duda123 1341 Posted March 18, 2017 7 hours ago, feint said: Honestly, for the first feature (adding a loading message), I would recommend just creating a startup sound that plays when you enter the train. Real trains take a long time to start up. This delay adds to the immersion. For the second feature (remote disconnect), I would not even worry about creating this feature. Yeah, it's a game and you want to make things easy for players, but remote disconnection sounds a little advanced for the purely analog connections between these trains in real life. In real life, you'd have to ensure that all of the trains are ready for connecting before bumping them together. And you'd also have to manually release the coupling by hand by walking to that train. So I think the existing method of walking to the individual train that you want to disconnect is the way to go. Plus it reduces your development time. I know I've had projects slow way down due to feature creep or because I personally wanted to solve some issue that probably didn't matter in the larger scheme of things. But of course, it's your addon. Have fun creating it! Looks great so far. :) The last update video shows the loading message and train disconnecting in action. Wasn't planning on letting the player disconnect from within the train engine. Player has to get out. All that's left is letting other players get on the train and testing. Might be ready next weekend. 7 Share this post Link to post Share on other sites
R0adki11 3949 Posted March 19, 2017 Thread cleaned up - asking for updates is not allowed. It is counted as spam, please adhere to the forum rules. 3 Share this post Link to post Share on other sites
Sir Nutty Walrus 9 Posted March 21, 2017 Great to finally here you talking to the public again, exited to know that your listening to us. Good looking mod so far, shame not supposed to ask for updates Exited to use in operations, and exile, survive, ect servers. Like the how your a able to transport vehicles, or even turrets. Seen the multiplayer video looking smooth, and nice FPS so far, and looks good supporting 2 trains. If unable to support the CUP rails, ect I wil, try to create a custom rail, if that's ok. Exited to see it action, and can't wait for another update video on the progress! Share this post Link to post Share on other sites
R0adki11 3949 Posted March 21, 2017 14 hours ago, 23rd Infantry Division said: Good looking mod so far, shame not supposed to ask questions. No harm in asking questions, but asking for updates is against the forum rules. As a member with only 2 posts, perhaps take time to read them. Thread Cleaned Up - please try to stay on topic. Flame-baiting has no place on these forums. 1 Share this post Link to post Share on other sites
duda123 1341 Posted March 23, 2017 Train HUD (speed and train car count) and custom track placement in action. Thanks badbenson for the help with the HUD! 10 Share this post Link to post Share on other sites
CSmithTanoa 1 Posted March 23, 2017 Nice Update! Does the train go to no more than 10hm/h? Share this post Link to post Share on other sites
duda123 1341 Posted March 23, 2017 1 hour ago, CSmithTanoa said: Nice Update! Does the train go to no more than 10hm/h? It can go faster, but that's the limit that's currently set. What do you think their max speed should be? Share this post Link to post Share on other sites
Igor Nikolaev 511 Posted March 23, 2017 27 minutes ago, duda123 said: It can go faster, but that's the limit that's currently set. What do you think their max speed should be? I think my friend from these forums IN005 can easily give you an advice about trains :) Share this post Link to post Share on other sites
CSmithTanoa 1 Posted March 23, 2017 1 hour ago, duda123 said: It can go faster, but that's the limit that's currently set. What do you think their max speed should be? I think that 10 kph is a little bit slow. He has to can compete all the same with cars. If the speed was from 40 to 60 kph that would be good. But I cannot judge as it is only you which has the mod:) Share this post Link to post Share on other sites
