet. Three of the 0-6-0 are spining there wheels, and the others show no wheels it railyard, but they are all using the same 46075:50371 bogey.
 
From the CCG2006:
"In previous versions of Trainz, the following lines were used in the (bogies) config.txt file -
anim anim.kin
animation-loop-speed 1.0
These are no longer required. Trainz automatically recognises the anim.kin file for the bogey. These lines if used in the config.txt will generate an error log message about incorrectly specified animation being ignored."

Bob Weber
 
Bob

Despite what it says in the CCG, I have never used 'animation-loop-speed 1' in any of my bogies. I think this CCG error has been carried forward into later editions of the CCG.

Peter
 
From the CCG2006:
"In previous versions of Trainz, the following lines were used in the (bogies) config.txt file -
anim anim.kin
animation-loop-speed 1.0
These are no longer required. Trainz automatically recognises the anim.kin file for the bogey. These lines if used in the config.txt will generate an error log message about incorrectly specified animation being ignored."

Bob Weber
I didn't find those lines in the config for the loco it's self so I checked the bogey's and found them there, after deleting the wheels stopped turning. But they still have that long gray triangle attached to the rod, which is not suppose to be there. It is on both sides of the loco, and is related to the animation. I have had it occur when tying a component to a parent wrong, and it can only be fixed in gmax or what ever program the model was made in. I would have to have the mesh file to correct it.
 
On re-inspecting the Config's of the 0-6-0 loco's I find that although I did not find those lines in the main mesh file, I did just now find them in the lines for the three other animations. Should I delete them all?
 
I didn't find those lines in the config for the loco it's self so I checked the bogey's and found them there, after deleting the wheels stopped turning. But they still have that long gray triangle attached to the rod, which is not suppose to be there. It is on both sides of the loco, and is related to the animation. I have had it occur when tying a component to a parent wrong, and it can only be fixed in gmax or what ever program the model was made in. I would have to have the mesh file to correct it.
Read this link on the cause/solution for bogey spikes:
http://forums.auran.com/trainz/showthread.php?t=71767&highlight=spike

Bob Weber
 
I went to your link, and posted this reply before I noticed the thread was quite old, so I don't know if anyone will read it there, so I am posting it here too. AS follows,

Ok! I have been reading all this, and I have the same problem, but all the versions of the 0-6-0 loco I have meshs are .im, and I find that the mesh for bogey 44797:50371:1 is also .im, but the mesh for bogey 46075:50371:6 is .pm.

Now the UP 0-6-0 which works has the spikes, the NYC original that I got to work, also has the spikes, and ATSF also. I never got a chance to check the others, because when I deleted those lines to stop the wheels from turning in place, which worked, I lost the wheels on all of the other 0-6-0 as well as the ATSF. UP and NYC both seen to be OK except for the spikes. The others appear in Railyard with out any drivers. They all use the 46075:50371:6 Shunter_M_50371 51in 36 Frame bogey with the .pm mesh, and alias 44787:50371:1 bogey with the .im mesh. Can anyone explain this.
 
In another link some one was saying that the spikes occured after converting the mesh to .im, but did not with the .pm mesh. But that is not the case as you can see in my other post. The main driver bogey mesh is .pm only the alias bogey is .im. What is it with this alias business anyway, can't the original hes using as the alias be used by it's self, or just the newer one with out the alias?
 
Last edited:
Never got an answer on my question about deleting the other animation-loop-speed 1.0 lines in other animations. The fireman is moving in surveyor like the wheels were, and he should not move until used in driver mode right? There is a animation-loop-speed 1.0 in the config for him, and some other animations. should I delete them all, and what about the animdist and numbers should all of those be deleted too?
 
Back
Top