

waterman
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Everything posted by waterman
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This update is a Very Nice Surprise thankyou for all the creative work. Winter textures will be like having a new Map to play with. " Harsh cold winter " textures create a great atmosphere for the Map. Another exciting thing is i can now create some nice winter textures for my Normandy and London Trains and of course the Krupp K5 Leopold. Great Work Thankyou !
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" Rethink what DCS is. I dare you! " O.K. - DCS the Train Simulator ! Yes DCS Trains have a few bugs and if they can get fixed it will be great. Its good fun using the ready made DCS Maps as Very Nice Full Size Railway Layouts for the 3d Model Trains i make in Blender. I sometimes use the M.E. Scenery Removal Zone and place my own Buildings Sheds and Stations. You would think the Very Complicated Shay Locomotive with sideways cylinders would make DCS Crash but no problems were encountered. check out the interesting videos - bones animation and running in DCS Its now looking great doing realistic smoky work hauling sugar trains on Narrow Gauge Marianas WW2 Map ! Its Rewarding flying a Spitfire around looking for my Trains. Shay in DCS.flv SHAY LOCOMOTIVE bones ANIMATION 2 (3).flv
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Train refuses to be disabled
waterman replied to BEXHAUSTED's topic in Ground AI Bugs (Non-Combined Arms)
The Trains Deactivation has been broken by the Team about 2 years ago very sad situation. It is Reported so may get looked at or broken even more by the Team . However try the attached " Trains stop at station.miz " file it will be of some use for now . Also Do not use late activation with Trains that has also been broken by the Team So for now - 1 - Train initialises at start waypoint with advanced waypoint action Halt 5 seconds adjust times as needed. 2 - Train proceeds to next waypoint and halts for 5 seconds. 3 - Train proceeds to final waypoint and Halts forever. Trains stop at station.miz -
Hi BIGNEWY as requested here is also a Report for the Trains ( Late Activation Problem ) This may help programmers pin down the problem - If the Train is set to late activation or late activation visable before activation the results are the same problem. 1 - When a Train is set to late activation it should be invisable. ERROR - The Train is visable 2 - It should become visable when time more 10 sec trigger activates it. Error - The Train is already visable - The trigger does start the Train ok. 3 - The Train should halt and wait for 5 seconds at first waypoint. The Train does not halt or wait for 5 seconds. 4 - The Train should Halt at final waypoint for ever. ERROR - The Train does not halt and bounces back off the final waypoint and continues back and forth between first and last waypoints for ever. Result is that if a Train is set to late activation it cannot be invisable and it will not halt using the advanced waypoint actions. Compared to the road vehicle - 1 - When road Vehicle is set to late activation it is invisable. - ok 2 - It does become visable when time more 10 sec trigger activates it. - ok 3 - The Vehicle does halt and wait for 5 seconds at first waypoint. - ok 4 - The Vehicle does Halt at final waypoint for ever. - ok Result is that if a Vehicle is set to late activation it will be invisable before activation and it will halt using the advanced waypoint actions. NOTE - If late activation is not used the Train will halt as required. Late Activation not visable before activationTrains.miz Late Activation Trains.trk Late Activation Visable before activation Trains.miz No Late Activation Trains.miz No Late Activation Trains.trk
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Hi BIGNEWY as requested heres the Report for Destroy Unit ( Train Deactivation Not Working ) Also the trigger Deactivate Group does the same thing if you try and Deactivate a train. Example - You cannot Deactivate a Train arrival at a London Terminus Station so you end up with a load of unwanted Trains on top of each other in a last waypoint hold. If you Deactivate them they dont dissapear they fly off over the city forever to an unknown destination. This needs fixing as cpu gpu and memory resources are being used up. ----------------------- Heres the details using the miz or trk files - Compare the ground vehicle and train unit destroy after 10 seconds. Ground Vehicle destroyed by unit destroy script at 10 seconds = Ground Vehicle Disapeared from Game view. O.K. Ground Vehicle Disapeared from F10 Map view. O.K. ----- Train destroyed by unit destroy script at 10 seconds = Train does not Disapear from Game view and continues forwards forever off track route. FAULTY Train Disapeared from F10 Map view. O.K. Thanks for the help Waterman Unit Destroy not working on Trains.miz Unit Destroy not working on Trains.trk Unit Destroy not working on Trains.rtf
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Hi BIGNEWY as requested heres the Report for Destroy Group ( Train Deactivation Not Working ) Also the trigger Deactivate Group does the same thing if you try and Deactivate a train. Example - You cannot Deactivate a Train arrival at a London Terminus Station so you end up with a load of unwanted Trains on top of each other in a last waypoint hold. If you Deactivate them they dont dissapear they fly off over the city forever to an unknown destination. This needs fixing as cpu gpu and memory resources are being used up. ----------------------- Heres the details using the miz or trk files - Compare the ground vehicle and train group destroy after 10 seconds. Ground Vehicle destroyed by group destroy script at 10 seconds = Ground Vehicle Disapeared from Game view. O.K. Ground Vehicle Disapeared from F10 Map view. O.K. ----- Train destroyed by group destroy script at 10 seconds = Train does not Disapear from Game view and continues forwards forever off track route. FAULTY Train Disapeared from F10 Map view. O.K. Thanks for the help Waterman Group Destroy not working on Trains.miz Group Destroy not working on Trains.trk Group Destroy not working on Trains.rtf
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That more like it !
