TRC 3 trigger for closure problem

pepperref

Member
I'm using Build 110491 and the TRC 3 crossing trigger stopped working in the Coal Country route at Peabody. In the past, I would just delete, then add new triggers and crossing assets and everything would be fine. This time I added everything as before, but when I go back into the Properties tab for the trigger, it says "Error: PropertyBrowserRefresh() not handled. A script error occurred while attempting to edit the properties of this asset.' I repeated the process several times, always with the same result.

I've been using these TRC assets for years, so I am not new to setting them up, but this is a new one for me.

Just to be sure, I checked the TRC triggers on other routes I get the same results.

Since these assets are now Built-in, does anyone have any suggestions on what I should try next?

Thank you in advance.

Hank
 
I use the same revision trigger. Here's my Content Manager info.

My-Trainz-Screenshot-Image.jpg


I also tried a Database Rebuild. Still no luck.
 
I was surprised to see John's post about the TRC 3 asset being bugged. I went back into my game and everything was working normally. I checked in Surveyor and had no problem checking the properties on any crossing asset, including gates, triggers or traffic stoppers.

Curious that your Trigger shows as built-in. I am also on build 110491, but my trigger asset was never in my DB until I downloaded it for myself and it shows as modified, not built-in.

TRC-3.jpg


Any ideas about this John? To my remembrance I have not edited the config file or even opened it. Besides, wouldn't it just show as "Built-in, Modified"?
 
I was surprised to see John's post about the TRC 3 asset being bugged. I went back into my game and everything was working normally. I checked in Surveyor and had no problem checking the properties on any crossing asset, including gates, triggers or traffic stoppers.

Curious that your Trigger shows as built-in. I am also on build 110491, but my trigger asset was never in my DB until I downloaded it for myself and it shows as modified, not built-in.

TRC-3.jpg


Any ideas about this John? To my remembrance I have not edited the config file or even opened it. Besides, wouldn't it just show as "Built-in, Modified"?

I have multiple instances where they are in place and do not work. I went as far as to replace them and rebuild the crossings again using the same crossing numbering schemes to ensure that they were identical to the previous setup. The numbering stuck as it is supposed to in Surveyor, but in Driver they still didn't work. Thinking it's Surveyor route versus session issues, I rebuilt the said crossings again in the session this time, the place where consists are placed and industries are setup, but that didn't work either.

I haven't been the only one reporting this issue here. There must've been yet another hidden secret change done by our friends the devs without peeping a squeak out to let us know there was a change of some sort.
 
Not trying to beat this topic to death, but I just went into Driver on my route and all my signals work fine (11 in this town). As I said before, I can also edit all parts in Surveyor.

I haven't made any Sessions to go with this route as yet.

There's got to be something else at work here,

https://www.youtube.com/watch?v=qfus2Ghky9o

Not beating this to death (yet).

Are these already placed in a preexisting route, or are they fresh?

What are the exact components?

Maybe the road crossing components I'm using are incorrect which is why I ask, or perhaps the aliens landed at my house and the LGM twisted something into a knot or something.
 
I thought I mighta' stepped in in when you brought up the "pre-existing" thing, so I went to a new board, laid some track, and made a new crossing. Everything worked as expected. I used:

Kuid2:45324:38023:5 JR Lt Grey Track
Kuid2:439337:102438:1 SAP Tarnish Asphalt Road
Kuid2:458053:100686:16 TRC 3 Trigger
Kuid2:458053:100366:2 TRC US M 1T Crossing with Gates

So then I thought that maybe it was something with using crossings made up of separate pieces, so I made another crossing using the same track, trigger and road. I then used:

Kuid2:458053:102660:4 TRC Invisible Rail Crossing 90°
and 2) Kuid2:458053:102882:5 TRC US M Scenery crossing gates

Again, everything worked as expected. I could open the properties of everything and assign distances to the triggers without a problem.

Like I said at the start, I made all this on a new board, then opened driver to test.

Not sure what the issue might be for you guys.

On a separate note, what is the reason my asset shows as modified while pepperref shows his as built-in? We are both using the same build.
 
Thanks for checking that Mark.

I use the separate pieces for mine due to weird angles and odd shapes of the crossings so I need to check what's up with my setup.

The content shows modified if he had imported the content directly from Vincent's website and these are updated versions.

My content also comes from his website as well.
 
There is really something strange there. If I look on the DS for TRC, category track object, it shows 7 of the things I want, all of them obsolete. If I set the filter to minimum version 4.6 there appears 458053:100686:16, available for download. I installed it used it in a route in three places, works perfectly. Miraculous.
 
There's a bug with the asset in TRS2019. Vincent needs to update the asset.

No, N3V need to stop making changes in the same overall version which breaks content that worked fine in an earlier build. The TRC style crossings are widely used in many routes especially the UK ones and as per complaints in another thread about the pitfalls of SP2, is another example of how N3V constant fiddling with the code is causing users to lose the will to build. At least in TRS19.
 
I went to the DS and found it there too. CM won't let me delete a Built-in asset so I can't download the one from the DS.

Any suggestions on deleting a Built-in TRC Trigger?
 
@pepperref - You won't have to delete it. Just D/L the new asset and install. CM will automatically "obsolete" the old asset.

On a semi-related note...I have found that, more than once, I have searched for something on the CM and found nothing, only to go to the DLS and find the asset there, even under the same Kuid that I searched for in CM.

I thought CM was supposed to have everything listed from the DLS.

EDIT: Just re-read your post. If you right click on your current asset and choose "List Asset Versions" is there a choice to download a newer version?
 
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Hi sandpaper600,

I did find the latest version (:16) on the DS, but since it is a Built-in asset, and also the latest version (:16) in my CM, it doesn't give me the option to download any other version.

I fixed it?

'Opened for Edit' the Built-in asset (:16) version in my CM. Opened the config file and immediately closed it without making any changes. Closed the 'Open' file list in Explorer, also without making any changes. 'Reverted to Original' in CM and the asset came back Modified:Faulty. Something about a texture missing. Reverted to original and it came back Built-in:Faulty, then it suddenly changed to Built-in without me touching anything. I went back to my route, set up the TRC crossing, and everything worked as expected.

Please don't ask me to explain what happened, but I'll let you know if it goes south again.
 
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Noice! I was going to suggest that you d/l the asset from the DLS then open the built in asset in explorer and delete some kuid number so it would show faulty when you commit.

Then you could import the new asset.

I'm glad it all worked out though.
 
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