Signals didn't appear

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Predador
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Signals didn't appear

Post by Predador »

I have downloaded new signals and when i select then in new scenario and start the game, they don't appear. Why?
OpenRailer90
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Re: Signals didn't appear

Post by OpenRailer90 »

You need to edit your traskst.dat or trackng.dat using Locotool. You have to make a backup though.
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Zakos
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Re: Signals didn't appear

Post by Zakos »

C:\Program Files (x86)\Atari\Locomotion\ObjData\trackst.dat

To edit the file, follow this tutorial. Read it carefully. Back up your entire ObjData folder first.

HOWEVER, you may not need to do that. Which pack are the signals from?
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Re: Signals didn't appear

Post by Predador »

tycoonkid9 wrote:You need to edit your traskst.dat or trackng.dat using Locotool. You have to make a backup though.
Thanks man, i will try this !!!
LocoRoller wrote:C:\Program Files (x86)\Atari\Locomotion\ObjData\trackst.dat

To edit the file, follow this tutorial. Read it carefully. Back up your entire ObjData folder first.

HOWEVER, you may not need to do that. Which pack are the signals from?
I have installed the Provo Utah Scenario. Thanks for the tutorial !!!! Worked successfully !!!! Thank you LocoRoller and tycoonkid9.
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Zakos
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Re: Signals didn't appear

Post by Zakos »

Glad to have been of assistance.

Also glad to hear that a new member was actually able to edit the file without complaining about being confused :P
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Re: Signals didn't appear

Post by Predador »

LocoRoller wrote:Glad to have been of assistance.

Also glad to hear that a new member was actually able to edit the file without complaining about being confused :P
Thank you LocoRoller !!! But, has limit to put the signals and bridges?? Because I want to put more.
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Zakos
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Re: Signals didn't appear

Post by Zakos »

You can have up to 7 bridges, but I have no idea what the signal limit is. I believe I had 17 signals at one point.
Last edited by Zakos on 25 Aug 2013 16:42, edited 1 time in total.
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Walter1940
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Re: Signals didn't appear

Post by Walter1940 »

Badger has written in the tutorial-thread 16 signals are possible.
(But I did not know it at the moment too.)
http://www.walter1940.de
Vehicles for Locomotion

Tutorials in english
- From MSTS to Locomotion ---> http://www.walter1940.de/tutorial/msts2loco/
- Wally ---> http://www.walter1940.de/tutorial/wally/
- xml-modding ---> http://www.walter1940.de/tutorial/xml-modding/
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Re: Signals didn't appear

Post by Predador »

Ahh is to much signals to add xD.
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Re: Signals didn't appear

Post by OpenRailer90 »

I do not recommend bridges because you can't deselect them. And why does the AI chose to use narrow gauge only if I modify my trackst.dat?
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Zakos
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Re: Signals didn't appear

Post by Zakos »

I meant 17, I have 17 signals. It doesn't really matter though, because you can only select 16 in the editor.

Also, if you add more bridges then you'll have to take some out eventually. The problem with this is that if you want to remove a bridge, perhaps the suspension bridge, then you'll have to remove it from all of the roads if you want to remove it in the scenario editor.
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Re: Signals didn't appear

Post by Predador »

tycoonkid9 wrote:I do not recommend bridges because you can't deselect them. And why does the AI chose to use narrow gauge only if I modify my trackst.dat?
Haha i will didn't install new bridges.
LocoRoller wrote:I meant 17, I have 17 signals. It doesn't really matter though, because you can only select 16 in the editor.

Also, if you add more bridges then you'll have to take some out eventually. The problem with this is that if you want to remove a bridge, perhaps the suspension bridge, then you'll have to remove it from all of the roads if you want to remove it in the scenario editor.
Makes difference if I edit trackst.dat or trackng.dat?
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Re: Signals didn't appear

Post by Zakos »

Predador wrote:Makes difference if I edit trackst.dat or trackng.dat?
tracktst.dat is the regular track, trackng.dat is narrow gauge.
tycoonkid9 wrote:And why does the AI chose to use narrow gauge only if I modify my trackst.dat?
Once you start modding, get rid of the AI altogether. It'll become even more of a nuisance.
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Re: Signals didn't appear

Post by OpenRailer90 »

I don't mod the track files because it affects AI behaviour. I love playing with mods and AI. Who notices they suck at building things like making useless hills and curves? They even manage to build expensive stuff like mountainous airports and long rail lines at the beginning. What's even more annoying if you have custom avatars, they use it even for non rail services. They refuse to remove grade crossings on any railway lines, and worse, they leave roads alone when stopping service. That's why I can prefer to limit my modding a bit.
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Re: Signals didn't appear

Post by Zakos »

tycoonkid9 wrote:I don't mod the track files because it affects AI behaviour. I love playing with mods and AI. Who notices they suck at building things like making useless hills and curves? They even manage to build expensive stuff like mountainous airports and long rail lines at the beginning. What's even more annoying if you have custom avatars, they use it even for non rail services. They refuse to remove grade crossings on any railway lines, and worse, they leave roads alone when stopping service. That's why I can prefer to limit my modding a bit.
Yes, but they still do all of that without mods. I always found myself cleaning up after them (landscaping after they take down an airport on a cliff, for instance) and thus not having fun. And I can't blame them; it's what they're programmed to do. They don't care about making it look pretty. I do. So bye bye AI!
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