in005 241 Posted March 23, 2017 1 hour ago, Igor Nikolaev said: I think my friend from these forums IN005 can easily give you an advice about trains :) The problem is, every country has diffenrent engines, the all look similiar somehow, but thats all. I cant say from wich country this one is, or if its a real one, but I searched for a similar one from germany: https://en.wikipedia.org/wiki/DR_Class_V_15 It has two versions wich are in service today with different speeds, i think for the engine would the v15 version enough, so it has a speed around 35kmh or 22mph. Its not that fast, but the purpose of this engine is not to move waggons out of the freight depot, only to shunt them around. Share this post Link to post Share on other sites
CSmithTanoa 1 Posted March 23, 2017 1 hour ago, in005 said: The problem is, every country has diffenrent engines, the all look similiar somehow, but thats all. I cant say from wich country this one is, or if its a real one, but I searched for a similar one from germany: https://en.wikipedia.org/wiki/DR_Class_V_15 It has two versions wich are in service today with different speeds, i think for the engine would the v15 version enough, so it has a speed around 35kmh or 22mph. Its not that fast, but the purpose of this engine is not to move waggons out of the freight depot, only to shunt them around. And for the second train (long orange), Is it faster? Share this post Link to post Share on other sites
in005 241 Posted March 23, 2017 14 minutes ago, CSmithTanoa said: And for the second train (long orange), Is it faster? This might be the ТЭМ15 from Russia wich reaches around 100kmh / 60 mph or the ČKD T-669 from the Czech Republic wich reaches around 90 kmh / 56 mph 1 Share this post Link to post Share on other sites
EO 11277 Posted March 23, 2017 3 hours ago, duda123 said: It can go faster, but that's the limit that's currently set. What do you think their max speed should be? Keep it as authentic as possible, transportation of sugar cane around the Fijian Islands is a slow process, anything over 20km/h would be overkill IMHO. https://www.youtube.com/watch?v=B3pltiqfW90 https://www.youtube.com/watch?v=90ZqKRsUf7o 1 Share this post Link to post Share on other sites
CSmithTanoa 1 Posted March 23, 2017 If it is possible so much to make a speed for a train then another speed for the other train Share this post Link to post Share on other sites
Jnr4817 215 Posted March 23, 2017 4 hours ago, duda123 said: It can go faster, but that's the limit that's currently set. What do you think their max speed should be? I'd day 20-45 max, the real question is will the trains have enough torque to pull a lot of cars up hill and around the hilly areas. Currently, in the game lots of vehicles have trouble going up hill. Share this post Link to post Share on other sites
in005 241 Posted March 23, 2017 6 hours ago, Evil Organ said: Keep it as authentic as possible, transportation of sugar cane around the Fijian Islands is a slow process, anything over 20km/h would be overkill IMHO. https://www.youtube.com/watch?v=B3pltiqfW90 https://www.youtube.com/watch?v=90ZqKRsUf7o Nice but what is the model series of this engine, so we could find out its real speed Share this post Link to post Share on other sites
Igor Nikolaev 511 Posted March 23, 2017 I think it is DHI-71 or DHI-110 Quote Clyde Engineering DHI-71 0-6-0DH: The first widely-adopted Australian-built canefield diesel locomotives were the 18-ton diesel-hydraulics built by Clyde Engineering from 1954. They were powered by a General Motors 71-series 170 hp 6-cylinder diesel engine driving a GM type-500 torque converter. CSR adopted the model as their standard locomotive in Australia and Fiji. A total of 54 DH-71 locomotives were ordered by Australian mills and 18 went to Fiji.http://www.lrrsa.org.au/LRR_SGRb.htm Or HG3R locomotive 4 Share this post Link to post Share on other sites
duda123 1341 Posted March 24, 2017 Private beta version posted on steam. Add me as a friend (http://steamcommunity.com/id/saduda/) and you can download it. Let me know if you notice any issues. Hasn't been tested heavily in MP. http://steamcommunity.com/sharedfiles/filedetails/?id=889892292 1 Share this post Link to post Share on other sites
