Coal Country Session Problem

NS_Engr

New member
Hello all,

I recently purchased the payware Coal Country sessions and am having some difficulty in completing session. According to the session instructions I should take empties to Parker Tipple and load them up. The uncouple and take engines lite back to Gilbert Tipple to load second half of train.

Ques:

1. Are the empties at Richmond the only ones to go to Parker for loading, or am I supposed to pick up other empties somewhere else in Richmond yard?

I assumed that the other empties would be at Gilbert and proceeded on that assumption. However, once I loaded the first half of empties I could not get a route to take the engines to Gilbert past the Signal 19260, which display a Stop signal due to incorrect junction setting ahead and it is locked.

I've been running real trains for over 32 years and to be honest, the session procedures are not very clear.

Thanks.
Mike
 
I have not yet attempted that session so I have yet to come across that problem. I agree with you that the instructions are not very clear and I find that the way that they have used navigation points and message popups is the reverse of what I would do. Each navigation point only appears after you have closed its message popup window so you have to remember what was in the window while navigating to the point. Both the nav point and the message window should be visible at the same time.

Apart from that, it is a very well designed route.
 
Thanks for your reply.

As I'm new to TANE SP2, I'm still learning all of the options, bells and whistles (pardon the pun) to accomplish things.

I ran another attempt at Coal Country, which is payware from Jointed Rail, this morning and was finally able to get the first half of the train down to Parker and loaded and then brought it back to the siding at Peabody where instructions said to cut the train loose and then go back to Gilbert's Tipple for the second half. The route was supposed to be set up, but after running around the train, a red board met me at the other end with no option to realign the switch....so there I sat. Oh well. I'll keep on trying.

I agree with your comments on Session instructions, not only in Coal Country, but a couple of the other default routes. While many people are great at track and scenery design, their instructional text skills leave a lot to be desired.

Let me know if you get to try the Coal Country and how it goes for you.

Cheers,
Mike
 
Thanks for your purchase, I'll run the session and post up some screenshots of what to do to complete it Mike. I'll admit that the sessions were a massive learning curve for me and took literally days of tweaking for each so feedback that they aren't very clear is good for future releases next time. As you said, I'd much rather be building the route than moving trackmarks and triggers!
 
Thanks for your purchase, I'll run the session and post up some screenshots of what to do to complete it Mike. I'll admit that the sessions were a massive learning curve for me and took literally days of tweaking for each so feedback that they aren't very clear is good for future releases next time. As you said, I'd much rather be building the route than moving trackmarks and triggers!
Why didn't you ask me?:p
Sessions are something that I can make, not super super great at route, but sessions are something that I seem to be excellent in..:eek:


As for the bug session, I don't think I ran that session at all...
 
Thanks for your purchase, I'll run the session and post up some screenshots of what to do to complete it Mike. I'll admit that the sessions were a massive learning curve for me and took literally days of tweaking for each so feedback that they aren't very clear is good for future releases next time. As you said, I'd much rather be building the route than moving trackmarks and triggers!

Thanks for offer to look into this Scratchy. I really appreciate it. If there are any locations or situations you'd like me to test out, or photos you need, please let me know. I am retired and have lots of time.

BTW, I think that your scenery for Coal Country is great.

Cheers,
Mike
 
I just bought the route last night (from JR) and installed through content manager. There were a lot of missing dependencies. I downloaded all I could find from the DLS, but a couple are faulty, and a dozen or more are obsolete (so I deleted them).

Did I do right? I’m very new to Trainz (after many years with the other train sims).

I havent done any scenarios yet (later today), so I’ll try the one mentioned here to see how it plays out for me. I just want to be sure I didn’t inadvertently mess things up.
 
...and a dozen or more are obsolete (so I deleted them). I just want to be sure I didn’t inadvertently mess things up.

There is usually no pressing need to delete obsolete assets (unless your free storage space is so incredibly restricted - most assets do not take more than a few 10s or 100s of KB of space). If you do "mess things up" you can download the route and/or sessions again, without charge, if needed.

Regarding the faulty and missing assets, if you post their kuid numbers here then someone will probably be able to assist you.
 
Thanks for that advice. I'll leave them alone.

