Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Hi guys,
We'll be looking into this over the next fortnight. Can't wait to see what you've come up with![]()
Hope you enjoy TS12!
chris
Freight in, Freight out (<kuid2:46012:100035:2>)
This session penalised me repeatedly for speeding when I wasn't. I haven't found out why yet.
I got broken couplers at below the speed listed in the instructions - it lists 7mph, but it's actually set to 7kph - i.e. ~4mph.
The session does not allow switching of viewpoint from one train to another by clicking, nor does it specify a driver for the user loco. This means it's possible (and very easy) to get the view locked on the wrong side of a decouple. This breaks the session when it happens - the user is forced to quit/restart. This restriction should be relaxed or removed - the user should be able to click on the locomotive to return to it. In addition, a drivercharacter should be assigned to the train so that the user can return to the assigned loco easily from the driver list. This will also ensure the camera stays on the controllable side of the train when vehicles are decoupled.
CN Holly Subdivision Pontiac Yard Ops (<kuid2:32711:100101:2>)
I had some difficulty downloading this session.
Several assets related to "CMTM" by pguy fail to download on a fresh TS2010 SP3 installation. I would suggest adding the specific KUID revision of these assets to the KUID table of the session for TS2010 sessions. (TS12 can cope with downloading this asset set automatically so no workaround should be needed for future versions of Trainz.)
The session requires a driver command not listed in the KUID table (<kuid2:57145:81100:1>). I had to download this manually. This KUID should be added to the KUID table of the session.
The session requires a driver order that is not on the DLS (WaitUntilV2,<kuid2:41009:900005:2>). A copy of this order has been uploaded under a different KUID (Wait Until II,<kuid:32711:100025>) - but apparently, not every reference to it in this session has been changed. I would suggest ensuring that all references to this asset in the session are changed to the new KUID.
The Loco the user is driving does not look good. I suggest searching for an alternative.
The CMTM system offers an increase in prototypical gameplay and also provides a good reference - but has several annoying bugs. Overlaying the main menu with an unmovable window isn't acceptable. It also needs to update on couple/decouple as well as view change.
In this session, the second AI did not drop a train as expected, it ran straight through. I couldn't change to the AI to check what it's orders were.
What constitutes a "good looking" locomotive? I figured being prototypical was enough to satisfy the most avid railroad fan.
I did spot that. However, this doesn't allow me to move or resize the list.If you had read page 2 of the Drivers Instructions, you would know that the window is gone with a simple press of the ESC key.
If that session had been developed internally, QA would not let it be released with that window position.It will reappear when you click on a different traincar. Thus, the main menu is one keystroke away. Is this not acceptable?
It may also not be something you can fix - it may be an issue with the CMTM code that has to be fixed by CMTM's developer.As far as updating on couple/decouple, I'll give it a try, but I am not an experienced programmer and am not sure how to go about making that happen.
There are things that can be done to smooth out the AI.Yeah, isn't that frustrating. AI can be so unpredictable at times. I have run this session mutliple times and sometimes it runs fine. Other times AI doesn't seem to know which way is up. I see this on quite a few routes, I just figured it was the nature of AI.
I will try to reproduce the speeding and coupler breakage errors, but had no such issues during my testing.
It's fairly common for users to want to check the positioning of individual vehicles when making dropoffs - in the real world, this is often done by a second crew member communicating with the driver. ISTR this behaviour caught Auran's developers out back in 2002 or so when making the scenarios for UTC as wellAbout the missing driver character for the player - I didn't account in the possibility a player might get adventurous to wander off his train and uncouple the consist with the camera at the wrong end, so I'll be trying to loosen that up a bit if possible.
No problem. I wish I had more time to dedicate to playing all these sessions than I do. There's just not enough hours in the day...Thanks for the thorough testing so far.![]()
This list isn't a list of requirements - you don't have to tick all of the boxes. But the more you tick, the better it will rate.
The CN RS3 and S2 don't hit the top four options. If you want to stick with CN, there is at least one CN diesel in the content set that does hit the top four points.
- Correctly rotating wheels
- Reasonable (not too high, not too low) polygon count
- Modern materials (e.g. including specular and/or bump mapping)
- Respectable looking texture (avoiding jagged edges, blocky text, badly represented logos and block colours with no weathering)
- Prototypical for the area/company being represented
You may also wish to check the rolling stock you are using for rotating wheels.
I did spot that. However, this doesn't allow me to move or resize the list.
If that session had been developed internally, QA would not let it be released with that window position.
It may also not be something you can fix - it may be an issue with the CMTM code that has to be fixed by CMTM's developer.
There are things that can be done to smooth out the AI.
Use 'via' waypoint trackmarks when telling it to drive long distance. This offers two benefits - one, it slows down the rate the AI scans the track ahead, so it doesn't make it's decisions too early. Two, it forces it to take the route you want (via each waypoint).
Also consider your choice of 'navigate to/via' and 'drive to/via' orders carefully. 'navigate' does more thinking, and will deviate more from the optimal path to try and route around vehicles. This is vital for moving about in yards, but can sometimes be annoying on the mainline, where the trains move about, and often aren't where they were when the route was calculated. it will queue up behind traffic rather than trying to work it's way around it.
