View Full Version : Can you drive the "how to" engine?
Paddington bear
04-21-2008, 03:08 AM
hi,
My pride and joy now sits on the track just as it should, yes I took a bow AND it behaves like a good AI train should and obeys the signals when an other AI train has occupied the section of track ahead of it. LOL just another plus before the help.....................
I can set up my LU tube train unit with a "driver" and a "stop" at instruction and it will behave just fine as an AI. If I left click on it to attempt to drive it, its a "call home" crash followed by the R6025. I have been using the logmate option to eliminate a couple of problems but now it gives no furthur clues.
Ross
RSDLadam
04-21-2008, 05:40 AM
The Simple Engine is drivable in Simple Control only as it only features enough train controls for this mode.
Paddington bear
04-21-2008, 06:08 AM
hi,
I have checked that one Adam, isnt the solution as much as I wish it was but I am certainly enjoying the fun of learning. Must be my logic solving brain exercise. I will say the whole export/asset editor/blueprint process thing is certainly become a whole lot easier with use.
Ross
RSDLadam
04-21-2008, 10:06 AM
Hiya,
If the controls arent responding, the places to look will be: Ensure the name at the very top of the Blueprint is filled in Ensure the Interior Interface has a camera blueprint referenced for the cab (even if there is no cab) Check that under the Control Container Component/Control Values section, you have the all the minimum controls required as documented in the HowTo, setup correctly.
Paddington bear
04-21-2008, 07:52 PM
hi,
Adam, I have checked all 3 of your suggestions. The interior camera setup is correct as far as I can tell after changing the Vertical and Horizontal freedom fields from 180 to 1080. I have a name with no spaces at the very top. In the train controls I found a missing _ from TrainBrakeControl_Intermediate in 5.7 Creating the Train Controls point 59. At this point in the learning curve I have no idea if that is significant, just as I have no idea if EngineStat in point 47 should be EngineStart, either way these things will become clearer as experiance is gained. I all so eliminated a space in the engine sim file name. None of these have changed the currant behavior of my pride and joy. Sits there on the track waiting for me to left click on it, I do and it calls Billy on R5026. May be left BOOT might work :-) Here is the LogMate runtime error that appeared after it had closed down. Decoding that is a whole new ball game which I will leave in your court.
Blueprint being deleted with non-zero ref count
ASSERT(mRefCount == 0);
cBlueprint::~cBlueprint()
c:\dev\railsim\code\publicinterfaces\../Libs/Blueprints/cBlueprint.d.h : 65
Thanks for your pointers on this journey.
Ross
RSDLadam
04-22-2008, 06:58 AM
Hiya,
Clicking the loco causes the game to crash. Ok, can you check the Brake Controls are setup properly. When clicked on, the first thing a train wants to do is set the brakes so that it doesnt roll away.
The other area to check is the Engine Sim Blueprint. If the engine isnt built properly when you turn it on....boom :) just like in real life hehe.
Paddington bear
04-22-2008, 09:43 AM
hi
Adam, you can have a laugh on me.
The most probable cause of crashing....... NO FUEL TANK.
I worked my way though checking the brake set up and changed the air brakes to vacum and checked the engine _sim and then recreated blueprints, and lua's and got to the end and OOOPSY POOOPSY. Now to get it to go backwards , but that can wait.
I am a happy camper.
Ross
RSDLadam
04-23-2008, 06:42 AM
Good to hear.
Wheres the screenshot though? :)
Paddington bear
04-23-2008, 08:01 AM
hi,
The first trial run of tube stock. I am going to try sliding doors before cabs, with the help of my 13 year old son whos all for playing with animation in 3D Canvas. The magical art of textureing could be looked into some time. and then theres the question of conversion to electric................
Ross
vBulletin® v3.7.4, Copyright ©2000-2008, Jelsoft Enterprises Ltd.