Jump to content

Recommended Posts

  • 1 year later...
Posted (edited)

Thanks Strikehawk

   That will come in handy thanks - also the Enemy Ground Ai now shoot at trains and will kill them.

   We are now getting some good interaction with the trains i am getting excited again about DCS thanks ED.

Edited by waterman
Posted

Hope for everyone’s sake these get improved. Can’t say I’ve seen much of them working anything like sensibly for a while.

6 hours ago, waterman said:

We are now getting some good interaction with the trains i am getting excited again about DCS thanks ED.

Glad to hear it. 🙂

ED should reach out to you, maybe implement the rail gun network you did so much work on? Remember it leading from assorted trains to massive guns, projectile testing and even the monumental rail-gun turntables. You should post your work in the user files, I’d expect anyone reading this thread would have an interest, they were a great little (not so little) rail project. 

Posted

Hi Slippa

   I still have all of the projects and thanks for your input and Eddie`s  advise on the Krupp k5 German rail gun topic.

  I removed the topic as there are more important bunfights going on stuttering etc issues that i do not wish to add to.

 The issue is the DCS trains need to be adjusted to the the computer controlled route height in each map.

  Theres another option .

   British Railway Network is you only select trains - Locomotives - Wagons - and coaches that are the correct height but theres no british trains anyway .

  But if i release mine the next update may stuff them up !

  The Krupp K5 German railgun is the exception as it pretends to be an on road Tank and has a limited dedicated track and turntable.

  The Krupp K5 railgun can also be pulled around on Enemy tracks so whats going to pull it at the correct height My british Locos No thats stupid ?

  The only solution is i build the Krupp Twin Diesels to the same track height to haul the Rail gun out of its tunnel or to a new location as part of a train on the other side of the English       

  channel .

  Some food for thought is - the railgun has rotating wheels - the Twins have rotating wheels so they are good for MT as theres no valvegear or noticable spokes etc .

  However Steam Loco Valvegear and wheels do not animate in MT but are fine in ST.

  

  

   

  

 

  

Posted
21 hours ago, waterman said:

The Krupp K5 German railgun

Huh. There I was, both excited and confused. Until I realized that we are talking about the railway guns of days yonder, not the railguns of tomorrow. Nevertheless, a network of big rail(*)guns moving about on a rail network seems like a great project to me, so all the best, and please keep us posted.

Posted
22 hours ago, waterman said:

I removed the topic as there are more important bunfights going on stuttering etc issues that i do not wish to add to.

Fair enough but there’s always stuff going on in this crazy mess. It’s ‘organic’ here, at best. Loads of frustrations but hey, c’est la vie an all that.
 

We don’t have to look far in the modding threads to see mods going down the swanny due to an update. Some get fixed, some swerve any damage. I reckon since you’ve done so much work on those railguns already, posting where you’d got to couldn’t do any harm. More than that, you never know when someone might spot something and maybe help out with ideas or fixes. ED sometimes step in within 2 weeks© or so.
 

There are loads of different threads I come across and wonder how I’d missed em but I do. Mods I fancy trying that were worked on years ago. Some still work when I chuck em in the ME for a test run and a mess about. I was starting to wonder about those shells going to and fro the Channel though. Could start a bleedin war firing off those buggers. 😁 They’re a work in progress, worth posting back up I reckon?

 

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...