Multliplayer UMR Summer TS12

That must be in the hump shunting yard in Smithville. Have a look at my thread in this forum. The Classification Yard must be the one below the hump.I have spent hours pushing trains over the hump, and sending them into their allocated siding. That is really bad news. My career as a Trainz hump shunter could be over. Unemployment beckons. Perhaps Neilsmith will give me severance pay?
 
That must be in the hump shunting yard in Smithville. Have a look at my thread in this forum. The Classification Yard must be the one below the hump.I have spent hours pushing trains over the hump, and sending them into their allocated siding. That is really bad news. My career as a Trainz hump shunter could be over. Unemployment beckons. Perhaps Neilsmith will give me severance pay?

No bad news here - I haven't actually used the summer version since making a bunch of changes, and I noticed I was getting a lot of derailments from cars smashing into each other too fast, so when I investigated, I noticed I was missing a bunch of retarders. That is the fix - now the cars coast much slower down the sidings, and I haven't had a derailment since.

I'll be submitting this fixed version today, so (and I'm sorry for all these versions) expect the newest one in a day or two.
 
regarding the grasses

I'm really torn on the issue of the FMA grasses. I know in their present form on the dls, they are LOD-ready, which causes that annoying pop-up a few meters ahead of the train. I have deleted the line in the config.'s that causes that to happen, so the grasses stretch off far into the distance. Unfortunately, to be multiplayer capable, the route must use the original, unmodified assets. So the question is: No grass at all or pop-ups?

Ideally, if we could get the creator of the grasses to re-release the grasses without the LOD feature, that would solve the problems the multiplayer folks are having. I'll send of a PM to the creator to see what he says.

As it sits now, I'm not prepared to remove the grasses, as I really like the look of them, especially in the sidings and lesser used tracks. I hope you all understand.
 
Hi Niel, have you thought about using JVC grass instead? Jankvis has made a lot of very good grasses and released them on the DLS, they can easily be swapped with the change assets tool. Either way I do love the route but I know what you mean about pop up grass, very annoying.
Thanks for all your hard work. :wave:
 
Hi Niel, have you thought about using JVC grass instead? Jankvis has made a lot of very good grasses and released them on the DLS, they can easily be swapped with the change assets tool. Either way I do love the route but I know what you mean about pop up grass, very annoying.
Thanks for all your hard work. :wave:

I'll check into the JVC grasses, assuming, of course, that they're on the dls, and they'd have to be splines as well.

I've sent a message to Vendel regarding him potentially releasing some non-LOD versions of the grasses, which would solve the problem. The other option which I may consider is to release a specific multiplayer version of the route without the grass. I'll keep you all advised of the progress.

Thanks for your patience.
 
You mean a session?
There has been a UMR MP session up the last 3 hour Hello Thomas. as of 5 minutes ago Mmonti started a new session. In order to join, go to the DLS and download Neilsmiths latest UMR Summer TS 12 vwersion (the bottom one) you will then be able to play. I already know you have the latest session by Mmonti, 1.6D.
 
Hi Neil,

I noticed some invisible speed signs on your route for 20, 40 and 100 Kph. Since I also found visible speed signs for Mph, I assume this was a mistake as I doubt you intentionally are mixing the Metric and the Imperial system.

Check out the tracks around Millbury. Directly West of a switch called "Mackie" for example.

I have not scanned your whole route; I just discovered these checking out the new added baseboards.
 
Hi Neil,

I noticed some invisible speed signs on your route for 20, 40 and 100 Kph. Since I also found visible speed signs for Mph, I assume this was a mistake as I doubt you intentionally are mixing the Metric and the Imperial system.

Check out the tracks around Millbury. Directly West of a switch called "Mackie" for example.

I have not scanned your whole route; I just discovered these checking out the new added baseboards.

You're indeed correct. I am aware that some are in MPH and some are KPH. The net effect on the area still is fine though. A lot of the time certain types were selected just because they were close at hand, and I didn't have to search for them. Other times I needed specific speeds which weren't available (at the time) in the format that I wanted. Anyway, they shouldn't cause any problems.
 
Why not? I tried to join session dead...:confused:
If you had taken 2 seconds of your time to actually read the message you got in the middle of your screen, you would have known that you do not have the latest version of either the route or the session. So... download those and try again.
 
last night an awesome session , ive build a massive coal train , drove for almost 200 miles , then a laggy switch killed the whole train .
maybe some the host can add consist if possible , so when you make an error , you still have new cars available .
 
last night an awesome session , ive build a massive coal train , drove for almost 200 miles , then a laggy switch killed the whole train .
maybe some the host can add consist if possible , so when you make an error , you still have new cars available .

We have already planned for the next update to have a track by itself for one type of car each so we can clone more for when thigns like this happens we can fix it.
 
Last edited:
Of course, it is much better if you don,t derail or crash in the first place. And having shorter trains will limit the amount of rolling stock lost in the session if the worst happens. Shortage of locomotives and Rolling Stock is one of the reasons Mmonti has had to restart Having the ability to replace lost assets in the session is not an excuse for players to drive recklessly. The actions of a thoughtless or selfish person can spoil the session for those players who are behaving responsibly.
 
Back
Top