As for the faulty or missing assets, after my session of tracking down missing dependencies, I'm left with only one faulty dependency for the route itself:

Rockslide Detector Fencing <kuid2:124017:20110:4>

When I view the errors, it appears quite a few *.texture.txt files are missing:

! <kuid2:124017:20110:4> VE48: This asset uses an obsolete trainz-build number. Trainz-build numbers below 3.5 are no longer supported.
- <kuid2:124017:20110:4> VE65: The *.texture.txt file is missing for texture resource 'fencing-fencing.texture'.
- <kuid2:124017:20110:4> VE65: The *.texture.txt file is missing for texture resource 'insulator.texture'.
- <kuid2:124017:20110:4> VE65: The *.texture.txt file is missing for texture resource 'rockslide-fence_end/fencing_end-fencing_end.texture'.
- <kuid2:124017:20110:4> VE65: The *.texture.txt file is missing for texture resource 'rockslide-fence_start/concrete.texture'.
- <kuid2:124017:20110:4> VE65: The *.texture.txt file is missing for texture resource 'rockslide-fence_start/fencing-fencing.texture'.
- <kuid2:124017:20110:4> VE65: The *.texture.txt file is missing for texture resource 'rockslide-fence_start/insulator.texture'.
- <kuid2:124017:20110:4> VE65: The *.texture.txt file is missing for texture resource 'rockslide-fence_start/pole.texture'.
- <kuid2:124017:20110:4> VE65: The *.texture.txt file is missing for texture resource 'rockslide-fence_start/rusty.texture'.
- <kuid2:124017:20110:4> VE65: The *.texture.txt file is missing for texture resource 'rockslide-fence_start/signalbox.texture'.
- <kuid2:124017:20110:4> VE65: The *.texture.txt file is missing for texture resource 'rusty.texture'.

For these sessions, it's just the route itself listed as faulty (for the reason above, of course) and the two rules mentioned in the other thread about these sessions that aren't actually used in the session anyway.

<kuid:-3:9910209>
<kuid:-3:9910149>

When I'm feeling brave enough, I might edit the config and delete the two lines with those kuids in them. Otherwise, I seem to have found everything else.

That FCT I got with the platinum package is coming in handy!!
 
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Hmmm. That asset, Rockslide Detector Fencing <kuid2:124017:20110:4>, is a "built in", that means it came as part of the TANE installation and is not part of "Coal Country". I just checked my copy, which is not flagged as faulty, and it is an asset built for a much older older version of Trainz (Trainz 2004) but still works in TANE. Assets built for earlier versions of Trainz did not use "*.texture.txt" files, instead they used the much more complex "*.texture" files which are present in the asset but, as expected, the "*.texture.txt" file are not.

I would suspect that TANE is not correctly assessing the asset, hence the messages. Are the messages you are getting flagged as "Faults" or "Warnings"?

"Warnings" can be safely ignored.

"Faults" need fixing. You can check in CM by using the filter "Faulty" and see if Rockslide Detector Fencing <kuid2:124017:20110:4> comes up in the faulty list.

I am reluctant to recommend a commonly used solution for faulty assets, a database rebuild, as that can sometimes reveal even more errors. I would recommend waiting to see if anyone else who has direct experience with this particular problem has a better and safer solution.
 
<kuid:-3:9910209>
<kuid:-3:9910149>

When I'm feeling brave enough, I might edit the config and delete the two lines with those kuids in them. Otherwise, I seem to have found everything else.

You cannot delete missing assets, or any assets for that matter, by editing the config.txt file. As soon as you restart Trainz and load the asset, they will be automatically put back into the config.txt file. Its a bit like chasing your own tail. Leave them be.
 
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It's showing as "Modified, Faulty" in CM, when I filter for faulty.

I've got quite a few faulty files:

