How to recover HD space even after deleting unwanted assets?

sulrich48

New member
First post here - been trying for months to search these forums and answer my own question before asking. No matter how many assets/KUIDs I delete, TRS19 just keeps eating up more and more HD space. For example, I just deleted a thousand orphaned assets/KUIDs in CM and LOST nearly half a gig of HD space in the process. How is this possible??

I understand games take up a ton of space, and the way TRS19 is setup it actually is rather resourceful and space saving compared to other games. What I cannot figure out is where all the storage space is being used up. Usually when you delete something, it frees up space. Whenever I download a route and all its KUIDs, then decide I either don't like it or my ho-hum PC can't handle it, I always seem to waste 10 gigs of HD space, and even if the route and all unshared assets are deleted, I never get hardly any of the 10 gigs back - even after I delete all of the items I just installed. The space is just gone. Can anyone point me in the right direction or explain what I might be missing? I feel like I'm losing my mind.

For context, I understand how the backups work and have set it back to just save two backups, deleted as many orphaned assets and unused locomotives/rolling stock as I can, and my HD continues to dwindle. Early on I made the mistake of adding a DLC item, Innter Kohn Necktion to be specific, and hate how I can't even delete the routes, assets, etc. Live and learn!

This is my last stop before deleting it ALL (hopefully it will actually go away!) and starting fresh. Any and all insight will be most appreciated. Thanks in advance!
 
Do you have a second hard drive?

You can move your data-folder, meaning the folder that contains everything, to that drive and keep the program where it is. This will increase your drive space and allow your Trainz data to increase as you add content.

The DLC are packaged all as one and do not contain individual assets like other downloads from the DLS or third-party assets. This is why you can't delete the route in Content Manager. I can't for the life of me remember how to remove a DLC route in TRS19 but it is possible, but keep in mind all the dependencies will go with it which can lead to missing dependencies for other routes including ones you've created.

As you noted, the backups folder can grow pretty large. Every asset you delete, update, or modify, has a duplicate. This is the safety net that allows you to revert a modified asset in case it doesn't quite come out as expected. Given the size of assets and routes these days, it's not uncommon for this folder to grow substantially and this is true even for two days of backups.
 
I have set my Trainz backups to zero so I dont end up with a big backup folder.
What I do instead is, when I download anything I use the 'Today' setting in Contact manager to list all of the assets then select them all and create a CDP which I save to a separate Hard Drive or USB drive as DLSddmmyyyy.cdp.
I can also use this CDP to transfer assets between Trainz versions so I dont have to download in TANE as well as TRS19 & TRS22 as well as having a backup in case of a complete hard drive or PC failure.
PG
 
Somebody correct me if I'm wrong.
If you use [CTRL] + [Delete] keys to remove assets in Content Manager, that's all you have done, removed them from Content Manager
I search my Drive containing \ TRS19 \ build.....and search for the kuid, when found HiLite it\them RM Click and select Delete.
The kuids then appear in the recycle bin for Deleting as and when you choose. Hope this helps
 
You don't by any chance use WSL? The next two lines are irrelevant for most:

If you do have WSL you can fire up an Ubuntu window, cd to /mnt/c/wherever and do a du -hs * in any directory where you want to see the size of the contents.

To get the dirname to cd to, open an Explorer window and navigate to the dir. Then click at the top in the whitespace next to the directory name. It turns into a long path you can copy over to WSL.

On your underlying question, no it's not possible that you would solely delete Trainz content and see your space used grow.

So all else being equal there's something else going on on your computer that's taking up space.

Still assuming Windows, you can try to figure out what all is using your disk:


Just sort by Disk in the Process list window and keep an eye on that.
 
Do you have a second hard drive?

You can move your data-folder, meaning the folder that contains everything, to that drive and keep the program where it is. This will increase your drive space and allow your Trainz data to increase as you add content.

The DLC are packaged all as one and do not contain individual assets like other downloads from the DLS or third-party assets. This is why you can't delete the route in Content Manager. I can't for the life of me remember how to remove a DLC route in TRS19 but it is possible, but keep in mind all the dependencies will go with it which can lead to missing dependencies for other routes including ones you've created.

