US Set Development Thread

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krtaylor
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Post by krtaylor »

If you look around on the web, you will find an old shareware version of PaintShop Pro 6. It's kind of old but it works great, and it's free. The current version costs $50, I have it and it's great, but that isn't free.
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Post by Singaporekid »

Nah i don't think i need it
(it's got too many buttons, changes your icons, long loading time)
paint is better!(at least for me!)
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Post by Born Acorn »

try Image.
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Oracle
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Post by Oracle »

A few points:
The Hiawatha observation car only works if the train is 5 cars long (including engine and tender separately) or longer, I think. I've reduced this by one now so you will get it on fairly short trains but this restriction might as well stay, I think.

Can I have a straw poll of contributors as to whether you think you should be able to use the Sunset for freight or not? (no need to vote, uzurpator :P) At the moment they have "Stop" signs but I want to see what everyone else thinks. I don't think they should be usable for freight whatever.

uzurpator, you said that the Sunset end-car setting overrides the penultimate car wrongly. I had a look at it and don't get what you mean. Could you elaborate?

I think I have spotted the problem with the livestock cars, but it's only really really rare, which is puzzling me. I'll investigate.
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Post by krtaylor »

Oracle wrote: A few points:
The Hiawatha observation car only works if the train is 5 cars long (including engine and tender separately) or longer, I think. I've reduced this by one now so you will get it on fairly short trains but this restriction might as well stay, I think.
So in other words, if you have the loco, tender, and two cars, you'll get the observation car, but if you only have one car, you won't? That seems reasonable. But I think previously it had to be 6 cars long, because I had my standard passenger train (loco, tender, mail, 2 pax) and it didn't streamline, but then when I added one more pax it did.
Oracle wrote:Can I have a straw poll of contributors as to whether you think you should be able to use the Sunset for freight or not? (no need to vote, uzurpator :P) At the moment they have "Stop" signs but I want to see what everyone else thinks. I don't think they should be usable for freight whatever.
I absolutely agree that the Sunset can't do freight, by whatever means necessary. I'm surprised that it can't be fixed by using the freighttrains switch, couldn't you give it a massive HP but a low TE?
Oracle wrote:uzurpator, you said that the Sunset end-car setting overrides the penultimate car wrongly. I had a look at it and don't get what you mean. Could you elaborate?
I think it depends on your use of the AI-compatibility switch. I don't use this switch, and when I do bi-levels, they don't configure properly until I've added the trailing loco, then they are OK. But maybe that's a different issue.
Oracle wrote:I think I have spotted the problem with the livestock cars, but it's only really really rare, which is puzzling me. I'll investigate.
Can someone tell me what the problem is?
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Post by NCarlson »

I've only been able to find the 30 day trial of Paint Shop Pro 6, but am working with image right now, if anyone has a working link go ahead and forward it to me (if its under 10 mb you could email it, but I'd have to make sure my mailbox is empty first so a link is better). Anyway, I'm going to stop cluttering this thread with my getting start with the editing but any help is apreiciated.
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Post by krtaylor »

It's easy to use the 30 day trial. Set your clock year to next year, install the program, then set your clock back to the correct date. Problem solved.
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Post by Colonel Sheperd »

krtaylor wrote:It's easy to use the 30 day trial. Set your clock year to next year, install the program, then set your clock back to the correct date. Problem solved.
Not solved :(.
I re installed but i still get the message "your 30 day trial is over".
:?
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Post by krtaylor »

That's because it sets a registry flag. You have to uninstall first then start over.
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Post by uzurpator »

simmer - you need a *cough* crack *cough* to overcome this problem.

krtaylor - sunset and freight is a matter of principle. I agree - hauling freight with them is pointless since they are so weak. But previously their lack of TE could be easily solved with multiheading since sunsets were so darn cheap to operate. Now it isn't so (single el13k owns 3 sunsets hands down) so i see no reason for the 'STOP' thingy. If someone dreadfully wants his freights to run at 200 mph - allow him/her, now it is just not a viable tactic.

Besides if sunset is 'STOP'ped then wny hot acelas (pretty much the same thing), jet trains or aem7?

