Ongoing Investigation: SP6 Route Performance & Redraw Issues

I’ve been updating the sage rabbitbrush shrub assets that use the old jvc Harold minky assets that mostly hide the fact that these are billboards , they were ok in other versions of trainz but slowed everything down in 2022, the new versions are 70,000 triangles vs over a million in the old version , they seem fine in trs2022 sp5, I do not have sp6 installed so if anyone is using them in. Sp6 I’d appreciate feedback as to whether they bring everything to a crawl or not
 
I’ve been updating the sage rabbitbrush shrub assets that use the old jvc Harold minky assets that mostly hide the fact that these are billboards , ...., I do not have sp6 installed so if anyone is using them in. Sp6 I’d appreciate feedback as to whether they bring everything to a crawl or not
Not yet on the DLS except for <kuid:44878:101943> DG rabbitbrush-shrub library but I will keep an eye out.
 
Not yet on the DLS except for <kuid:44878:101943> DG rabbitbrush-shrub library but I will keep an eye out.
Cheers, they are far from brilliant , but they are a bit more convincing than the standard billboard items. I have now taken to uploading library files a day or so before I upload the assets as last time when I uploaded them all in one hit the library appeared on the DLS, but the assets did not, they could be found on the DLS webpage and downloaded via FTP, lodged a ticket and was told it was all my fault as I'd uploaded the assets before the library was uploaded , whereas the whole lot had been uploaded together and I'd made sure I authorised the library first.I've uploaded dozens of library items and never had this happen quite that way before. Whatever , there will now be a gap as I do not want to go through all that rigamarole again. They were uploaded some days ago to DLS separately after the library was online.
 
It's curious and somewhat abnormal that the DLS is so inflexible or rigid with objects that require a library, and yet if you upload a locomotive or wagon whose bogies are not in the DLS but are hosted on a website in "The Siberian Taiga", it appears in the content organizer with unknown dependencies.
There are thousands of objects and trains with unknown dependencies in the DLS, and they are unable to prevent it with stricter control.
 
Cheers, they are far from brilliant , but they are a bit more convincing than the standard billboard items. I have now taken to uploading library files a day or so before I upload the assets as last time when I uploaded them all in one hit the library appeared on the DLS, but the assets did not, they could be found on the DLS webpage and downloaded via FTP, lodged a ticket and was told it was all my fault as I'd uploaded the assets before the library was uploaded , whereas the whole lot had been uploaded together and I'd made sure I authorised the library first.I've uploaded dozens of library items and never had this happen quite that way before. Whatever , there will now be a gap as I do not want to go through all that rigamarole again. They were uploaded some days ago to DLS separately after the library was online.
This is typical of N3V's mantra. Let's always blame the end user for the problem. They blamed us for the poor performance in SP6.
 
Let's always blame the end user for the problem.
In all my years in IT support (both official and unofficial) I found that 90% or more of the time that was the case. The old IT joke of "switch it off and switch it on again" worked in a surprising number of help calls I received. Likewise the acronyms EBCAK and the less polite ID10T (pronounced "ID-ten-T") also accurately described some of the "urgent" problem cases I was given - I have some absolute howlers that I could recite.

But that said, genuine problem, and there are often plenty of them, do exist. The problem is how much time and effort do you put into telling the genuine 10% from the user generated 90%? How many staff would you need to sort though them all?

Yes, I have submitted bug reports to N3V, plenty of them, that turned out to be in the EBCAK or ID10T category. I have also submitted reports in the 10% category, some of which have taken years to be "fixed". I am not complaining.

My observations.
 
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A new Trainz Plus beta (build 132833) has just been released.

Key Features:
  • Passenger Support (TLR)
  • Advanced Dispatch Settings
  • Automatic Runaround Support
  • Full Imposter Support
  • S20 Bulk Replace options
  • S20 Inspect Baseboard
  • New Build version 5.7
Change Log: (132513 to 132833)
  • [Fix] Stall when enabling generating lines
  • [Fix] Failure to Assign Task on first attempt for Passenger Lines
  • [Fix] Driver commands not correctly refreshing
  • [Fix] PF trees placed with incorrect rotation
  • [Fix] Large transparency shift with imposters for foliage assets
  • [Fix] Improvement to Imposters for non-foliage assets
  • [Fix] Undo of a Junction creation causing offset of other trackside assets
  • [Fix] Filter and Asset Palette bugs
  • [Fix] Blue texture after bulk replace on HD Terrain
  • [Fix] Several Inspect Baseboard bugs (incorrect texture % usage, delete textures when multiple versions used, undo after several texture deletes)
  • [Fix] A route specific case which had constantly increasing path searches
  • Added entries to Activity Logs for failed dispatch message (Assign Tasks)
  • New TLR banners
Known Issues:
  • This build lacks precache shaders. Stuttering and small freezes during first loads of routes is to be expected as well as longer initial load times. 'Compiling Shaders' can be seen top of the screen during initial runs and slow performance is to be expected during this process. This process is slower in this build and may take longer than expected
  • Assertion Errors are enabled for this build. Trainz will pause until Assertion Errors are closed. Users can select Continue and Ignore Errors. (Reporting when these occur with bugs will help with troubleshooting)
  • MPS is not supported for this build
  • Some rotation of Imposters may appear slow
  • Saving sessions will occasionally be marked as faulty
  • TurfFX is disabled for pre-release builds
  • Passenger Lines can not be assigned platforms
  • Clutter highly reflective at night
  • Some menus are missing backdrop on first view
 
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Known Issues:
  • This build lacks precache shaders. Stuttering and small freezes during first loads of routes is to be expected as well as longer initial load times. 'Compiling Shaders' can be seen top of the screen during initial runs and slow performance is to be expected during this process. This process is slower in this build and may take longer than expected

So, does it mean this "adjustment" is going to be released within 5.7 in addition to already shuddering and glitching game? And eventually will die in a backlog as well as a ton of other forgotten issues?
Brilliant! Applause! Keep going...
 
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