Spline and Track Editing problems

klambert

Ca Plane Pour Moi
When I edit splines or track, such as moving the spline attachment points, adjusting the height or adding another spline point, the spline or track will disappear whilst the attachment point stays visible, this happens even though I have the Spline editing detail, set as, 'high' in the surveyor options menu.
Usually this sort of behaviour is normal and it may take the computer several seconds to reload the adjusted spline. But on a certain route it takes at least 5 minutes to reload, this is a massive irritation when making small adjustments to a spline, which may make a 5 minute job become an hour.
By the way the route is not particularly big, its only 6 boards big, with minimal amount of objects, the problem seems to only occur on one board, which is a pain because this board will require a lot of spline placements.

This problem also seems to apply when adding normal objects as well.
I have tried merging the route with other routes, switching off shadows, changing all settings to the minimum but nothing works.
Oops forgot to mention, this problem only occurs to one route, none of the others.

How do I sort this problem out?

By the way in case it helps I'm using TS10 patch: 49933
 
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You say that you have tried adjusting all of the settings without success so the problem must lie elsewhere. Have you tried changing from Directx to OpenGL or vice versa dependant on what you are using now? Are your graphics drivers up to date? Do you have sufficient system specs to run the game?

Andy
 
I'm currently running it on DirectX on an Acer Extensa 5230, yes it is on a laptop, but I don't have this problem with any other routes, just this one.

This did occur once before on another route that featured the Reading station and Apex Plaza asset, I cant remove the asset due to it being a very prominent feature in the route.

Just ran it in OpenGL now, the computer doesnt like it, in fact it blue screened.
 
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Just ran it in OpenGL now, the computer doesnt like it, in fact it blue screened.

Stay away form OpenGL then! :eek: Maybe there is something on that route with a high buffer count that is causing a problem. Is the track used on oher routes without a problem?

Andy
 
I'm using quite old track for the very purpose of keeping keeping the frame rates down, but its not just track, its splines too, and this problem only seems to affect one board on the route, shame this board requires the most detail.
 
Old stuff can be the worst offenders for performance hits, any old spline can be responsible, check the worst buffer count by enabling the stats in the developer section of the options, loose any splines that are showing over 100 for worst buffer count, it give you the kuid, it's a case of work round the map getting rid of them, hopefully only a couple usually.
 
I have had similar issues on both Trainz 10 and 12. It seems the memory cache overloads itself and is attempting to dump stuff to make way for the new. I usually find that happens when I am working in areas where the scenery becomes dense, such as towns etc. I have at times had to close surveyor, let the cache empty and then re-open - which works for a while, but is really annoying. I have a high end graphics card (GTX 570) but still get poor performance using Direct X. I was able to reduce my performance issues by reducing the buffer counts below 100. I found how to do that at Shane Turners web tutorial http://trainz.shaneturner.co.uk/tut...g-content-that-causes-disappearing-baseboards Although Shane talks about dissapearing base-boards (which is probably what will happen to you next) his process for reducing buffer counts worked well for me on a couple of routes I was encountering difficulty with. Then, purely by accident, I used OpenGL and that fixed all of my problems - but you need the appropriate graphics card for that (my old graphics card gave me the blue screen of death also). I hope this helps.

Regards
Bob
 
Thanks to all for the helpful advice, the feedback was better than I thought, I will check the buffer count tonight and follow the tutorial, I will post on here if it went well or not.
 
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