Open Rails 0.8.0 is here!!!
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Hahaha yay.A RR Mad Lip: It's Better Not 2 Show un Finished work when the work isn't Complete Proudly then getting let down about it When Posting & telling as it's Boldly Not SaFe 2 Urr Progress or Suportive Parents as it is to Post Regularly Round. Stay.Secretly.Working. & it will Keep it Civil and Safe from Gimme Pigs & Strike Downers
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Good job indeed but it still has it's trips and falls in some places.
Here's one issue I have come accross a bug in cabviews.
1. digital cabs don't appear to play well as speed and brake guages appear to be far bottomly away from spots there supposed to be but the dials guages appear right where they are suposed to be.
2. the new 2d cab move with the up and down arrows appear to have it's bug looking left and right even when disabled as when I hold up or down it makes the cab itself face up or down. looking in a right or left view and pressing up and down messes up the main view as well like im looking in the sky.
Everything else looks and works great, I like the turn engine on/off feature and how the signals finally work along with the improved realism of power force and broken couplers. One funny thing about the signals is they act uppon the direction the reverser is pointing as I have come accross an act where I place my reverser forward then it gives me a go signal, but if I put it set and centered signals turn back to red.A RR Mad Lip: It's Better Not 2 Show un Finished work when the work isn't Complete Proudly then getting let down about it When Posting & telling as it's Boldly Not SaFe 2 Urr Progress or Suportive Parents as it is to Post Regularly Round. Stay.Secretly.Working. & it will Keep it Civil and Safe from Gimme Pigs & Strike Downers
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An excellent milepost on the OR path and very worthwhile.
It's great to see the speedposts now displaying the info. and I was delighted by the "crossing points" (switches) sound.
Thank you for the work you've all put into v8.
A suggestion for the future, if I may: in the F4 display, would it be possible to use a filter (Ctrl+F4, maybe?) to hide the signal aspects if one so wished?
EDIT: Just a note to advise that my framerates are still fine in my "datum" route (Lukas Lusser's RMD) - down from triple numbers but still in the high tens......anywhere from 50 to 80 fps.
Many thanks once again.
BruceLast edited by seagoon; 09-25-2012, 22:58.IBM XT i386; 512Kb RAM; 5.25" FDD; 1.4Mb FDD; 5Mb HDD; VGA 256-colour graphics card; AdLib soundcard; DR DOS 6.0; Windows 3.0Comment
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Compliments to the team.
A minor cosmetic issue, just in case it's not on your 'to do' list, is having a second exhaust plume for those locos with 2 exhausts.
Running the BHP world record train is my initial 'acid' test and seeing the brake propagation though out the train was a real treat. The 100 FPS average for this long train on my i7 also impressed.
DPU is the icing on the cake that I am patiently waiting for.
Once again well done and I'm looking forward to future developments.Comment
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Yes but you have to minimize and see a new window open.A RR Mad Lip: It's Better Not 2 Show un Finished work when the work isn't Complete Proudly then getting let down about it When Posting & telling as it's Boldly Not SaFe 2 Urr Progress or Suportive Parents as it is to Post Regularly Round. Stay.Secretly.Working. & it will Keep it Civil and Safe from Gimme Pigs & Strike Downers
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Unfortunately the Bernina freeware route does not work any more and stops loading quite at the beginning. It worked with version 7. I attach the log file
OpenRailsLog.zipsigpicComment
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Ah.....
Interesting oddity with the dispatcher view... if I use the arrow keys to navigate, it also affects the main OR window.
Is there a reason the player path isn't highlighted in the DV when a specific avitar is selected? Would be handy to see collision possibilities... Also would be nice to know length of the train andnit just location of the lead engine. I had two trains nose to tail, and wouldn't have known it from the DV.
Some odd behavior when I "zippered" two moving trains onto the same track. All was fine until the free couplers bounding boxes met; they immediately latched and one player lost control of his train. After uncoupling and returning control, the camera views stayed with the now-separated lead train...Last edited by eric; 09-26-2012, 04:25.If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, or items available in our library, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!Comment
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A bug:
I get green yellow as it should, which means i can pass and the next switch is set to divert.
But the AI train also goes on my path, while you can see at the end on the video from AI train view, passes a red signal.
So the signals showing the correct aspect, but the AI train ignores it for some reason.
PS: no sometimes the AI train got yellow yellow. And it seems when i switch the reverser, the signal before me is changing: neutral-> red, forward -> yellow green
PS2: after some test. Im standing at the station, initially the signal before me is red. If i switch reverser to forward, than it becomes yellow green (expect clear, 40 km/h limit after passing the signal).
Same time the ai train gets yellow yellow (40 km/h limit after passing the signal, expect stop).
Which is wrong, since our paths are crossing but still none of us got red.
But if i pass my yellow green the signal for the AI train becomes immediately red.Last edited by kox; 09-26-2012, 07:10.sigpicComment






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