Clam1952,
Most Excellent!!! :clap: I tried your fix regarding the luggage van. For TRS19 beta 109037, I passed the 1 hour 17 minute mark with no lock-ups. The wife had dinner fixed by then, so I closed down. Since I have not made it past the 35 minute mark before locking up and having to close the session, I'd say that the fix worked for this version of TRS19 as well. What a cool catch! Nice detective work.
There was a holy row going on in Westacott by then, as one of the locals had gotten stuck while trying to run around his consist and was blocking several trains heading in that direction. The stationmaster was all in a tither, especially since the King George V was being held up, and that was a really bad situation. He ordered me to delete the local engine and consist too, so I did. Then traffic started moving again and things sorted out nicely.
I crashed through all the crossing gates across the rails on the way to Casterford, as they wouldn't work at all. I also drove through a gate in Badgercomb too, but it seems the others were working okay.
When I came back after dinner, I ran the route once more and this time, every crossing gate on the Casterford run was working perfectly. Go figure.
I'm still getting a lot of session log red bug errors. I'm not sure if I need to keep deleting them as they come up, or just ignore them. If I ignore them and they keep building up, will that eventually cause a problem with the session operating?
I've no clue what the session logs are blathering about. It seems that each time I run the session, there are different kuids that are coming up bugged. For instance, there are two for the BR Standard Tender BR1B-Lined Black, Late Crest. I marked the kuids as bold.
- <kuid2:648132:100748:1> : GameObject::Sniff> Target object is null (file gs.gs)
; <kuid2:648132:100748:1> : Script class: lilbsloco
; <kuid2:648132:100748:1> : MeshObject: <
kuid2:648132:100748:1> "BR Standard Tender BR1B-Lined Black, Late Crest"
; <kuid2:648132:100748:1> : Script callstack
; <kuid2:648132:100748:1> : function $void@GameObject::Sniff(GameObject,string,string,bool), line -1
; <kuid2:648132:100748:1> : function $int@LilB_Loco:
etermineCarPosition(), line 300
; <kuid2:648132:100748:1> : function $void@LilB_Loco::ChangeMessageHandler(Message), line 4553
- <kuid2:648132:100763:1> : GameObject::Sniff> Target object is null (file gs.gs)
; <kuid2:648132:100763:1> : Script class: lilbsloco
; <kuid2:648132:100763:1> : MeshObject: <
kuid2:648132:100763:1> "BR Standard Tender BR1B-Lined Green, Early Crest"
; <kuid2:648132:100763:1> : Script callstack
; <kuid2:648132:100763:1> : function $void@GameObject::Sniff(GameObject,string,string,bool), line -1
; <kuid2:648132:100763:1> : function $int@LilB_Loco:
etermineCarPosition(), line 300
; <kuid2:648132:100763:1> : function $void@LilB_Loco::ChangeMessageHandler(Message), line 4553
For the first run, after your amazing fix, these were the only two red bug script log errors. I thought maybe the fix for this was to include the kuid in the list of kuids at the bottom of the config.sys files for each kuid, as they weren't showing there. But, the second time I ran the session, after dinner, the 100748:1 error started showing up again.
I'm seeing different red bugs marking different kuids for each time I run the session, but I guess this is because the consists and engines are random every time. I did see a lot of script log errors for the DMT UK Self Build Restricted Traffic Zone 12 TRC as well as the Blue Pullman the second time around.
As noted above, can I simply ignore these script errors or should I be deleting the little red bug every time it pops up?
Once more, thanks so much for finding the fix on the lock-ups. That is so cool - now I can run the session without worrying about lock-ups. You are THE MAN!
Heinrich505