As you noted, the backups folder can grow pretty large. Every asset you delete, update, or modify, has a duplicate. This is the safety net that allows you to revert a modified asset in case it doesn't quite come out as expected. Given the size of assets and routes these days, it's not uncommon for this folder to grow substantially and this is true even for two days of backups.
I did that and works just fine. "C" was getting a little crowded so I moved my data folder to "D". Might be my imagination, but it seems the routes load a bit slower?
 
Run User Benchmark (its free) on your pc and check the speed of your drives. An NVMe drive gives fastest access times and is what I use for trainz and Windows, an SSD drive will give slightly slower speeds and a platter HDD will always be slowest compared to the other two. These days a platter HDD is only useful for storage and running older games.
 
I did that and works just fine. "C" was getting a little crowded so I moved my data folder to "D". Might be my imagination, but it seems the routes load a bit slower?
It depends upon the type of second hard drive and the interface. USB 3.0 drives are slower than USB-C and internal drives. If they are regular hard drives, they have the RPM issue and access time to contend with also. Drives like these need to be defragmented frequently, otherwise access times will increase substantially.

Drives meant for RAIDs and NAS devices may be slower overall even though they spin quickly due to their internal structures and how the data is written. These drives tend to become slower over time due to how the data is arranged on the disk. The better drives are the internal drives meant for servers such as Seagate Iron Wolf drives with large caches. These drives also have the added benefit of 5-year warranties unlike consumer grade storage.
 
It depends upon the type of second hard drive and the interface. USB 3.0 drives are slower than USB-C and internal drives. If they are regular hard drives, they have the RPM issue and access time to contend with also. Drives like these need to be de-fragmented frequently, otherwise access times will increase substantially.

Drives meant for Raid and NAS devices may be slower overall even though they spin quickly due to their internal structures and how the data is written. These drives tend to become slower over time due to how the data is arranged on the disk. The better drives are the internal drives meant for servers such as Seagate Iron Wolf drives with large caches. These drives also have the added benefit of 5-year warranties unlike consumer grade storage.
Try and get as much Cache on platter drives as you can find. I believe 256MB

On this hard disk drive, the controller board contains a RAM integrated circuit used for the disk buffer.A 500 GB Western Digital hard disk drive with a 16 MB buffer
In computer storage, a disk buffer (often ambiguously called a disk cache or a cache buffer) is the embedded memory in a hard disk drive (HDD) or solid-state drive (SSD) acting as a buffer between the rest of the computer and the physical hard disk platter or flash memory that is used for storage.[1] Modern hard disk drives come with 8 to 256 MiB of such memory, and solid-state drives come with up to 4 GB of cache memory.[2]
Since the late 1980s, nearly all disks sold have embedded micro controllers and either an ATA, Serial ATA, SCSI, or Fiber Channel interface. The drive circuitry usually has a small amount of memory, used to store the data going to and coming from the disk platters.
The disk buffer is physically distinct from and is used differently from the page cache typically kept by the operating system in the computer's main memory. The disk buffer is controlled by the micro controller in the hard disk drive, and the page cache is controlled by the computer to which that disk is attached. The disk buffer is usually quite small, ranging between 8 MB to 4 GB, and the page cache is generally all unused main memory. While data in the page cache is reused multiple times, the data in the disk buffer is rarely reused.[3] In this sense, the terms disk cache and cache buffer are misnomers; the embedded controller's memory is more appropriately called disk buffer.
Note that disk array controllers, as opposed to disk controllers, usually have normal cache memory of around 0.5–8 GiB.

Uses​

Read-ahead/read-behind​

When a disk's controller executes a physical read, the actuator moves the read/write head to (or near to) the correct cylinder. After some settling and possibly fine-actuating the read head begins to pick up track data, and all is left to do is wait until platter rotation brings the requested data.

The data read ahead of request during this wait is unrequested but free, so typically saved in the disk buffer in case it is requested later.

Similarly, data can be read for free behind the requested one if the head can stay on track because there is no other read to execute or the next actuating can start later and still complete in time.[4]

If several requested reads are on the same track (or close by on a spiral track), most unrequested data between them will be both read ahead and behind.


Speed matching​

The speed of the disk's I/O interface to the computer almost never matches the speed at which the bits are transferred to and from the hard disk platter. The disk buffer is used so that both the I/O interface and the disk read/write head can operate at full speed.


