TRS19 Service Pack 2 Beta Available

So, basically I just need to assign my current local data folder in the launcher settings for local data folder?

No COPY your current data folder to another location.
Call it TEST_DATA
Go into the Launcher of the beta version
Assign that install to your new data folder called TEST_DATA.

This will preserve what you've got incase things go kaput.
 
Successfully patched my Platinum version using the Platinum beta stream update. Downloaded files at 28MB/s so that didn't take nearly as long as my backups of the original Userdata and program files.
3 assertion dialogs occurred as soon as I opened my favorite test route and sessions. (All fairly benign and I'll send off a belated bug report sometime today).
Only anomaly noticed so far was that on one of my routes with a huge number of gentle radius procedural track junctions that I now have a considerable number of these ('stretched' procedural track) junctions showing red error spline joints at the base and lacking the usual frogs and other details that happily appeared on the pre-service pack 2 beta original. AI trains ran over them all right and they operated normally, but now they look TS12-ish and frankly, crappy.
Has anyone else encountered this issue on any of their routes following the patch update?
Hoping the fix will be to move the junction lever forwards a little until the red error spline joint indicator goes away, 'cos I don't want to lose the symmetry and radius of those junction curves.
Edit Update: Found the culprit. It was me. I had an extra spline joint in the middle of most of these 'gentle junctions' that the new build picked up as spurious and showed the red error indicator accordingly.
Took me quite a while to troubleshoot this, but the quick fix was to delete the unwanted spline joins and straighten the base of each junction. With scores of such errant junctions, even this 'quick fix' took quite a deal of time.
 
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Will this old issue ever be fixed?
Only when we get provided with a reproducable case. We've spent many hours trying to replicate the problem and cannot do so. Any further information you can provide would be appreciated.
 
has the 90kmh (55mph) over that speed bug where it crashes. has that been fixed to run with full sound in this service pack update ?
 
X46 - Yes, that CTD associated with consists/ locos attaining a speed of 100 km/h or ~62 mph has been sorted for ages.
Did not witness its unwelcome reappearance during extensive testing last night.
 
Re the sound we know we've fixed it for one specific case. Please check out the beta and confirm it is fixed in your case as well.
 
Tony I am now confused. I bought Platinum and it showed up on my time line. After I did a reinstall I have Trainz+ on the logo and Platinum was removed from time line. The download says Platinum Edition so what have I got? I am also a gold member.

Hi Stagecoach
As you have a Gold Membership, your version of Trainz will function as a 'Trainz Plus' edition, and will include any additional Trainz Plus features that come with this.

Regards
 
And for further confirmation, Platinum is a subset of Trainz Plus features (it is the mid-2019 Trainz Plus feature set and does not include MPS or the new bulk update tools). Also your Gold membership gets you access to all the DLC not just the Platinum Edition bundle.
 
Those red error spline indicators appearing on procedural track junctions in Surveyor edit mode are pervasive in the SP2 beta.
Procedural junctions also lose their accoutrement features such as frogs and points animation. These were not faulty in the previous build 105100 and the procedural junctions rendered properly.
These don't just occur on my own routes, they are present in built-ins such as <kuid2:661281:200007:35> Kickstarter County 2, and <kuid2:620415:101000:15> Niddertalbahn - TRS19, for example.
My experiments so far indicate that the track straighten tool might be implicated, as reversing its use removes the red spline error (but results in an ugly, bent, or misshapen junction that the straighten tool set out to resolve).
 
There have been a number of "silent" patches/updates of late (for the beta stream). So this is a somewhat "normal" thing.
 
Since the upgrade to SP2, certain junctions are blinking red / white indicating the junction isn't setup correctly, yet in SP1 they're setup correctly.

Video here
https://u.pcloud.link/publink/show?code=XZJb35XZ6yQJ0JF1v07D3eeSS20vaYTr3UpX

Cheers

Yes I reported that before in the multiplayer.

There's another thing related to this, which I've been meaning to write up but don't have a lot of time these days to do it.

- Adjust the blinking junctions so they stop blinking.

- Zoom out and click on another baseboard.

- Come back to the baseboard where the junctions are located.

They will blink red again.
 
CTD on loading Dearnby 1960's after this. Repeatable



CTD on Dearnby and district after a different error.



Second attempt CTD and no bug screen.

Seems to be opening route in surveyor that is a problem.
 
Many CTDs in Driver with Build 101970 (don'y know in 109037 as I didn't have enough time to play before the new update).
 
101970: clicking "Select Route" from session list makes the game select the first alphabetically listed route instead of the last one used.
 
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Script errors:

- <kuid2:414943:100636:3> : GameObject.AddHandler> Target object is null (file gs.gs)
; <kuid2:414943:100636:3> : Script class: CarCar
; <kuid2:414943:100636:3> : MeshObject: <kuid2:414943:100636:3> "CCar Ford Escort Cosworth [MAB]"
; <kuid2:414943:100636:3> : Script callstack
; <kuid2:414943:100636:3> : function $void@GameObject::AddHandler(GameObject,string,string,string), line -1
; <kuid2:414943:100636:3> : function $void@CCarCar::Init(Asset), line 22
- <NULL> : GameObject.AddHandler> Target object is null (file gs.gs)
; <NULL> : Script class: CarMesh
; <NULL> : MeshObject: <kuid2:414943:100652:1> "CCar Ford Escort Cosworth Mesh [MAB]"
; <NULL> : Script callstack
; <NULL> : function $void@GameObject::AddHandler(GameObject,string,string,string), line -1
; <NULL> : function $void@CCarMesh::Init(Asset), line 18
- <kuid2:414943:101136:2> : GameObject.AddHandler> Target object is null (file gs.gs)
; <kuid2:414943:101136:2> : Script class: CarCar
; <kuid2:414943:101136:2> : MeshObject: <kuid2:414943:101136:2> "CCar VW Passat [MAB]"
; <kuid2:414943:101136:2> : Script callstack
; <kuid2:414943:101136:2> : function $void@GameObject::AddHandler(GameObject,string,string,string), line -1
; <kuid2:414943:101136:2> : function $void@CCarCar::Init(Asset), line 22
- <NULL> : GameObject.AddHandler> Target object is null (file gs.gs)
; <NULL> : Script class: CarMesh
; <NULL> : MeshObject: <kuid2:414943:100693:1> "CCar VW Passat Mesh [MAB]"
; <NULL> : Script callstack
; <NULL> : function $void@GameObject::AddHandler(GameObject,string,string,string), line -1
; <NULL> : function $void@CCarMesh::Init(Asset), line 18
 
Clam - which Dearnby route? <kuid:304444:100776> DEARNBY: 1960\'s UK Mainline and 2ft Narrow Gauge v1 is working without issue here.

HPL - can you provide more info on you driver crashes - routes, sessions, when it crashes etc.
 
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