Script class does not match asset kuid (trackside). Problems

kdsadk

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Hi every one. I have installed railwaves UK Signalling Pack & 7 assets in Pack wher faulty. Error was Script class does not match asset kuid (trackside). Script file type is GSE. If any author's has some help on this send a message to this thread.
 
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Hi

I see that the signalling pack on the Railwaves website has now been updated for use with TS2010 so if you contact them they may be able to advise you on the availability of updates. If you bought it just before the 5th August you may be able to get the updated version as one of your 3 downloads.

Regards

Brian
 
Just for future reference, that error can often be fixed by adding the .gs or .gse extension to the script name listed in the config.txt.

William
 
Hi there reeder. Unfortunately your method does not fix the problem with these particular signals. But thanks for your help.
 
Hi there reeder. Unfortunately your method does not fix the problem with these particular signals. But thanks for your help.

Bumping this thread so others can avoid loosing all the hair I pulled out fixing rolling stock assets with the same system glitch! The following is from this related link with Vehicle scripts.

It seems after I launched trainz the error just disappeared, don't know how it just fixed itself.
Here's how it fixed itself...

Bumping this to document the solution, as this one is sneaky and frustrating.
while
site:http://forums.auran.com "Error: Script class does not match asset kind (vehicle)." makes this (THE LINK ABOVE) the top GOOGLE post listed.
http://forums.auran.com/trainz/show...oes-not-match-asset-kuid-(trackside)-Problems shows there is a general problem in certain circumstances with scripted assets.

Backstory -- on and off five weeks of revisiting the issue and setting it aside for now! Eventually asked YZ-Tzers Paul and John to take a peek at it, while I'd discussed it with John on and off via voice over the same six weeks...

Jcitron, Pcas1986, and I each got varying symptoms based on CM system settings when this occurred for three NG cars I'd adapted in TRS2006 and upgraded and a similar upgraded of a V2.0 Randy Whitepass coal car asset... none of which had the least thing altered in the scripts, et. al.

I bundled a zip file of the raw edit files and cdps and Paul Cass never saw the message. John did.

The secret is the system setting for Commit after import--John and I don't auto-commit, Paul did. Note the similar lack of success in that Trackside asset problem the OP had for a time... with J-R assets!

  • (J-R, whitepass, narrowgauge and slugsmasher are not content creators likely to allow unfixed errors to occur, so these really do cause puzzlement!)

So the secret is to at least, to commit the asset
before accepting that last error is valid...it's not. Committing the asset apparently does a better job of connecting the *.gs to the class and the asset commits without errors.
// Frank
 
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