Write acceleration​

The disk's embedded micro controller may signal the main computer that a disk write is complete immediately after receiving the write data, before the data is actually written to the platter. This early signal allows the main computer to continue working even though the data has not actually been written yet. This can be somewhat dangerous, because if power is lost before the data is permanently fixed in the magnetic media, the data will be lost from the disk buffer, and the file system on the disk may be left in an inconsistent state.

On some disks, this vulnerable period between signaling the write complete and fixing the data can be arbitrarily long, as the write can be deferred indefinitely by newly arriving requests. For this reason, the use of write acceleration can be controversial. Consistency can be maintained, however, by using a battery-backed memory system for caching data, although this is typically only found in high-end RAID controllers.

Alternatively, the caching can simply be turned off when the integrity of data is deemed more important than write performance. Another option is to send data to disk in a carefully managed order and to issue "cache flush" commands in the right places, which is usually referred to as the implementation of write barriers.


Command queuing​

Newer SATA and most SCSI disks can accept multiple commands while any one command is in operation through "command queuing" (see NCQ and TCQ). These commands are stored by the disk's embedded controller until they are completed. One benefit is that the commands can be re-ordered to be processed more efficiently, so that commands affecting the same area of a disk are grouped together. Should a read reference the data at the destination of a queued write, the to-be-written data will be returned.

NCQ is usually used in combination with enabled write buffering. In case of a read/write FPDMA command with Force Unit Access (FUA) bit set to 0 and enabled write buffering, an operating system may see the write operation finished before the data is physically written to the media. In case of FUA bit set to 1 and enabled write buffering, write operation returns only after the data is physically written to the media.
 
Good old multi-access SCSI drives. They were amazingly fast in their time. I still have some 9 GB, yes 9 GB, drives in an old Sun Workstation.

The Ironwolf drives I have all have a 256 MB cache. They're pretty fast considering they aren't SSDs. I got them for their reliability and warranty. Trainz eats hard drives due to the wear and tear on them unlike other applications due to the constant reading and writing data.
 
The DLC are packaged all as one and do not contain individual assets like other downloads from the DLS or third-party assets. This is why you can't delete the route in Content Manager. I can't for the life of me remember how to remove a DLC route in TRS19 but it is possible, but keep in mind all the dependencies will go with it which can lead to missing dependencies for other routes including ones you've created.

Thanks for the reply - I'd be super interested in learning how to delete DLC confent if anyone can point me in the right direction!
 
Somebody correct me if I'm wrong.
If you use [CTRL] + [Delete] keys to remove assets in Content Manager, that's all you have done, removed them from Content Manager
I search my Drive containing \ TRS19 \ build.....and search for the kuid, when found HiLite it\them RM Click and select Delete.
The kuids then appear in the recycle bin for Deleting as and when you choose. Hope this helps

Thank for your reply! I had trouble determining this - somehow got under the impression deleting from CM removed if from the computer, but this explanation makes the most sense.

Wonder if there's an easy way to cross reference what exists in CM compared to what's in the actual file explorer? Would love to wipe everything from the files that isn't being used in the game/CM.
 
Thank for your reply! I had trouble determining this - somehow got under the impression deleting from CM removed if from the computer, but this explanation makes the most sense.

Wonder if there's an easy way to cross reference what exists in CM compared to what's in the actual file explorer? Would love to wipe everything from the files that isn't being used in the game/CM.
Any kuid you delete in Content Manager, gets copied first to the backups folder.

Directory: F:\TRS-PLUS_DATA-2\backups


Mode LastWriteTime Length Name
---- ------------- ------ ----
d----- 8/8/2024 8:39 PM 24-08-08
d----- 8/9/2024 10:31 PM 24-08-09
d----- 8/10/2024 9:36 PM 24-08-10
d----- 8/11/2024 9:10 PM 24-08-11
d----- 8/13/2024 9:33 PM 24-08-13
d----- 8/14/2024 11:36 PM 24-08-14

Delete these folders and this will permanently remove the assets you have deleted in Content Manager. Keep in mind that this will also delete any backups of anything you have modified including routes and sessions that you are creating and working on. If you delete these, you maybe SOL.
 
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