pazuzu 21 Posted March 24, 2017 Testing this, I am able to get on train but unable to move it. I get this in my rpt: Spoiler 21:38:30 Scripting function 'atrain_fnc_hidetrainobjectglob...' is not allowed to be remotely executed 21:38:30 Scripting function 'atrain_fnc_registertrainanddri...' is not allowed to be remotely executed 21:38:30 Scripting function 'atrain_fnc_hideplayerobjectglo...' is not allowed to be remotely executed 21:39:23 Scripting function 'atrain_fnc_unregistertrainandd...' is not allowed to be remotely executed 21:39:23 Scripting function 'atrain_fnc_hideplayerobjectglo...' is not allowed to be remotely executed 21:39:27 Scripting function 'atrain_fnc_registertrainanddri...' is not allowed to be remotely executed 21:39:27 Scripting function 'atrain_fnc_hideplayerobjectglo...' is not allowed to be remotely executed 21:39:31 Scripting function 'atrain_fnc_unregistertrainandd...' is not allowed to be remotely executed 21:39:31 Scripting function 'atrain_fnc_hideplayerobjectglo...' is not allowed to be remotely executed 21:39:38 Scripting function 'atrain_fnc_hidetrainobjectglob...' is not allowed to be remotely executed 21:39:38 Scripting function 'atrain_fnc_registertrainanddri...' is not allowed to be remotely executed 21:39:38 Scripting function 'atrain_fnc_hideplayerobjectglo...' is not allowed to be remotely executed 21:39:45 Scripting function 'atrain_fnc_unregistertrainandd...' is not allowed to be remotely executed 21:39:45 Scripting function 'atrain_fnc_hideplayerobjectglo...' is not allowed to be remotely executed Must have to add something to my CfgRemoteExec.hpp Share this post Link to post Share on other sites
duda123 1341 Posted March 24, 2017 4 hours ago, pazuzu said: Testing this, I am able to get on train but unable to move it. I get this in my rpt: Hide contents 21:38:30 Scripting function 'atrain_fnc_hidetrainobjectglob...' is not allowed to be remotely executed 21:38:30 Scripting function 'atrain_fnc_registertrainanddri...' is not allowed to be remotely executed 21:38:30 Scripting function 'atrain_fnc_hideplayerobjectglo...' is not allowed to be remotely executed 21:39:23 Scripting function 'atrain_fnc_unregistertrainandd...' is not allowed to be remotely executed 21:39:23 Scripting function 'atrain_fnc_hideplayerobjectglo...' is not allowed to be remotely executed 21:39:27 Scripting function 'atrain_fnc_registertrainanddri...' is not allowed to be remotely executed 21:39:27 Scripting function 'atrain_fnc_hideplayerobjectglo...' is not allowed to be remotely executed 21:39:31 Scripting function 'atrain_fnc_unregistertrainandd...' is not allowed to be remotely executed 21:39:31 Scripting function 'atrain_fnc_hideplayerobjectglo...' is not allowed to be remotely executed 21:39:38 Scripting function 'atrain_fnc_hidetrainobjectglob...' is not allowed to be remotely executed 21:39:38 Scripting function 'atrain_fnc_registertrainanddri...' is not allowed to be remotely executed 21:39:38 Scripting function 'atrain_fnc_hideplayerobjectglo...' is not allowed to be remotely executed 21:39:45 Scripting function 'atrain_fnc_unregistertrainandd...' is not allowed to be remotely executed 21:39:45 Scripting function 'atrain_fnc_hideplayerobjectglo...' is not allowed to be remotely executed Must have to add something to my CfgRemoteExec.hpp Yeah, I'll add details about cfgremoteexec rules tomorrow. 1 Share this post Link to post Share on other sites
in005 241 Posted March 24, 2017 Ok, i found a pretty annoying bug. If I load ATS with Cup together it will cause an crash of the game, before the main menu is loaded... both are working if they are getting loaded single, but together they like cats and dogs Share this post Link to post Share on other sites
duda123 1341 Posted March 24, 2017 29 minutes ago, in005 said: Ok, i found a pretty annoying bug. If I load ATS with Cup together it will cause an crash of the game, before the main menu is loaded... both are working if they are getting loaded single, but together they like cats and dogs Can you list out all of the CUPs mods you had loaded? I will try to reproduce it. Share this post Link to post Share on other sites
Nichols 243 Posted March 24, 2017 11 hours ago, duda123 said: Private beta version posted on steam. Add me as a friend (http://steamcommunity.com/id/saduda/) and you can download it. Let me know if you notice any issues. Hasn't been tested heavily in MP. http://steamcommunity.com/sharedfiles/filedetails/?id=889892292 Thanks for the link @duda123. Have a bunch of guys needing trains for moving across Tanoa and killing bad guys! Share this post Link to post Share on other sites
in005 241 Posted March 24, 2017 1 hour ago, duda123 said: Can you list out all of the CUPs mods you had loaded? I will try to reproduce it. Only CUP Terrains Core... no more... Share this post Link to post Share on other sites
duda123 1341 Posted March 24, 2017 1 minute ago, in005 said: Only CUP Terrains Core... no more... Ok thanks - I will try in a few hours. Share this post Link to post Share on other sites