If you're having problems with the AI at junctions (it's getting stuck and/or going the wrong way) you may find that pre-setting a junction lever or two will help it out. It may not be the most obvious lever that needs to be set - watch the AI as it approaches the "problem" junction, and find the first lever that it doesn't attempt to switch that is pointing in the wrong direction. Once you find the junction it's getting wrong, try adding a rule to the session to change this junction to the opposite direction (don't lock it though, just set it the other way!). You may need to do this at specific times, or when specific things happen, rather than just "at the beginning of the session".
Another thing to bear in mind when working with the AI in a session like these - the typical player doesn't go roaming off around the map. So the AI traffic need only be "stage managed" in the area the player actually is - it doesn't have to traverse the entire map to get there.
Run For The Money (<kuid2:299076:1003:2>)
This session has an interesting and fun storyline / scoring system, even if it does wander away from being truly prototypical.
In this session I got accused of derailing when I hadn't. It is likely that an AI somewhere did derail - I didn't get to see what had happened though as I got booted out of the session before I found it. I would suggest having a look at the AI orders to see if there is anything that may cause a derailment.
OK, now you are expecting way to much.
I just checked with the CMTM developer - that would be me - and as I said, I am not an experienced programmer - just a Trainzer who likes to model prototype operations. I have no idea how to make the window resizable or how to make it movable.
You are welcome to make the changes you are recommending.
I may have some time to take a look at this, but I can make no promises. I have a full time job and have a project that is requiring lots of overtime.
OK, now you are expecting way to much. First, I had no idea you publish built-in content without rotating wheels. Guess I have never looked that close. I have no idea how to determine polygon count and I have no idea what you mean by " Modern materials (e.g. including specular and/or bump mapping)". I thought this was a session contest made with built-in assets. If there were certain assets that you felt didn't measure up to your internal standards, you should have spelled that out from the get go.
Use of graphically detailed locomotives and stock is highly recommended. We want the sessions to look graphically impressive.
Ah, didn't realise that - saw lots of library assets by pguy being downloaded and assumed it may well be by him. Sorry, my bad.I just checked with the CMTM developer - that would be me
Take a peek in the Browser class. There are comments next to each function definition which tell you how to use it. You'll find SetWindowRect() very helpful - this will allow you to specify the position of the left edge, top edge, right edge and bottom edge. SetWindowGrow() controls how much the window can be resized by the user. If you want to slim down the large default window border investigate SetWindowStyle() - you might choose the HUD style for a very minimal frame, for example. Calling SetRememberPosition() will make this window remember it's position in the display so that a user who moves the window about will have it appear where it was last put.and as I said, I am not an experienced programmer - just a Trainzer who likes to model prototype operations. I have no idea how to make the window resizable or how to make it movable.
On the subject of derailing, the AI trains have pretty simple orders. They just drive from one trackmark to another, with none of them going near the end of a track or anything that could cause a derail.
I drove the session numerous times while developing it. The only time I had a derailing problem is if I was trying to save time (& get a bigger bonus) by kicking cars. Several times I kicked the cars down the track at the first industry (Romulus Engine). They looked like they were stopped, but in fact they were rolling at about 1/10th of a mile per hour. Thirty minutes or so later, they'd reach the end of the track and derail - ending the session with me baffled as to what had happened.
If this is a problem, adding a functional bumper to the end of track in the session layer would stop slow moving cars. On the other hand, you could consider it a part of the difficulty of the session, making sure each vehicle is securely stoppedThat's the only thing that I think could have happened. If a car was decoupled before the loco came to a complete stop, the car could roll very slowly down the track and not derail for quite a while.
... and you've certainly achieved something different. It's a novel idea, which was what this competition was intended to highlight. It's also not that far removed from prototype tooAs for the storyline/scoring system. I was going for something different. I figured the obvious scoring concepts would be things like awarding points for cars delivered, trying to complete as many setouts/deliveries as possible in a set time, etc. I wanted to do something not seen before in Trainz.
The vehicle physics rule in your session is set to 7kph, but the HTML says 7mph. If you really meant 7mph (seems likely) you'd need to put in either 11kph or 12kph in the rule.
It's fairly common for users to want to check the positioning of individual vehicles when making dropoffs - in the real world, this is often done by a second crew member communicating with the driver. ISTR this behaviour caught Auran's developers out back in 2002 or so when making the scenarios for UTC as well![]()
No problem. I wish I had more time to dedicate to playing all these sessions than I do. There's just not enough hours in the day...
But from another point of view, hopefully the next competition raises more interest in the community to participate than just us 4 entrants.
Just as a small idea, perhaps more frequent session creation competitions can be run in small scale like quarterly or half-yearly with more "casual" prizes like 3 to 1 month FCT access giveaways.
I wasn't that far into the session. I'd been told to slow down for the first industry (damn, I was just getting to a rise in speed limit, too...) but I hadn't actually got there yet.
If this is a problem, adding a functional bumper to the end of track in the session layer would stop slow moving cars. On the other hand, you could consider it a part of the difficulty of the session, making sure each vehicle is securely stopped![]()