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- mig-17f
- red star simulation
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These are a bit clearer and may be some help - Translated - Welcome to North Korean Air Space Prepare to Die !
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Train Deactivation was working Perfectly in the DCS ST Version. I gave very detailed information about the problems of Deactivation not working way back in the trial MT Version. Its great that some other problems were fixed - the wobbling catapiller train movements are fixed and the wheels not turning are fixed. Then they just removed the ST version. So any Train you add to a mission in the MT Version cannot be removed. Trains of many wagons or coaches eat up resources if not able to be removed when their journey is over. This means you could end up with 10 trains all sitting on top of each other at the busy London Terminus Stations. If you deactivate them they do dissapear from the F10 Map. However they sail off over the City in the game view to a never ending destination. Just needs the MT coding looked at im sure its a small glitch.
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There was but Not any more. The Shay Locomotive see 2 videos attached note the bones details if anyone wants to build one - Krupp K5 Leopold Railway Gun Pack - Marianas WW2 Narrow Gauge Trains Pack - Normandy (British Trains Pack) - Cold War Germany Trains Pack. I have deleted them all. SHAY LOCOMOTIVE bones ANIMATION 2.flv Shay in DCS.flv
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Maybe you all should learn to love the Mirrors after all it is a very important thing the TEAM has been working on for us ! Dont worry about the Deactivated Zombie Trains flying around over the Super Carrier and out to Sea just look in the Mirror smile and chill out. Selfie sticks and 3D printable Man in the Mirror Masks available soon in the store !
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Could be related to the Deactivated Zombie Trains problem as they are doing a similar thing - Trains just continue for ever up in the sky on grass or out to sea locked in a direction when deactivated.
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At present on Marianas WW2 vehicles seam to follow a path ok when set to onroad then switched to offroad when the route goes over a railway line then switched back onroad. The railway lines seam to cut the onroad path. Sadly I did create a Narrow Gauge Railway Steam Locomotive and 5 assorted wagons for the islands but have removed them pending a Train Deactivation fix.
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Nice to meet you Raptorattacker "Nobody thinks about you as much as you think about yourself" Thats true Thankyou for the kind words and advice . I have re-assessed the situation. Best advice i have recieved for a long time "People who use them mostly do it because they think it's a good mod/idea" My mod was to provide user created trains for the narrow gauge Marianas WW2 tracks. I thought that users would prefere usable trains as an alternative to looking at the baked in Oversized DCS Locomotives and wagons in the sidings. I will wait for a Train Deactivation update.
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Just in case anyone is interested - There is a "Problem" and i have had complaints from users who downloaded the Marianas WW2 Train Pack. The "Problem" is the Trains are not able to be Deactivated. This is a "DCS problem" - E.G - When a train arrives at a destination users cannot Deactivate and make the train Dissapear ( it works in old ST version but not in MT Version ) The trains just continue out over the ocean or over the grass for ever ! I have reported this issue several times but it still needs fixing. I even showed "Wags" DCS trains flying over a SuperCarrier. Also My "DML" Train Time Table Schedule Sequencer and Signalling System does not work anymore because the trains will not Deactivate and Clone. There is Marianas WW2 / Normandy British Train Pack and the Cold war Germany Train Packs i was working on. However because of this situation regretably the Marianas WW2 Train Pack is pulled from the DCS Files site untill the Deactivation Issue is fixed in an update. Wait and see i guess ?