Livestock - when they load they randomly change between green/yellow/red livery. I guess it can be because they use several loading stages - when they are not supposed to :)

BUGS:

el13k should weigh around 190-200 tons, not 255
sunset endcar is not aligned well when loco is pointing right
centennial parts are not aligned well in one of diagonal views
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sunset-trbl.png
sunset-trbl.png (2.42 KiB) Viewed 1322 times
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Post by krtaylor »

uzurpator wrote:
krtaylor - sunset and freight is a matter of principle. I agree - hauling freight with them is pointless since they are so weak. But previously their lack of TE could be easily solved with multiheading since sunsets were so darn cheap to operate. Now it isn't so (single el13k owns 3 sunsets hands down) so i see no reason for the 'STOP' thingy. If someone dreadfully wants his freights to run at 200 mph - allow him/her, now it is just not a viable tactic.
Somewhere in the To-Do list is the ability to place speed limits on specific cars. That would solve the problem - a train with a livestock car in ot couldn't go faster than 100mph no matter what. Something else that would be cool would be to cause a derailment when a train that was too heavy went too fast around a corner, but I imagine that's impossible.
uzurpator wrote: Besides if sunset is 'STOP'ped then wny hot acelas (pretty much the same thing), jet trains or aem7?
Legitimate point.
uzurpator wrote: Livestock - when they load they randomly change between green/yellow/red livery. I guess it can be because they use several loading stages - when they are not supposed to :)
Oh. I've seen them go through their loading stages properly, I've not seen them change color. Thinking about it, though, uzurpator, are you using the special non-randomizing switch we included for you? I'm not, of course. That could possibly cause the trouble, especially since with that switch on, you oughtn't to be seeing all three colors anyway, you should get just one.
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Post by uzurpator »

I'm not using the switch now. I prefer to make uniform trains but with different liveries. Kind of helps to recognize trains on heavily trafficked lines.
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Post by krtaylor »

uzurpator wrote:I'm not using the switch now. I prefer to make uniform trains but with different liveries. Kind of helps to recognize trains on heavily trafficked lines.
Oh, I see. You just keep buying, and ditching the wrong-liveried cars, until you wind up with enough of the same. Seems like a sensible thing to me. I thought you'd find a use for all those liveries. :wink:
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Post by Singaporekid »

here is the shay
tender needs improvement
vertical view facing down coming soon
any one want to fix the tender for me?
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Log cars by purno
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Post by krtaylor »

singaporekid, a Shay doesn't have a separate tender. The tender is part of the locomotive. That's because the wheels under the tender are powered, so the weight of the fuel can help with the adhesive weight. Since a Shay is so short compared to a normal loco anyway, we decided that it should be all one piece, that is, one normal-size sprite containing both the loco and the tender.
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Post by Singaporekid »

But when mnorman created the shay it only had 1 tender
it dosn't look THAT short
Edit:i'll fix it tomorrow
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Post by krtaylor »

Well, if you look back in the pages, you'll see an extended discussion with uzurpator as to just how short it ought to be.
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Post by Singaporekid »

which page?
What happened to danmack?
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Post by Oracle »

I have had a look at the livestock coding and there was one mistake where the randomisation was not necessarily dependent upon just purchasing the wagon. I have changed that but I rarely see the problem anyway so it will be difficult to test. Apart from that, positioning is coming along quite nicely.
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Post by krtaylor »

I'm going to post a brief list of the things we don't have yet, regardless of whether they are likely to make it into the first release. I've put in bold the ones that I really badly want and hope to get them in the first release anyway.

- Goods (crates) gondola (uzurpator?)
- Steel-pipe gondola (uzurpator?) We have the steel-beams one, but need one with pipes as an alternate.
- White stock-car
- Class C Shay (mnorman or singaporekid
- Alco RS-1 (DanMacK?)
- EMD BL-2 (DanMacK?)
- Baldwin RF16 Sharknose (DanMacK)
- Open Autorack (DanMacK)
- White and grey covered grain hoppers (for food/goods)

Other notes and minor fixes:
- I like the intermodal containers, but I still hope that at least some of them could get a logo or lettering on them, unreadable of course, but still visible. It'll make them look more realistic.
- What's the current status of the TurboTrain? I read some complaints that the wrong version was encoded, and also it lost its bilevels (realistically though.)
- Were there some complaints about the SD110-MFC? I've never played the game long enough to get to it.
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