<kuid:417385:100783> JR-Coal Country: Session 2 Parker Switching<kuid:-10:199> 54ft covered hopper
<kuid:321936:101443> RR Crossing 12x20M ST LA
<kuid:193623:100419> BI2 Bulk Cement
<kuid:92924:100099> 03 - Coal Service
<kuid:417385:100931> Legacy of BN2 Session 1: Vernon Switching Ver. 1.1
<kuid:95512:100747> UMR-2018
<kuid:439337:100859> New England Coastal
<kuid:70337:23003> Wheelstop Type SG
<kuid:417385:100782> JR-Coal Country: Session 1 Richmond to Parker Run w/Empty Logracks
<kuid:321936:100902> RR Crossing PED ST
<kuid2:56063:300902:1> 54ftHopperHigh3-Bay Burglinton Route CB&Q #
<kuid:321936:101360> RR Crossing 12x20 ST LA
<kuid:92924:100080> Coal Country - JointedRail.com
<kuid:417385:100784> JR-Coal Country: Session 3 Parker to Richmond
<kuid:417385:100930> Legacy of BN2 Session 2: Vernon to Wellington Hill Ver. 1.1
<kuid:417385:100929> Legacy of BN2 Session 3: Wellington Hill Switching Ver. 1.1
<kuid:321936:101824> RR Crossing 12x24MOH1 ST
<kuid:321936:102656> RR Crossing 12x24 SideL ST
<kuid:417385:100928> Legacy of BN2 Session 4: Wellington Hill to Vernon Ver. 1.1
<kuid:95512:100047> UMR 2016 - TANE
<kuid:95512:100050> UMR 2016 - TANE - BASE SESSION
<kuid:338228:4408> RRmods CN Track 8
<kuid:95512:100344> UMR 2016 - TANE - BASE SESSION - NO ROLLING STOCK
<kuid2:124017:20110:4> Rockslide Detector Fencing
<kuid:95512:100750> UMR 2018 BASE SESSION
<kuid:95512:100970> UMR 2018 BASE SESSION - NO ROLLING STOCK
<kuid:92924:100092> 00 - Railfanning
<kuid:92924:100089> 01 - Tourist Train
<kuid:338228:4410> RRmods CN Track 10
<kuid:321936:101818> RR Crossing 12x24OH1 ST
<kuid:92924:100090> 02 - Log Service
<kuid:321936:100722> RR Crossing 12x20 ST LA
<kuid:321936:101444> RR Crossing 12x20M ST
<kuid:109664:100003> Santa Fe, Needles District
<kuid:321936:101603> RR Crossing 12x20NG ST
<kuid:321936:101602> RR Crossing 12x20NGM ST
<kuid:321936:101524> RR Crossing 12x20PED ST
<kuid:321936:102618> RR Crossing 12x24 3-LINC ST
<kuid:321936:101004> RR Crossing 12x24 ST
<kuid:321936:101011> RR Crossing 12x24 ST LA
<kuid:321936:101525> RR Crossing 12x24PED ST
<kuid:321936:102613> RR Crossing 12x24LINC ST
<kuid:321936:101446> RR Crossing 12x24M ST
<kuid:321936:101445> RR Crossing 12x24M ST LA
<kuid:321936:101604> RR Crossing 12x24NG ST
<kuid2:45324:300005:4> TTX weathered 53 Husky Stack
<kuid:321936:101605> RR Crossing 12x24NGM ST
<kuid:321936:101821> RR Crossing ST LA Gate Only
<kuid:338228:100083> RRmods CN Track 1
<kuid:156765:100440> Sign NS Milepost

All the RRCrossing files were installed today, when I installed the Safetran Crossing pack to fix a single file listed as missing dependencies in the Needles route:

<kuid:321936:101004> RR Crossing 12x24 ST

I'm thinking I'll just delete all of those.

As to the Rockslide Detector Fencing, does it make a difference that I have T:ANE through Steam? Can/Should I run a verify integrity of game files in options to see if I'm missing files or some are corrupted?
 
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If you right click on the rock slide detector in content manager is there the option to "revert to original"? If so click that. I haven't heard anyone else having issues with getting dependencies, the DLS and dep packs should be all you need? Weird that you are missing those deps starting with a minus as they would be buit-in too
 
There is that option, but it doesn't appear to do anything. The dialogue box opens and closes so quickly that I can't see what it says, but it stays Modified, Faulty in the list.

Would verifying the integrity of the game files hurt anything (if I've downloaded stuff from the DLS and installed a few payware things, like Coal Country)?

I thought it was strange that there were so many things listed as available to download from the DLS when I opened the Coal Country route to see what was missing. I just bought it yesterday from JR, and installed it last night. Here's what I installed:

coal_country_dependencies.cdp
coal_country_extra.cdp
coal_country_locomotives.cdp
coal_country_rolling_stock.cdp
coal_country_route.cdp
coal_country_sessions.cdp

Does the order of install matter? I used CM and the file/import content files option. Then pointed to each one. There was no readme available with instructions that I could find.

It might have been easier if JR had just given a code that would let me activate the product on Steam.
 
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Take the train to the other side of the route and load at the rusty tipple.


Stop on the decouple marker and decouple. You can bring up the instructions at any time in the top right.




You need to run around the train using the rusty track one away from the mainline, join to the back of the coal cars, reverse the train facing and head back up the way you came to the summit.


Stop on the marker and decouple.


Take the light engines back down the hill towards Gilberts Tipple and couple to the coal cars there
 
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The junctions should be set for you


Couple, then load at the tipple, watch your speed as you descend.


Drive back up the hill to where you left the other loaded cars, drive past them and reverse your train to couple up.


Take the train down the hill to Richmond where the session started. The junctions will be aligned to the coal unloading track.


Unload the train and shunt it into the siding next to the unloader. Or forget about a 10mph limit and have the session end on you 200m from completing it! DOH
 
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