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Also this was a link to download my Marianas Trains addon with simple install instructions - A Narrow gauge Steam Loco and 5 assorted wagons. https://www.digitalcombatsimulator.com/en/files/3345510/ Total waste of my time that was ! Theres been ZERO feedback so i guess the 223 users who downloaded the pack have not even bothered trying it out ! I suspect they are blissfully unaware and still using the Huge German Trains from the WW2 addon pack on the Marianas Narrow Gauge Track. There is an "unbeleivable negative Zero interest" in Me creating any Realistic Trains for DCS on this forum. I have pulled the Plug on My Marianas WW2 Trains Pack - My British Trains Pack and My Cold War Germany Trains Pack before i waste any more of my time uploading any more. Bye Bye !
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Compare Ground Vehicle unit and Train unit Destroy. Ground Vehicle destroyed by unit destroy script at 10 seconds = Ground Vehicle Disapeared from Game view. O.K. Ground Vehicle Disapeared from F10 Map view. O.K. ----- Train destroyed by unit destroy script at 10 seconds = Train does not Disapear from Game view and continues back and forth between waypoints. FAULTY Train Disapeared from F10 Map view. O.K. Unit Destroy not working on Trains.miz Unit Destroy not working on Trains.rtf Unit Destroy not working on Trains.trk
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Compare ground vehicle and train group destroy after 10 seconds. Ground Vehicle destroyed by group destroy script at 10 seconds = Ground Vehicle Disapeared from Game view. O.K. Ground Vehicle Disapeared from F10 Map view. O.K. ----- Train destroyed by group destroy script at 10 seconds = Train does not Disapear from Game view and continues forwards forever off track route. FAULTY Train Disapeared from F10 Map view. O.K. ---- Group Destroy not working on Trains.rtf Group Destroy not working on Trains.miz Group Destroy not working on Trains.trk
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Hi @NineLine I did report this on 12th Sept but that thread is now locked. Did you manage to get the programmer to have a look at the Trains Deactivation problem and the wheels animations arg 8 not working. As I am probebly the only one who uses and creates my own trains i get to see these things. I dont want trains to ruin Wags Christmas with a Photo Bomb during one of His Carrier Movies see the pictures and .trk and .miz Theres a few train spotters in the new carrier deck crew so at least their happy ! No problems Deactivating and arg 8 works fine in old ST version but they have never worked in MT Version. thanks Waterman DCS Trains over Carrier..miz dcs trains over carrier.trk
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AI Aircraft flying underground
waterman replied to Heart8reaker's topic in Aircraft AI Bugs (Non-Combined Arms)
Hi i have a similar related problem with user created Trains When they are Deactivated the Locomotive and wagons split up continue on the grass or go under the ground or out to sea off the coast in the air . They continue for ever like Zombies - i reported it about 3 months ago. Even the Destroy command in a script wont remove them. They are no longer alive or viewable on the F10 map. No problem in the old ST version but always done it in MT. The wheel rotations and animations sadly no longer work in MT . I expect something will be done when they Photo Bomb one of Wags Carrier Videoes one day ! dcs trains over water.trk Supercarrier deactivated trains.miz -
"It's not just WWII although WWII shows it much more" - The WWll Steam Locomotive is a good example - it was working just fine in ST - I posted heaps and heaps of very detailed posts and .miz and .trk files warning about the problems - no one even downloaded any to test and the Locomotives and wagons now have no wheel rotations and valve gear is frozen and trains cannot even be deactivated as i warned. I have put in hundreds of hours developing the trains so i was angry. That little episode got my topic locked and a warning. Its hopeless as I have to use an old version of ST if i want to see them working as they should. I hope the Trains are being worked on by the Team thankyou. Waterman
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Hi Just a quick heads up "pardon the pun" ! Trains in MT dont Deactivate and stay in game as zombies that go forever. Its been reported and being worked on , i thought you may like to see. If you do deactivate a train you can get this situation "see picture" and well lets say its not going to put you in a good mood you may even reach for a hammer ! Train wagons and Locomotives as spotting dots it will be raining cats and dogs next ! More bad news before you ask No you cannot shoot them down they dont exist as trains anymore. try and have a nice Day ! I can delete this messege and pic if it messes with your thread let me know.