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3DTrains Forums > Simulation Discussion > Strategic Partners > V Scale Creations
S. Weaver
I posted a new activity above. In it, I explore "dark territory" train operations even more than before.

I found out, though I'm sure someone else discovered it already - there's probably even a thread on it somewhere - that a player has a great deal of control over overtaking meets. And after the AI extra is overtaken, the player can "drop fusees" off to stop the extra, or if the player is stopped, "call out a flagman". This is accomplished by setting trailing point switches against the AI extra, and then releasing him before you lose control over the switch by passing another one. He'll follow you like a dog.

It is super handy for setting out cars and what not without being steam-rolled by the AI. Just be careful though that in switching you don't trip the switch that is holding him back! ohmy.gif

Give it a whirl!
S. Weaver
Someone just informed me that my previous activities (above) have corrupted files. That must have happened in the transfer to the invision software. I might not get to it today, but I'll see if I can repost all of them.

They didn't report any difficulty with this activity, though.
Mike the Yank
QUOTE(S. Weaver @ Feb 9 2007, 8:00 PM) *

I posted a new activity above. In it, I explore "dark territory" train operations even more than before.

I found out, though I'm sure someone else discovered it already - there's probably even a thread on it somewhere - that a player has a great deal of control over overtaking meets. And after the AI extra is overtaken, the player can "drop fusees" off to stop the extra, or if the player is stopped, "call out a flagman". This is accomplished by setting trailing point switches against the AI extra, and then releasing him before you lose control over the switch by passing another one. He'll follow you like a dog.

It is super handy for setting out cars and what not without being steam-rolled by the AI. Just be careful though that in switching you don't trip the switch that is holding him back! ohmy.gif

Give it a whirl!

OK Mr. Weaver I got through the meet at Beaver and got the message at the Junction to aline the switch at Grandview. However when I started up to Grandview I ran smack into #7's Caboose, talk about scattered chickens thank God the crew herd me comin' and joined the birds!!! So should I reset the switch just before I get there so he can get out of the way?
I really do enjoy your activity wrighting but I do need a little help here. Thanks, Mike the Yank
S. Weaver
QUOTE(Mike the Yank @ Feb 11 2007, 4:57 PM) *

OK Mr. Weaver I got through the meet at Beaver and got the message at the Junction to aline the switch at Grandview. However when I started up to Grandview I ran smack into #7's Caboose, talk about scattered chickens thank God the crew herd me comin' and joined the birds!!! So should I reset the switch just before I get there so he can get out of the way?
I really do enjoy your activity wrighting but I do need a little help here. Thanks, Mike the Yank


ohmy.gif Ohh! My condolences! Hmm ... guess No. 7 didn't have their flag back far enough. No, seriously, he's fumbling with the switch keyes or something, but it's better that he waits for you just before the switch instead of in the siding. AI's don't wait in the siding in dark territory unless there's been a player path blazed along the whole route, which creates other problems. The best thing to do is sneak up on him, open the gate and let him in. But you have to get around him quick. I put a wait point in the siding, but they're not very long. Once you get ahead of him, then you can slam the gate on him and keep him penned up until you're ready to let him out.

As has been said a thousand time elsewhere, it would have been great if Kuju had done their homework before writing the code ...
Mike the Yank
smile.gif Thank you Sir. I'll go back to Beaver, nah!!!!, I'll start all over again and take another shot at it. BTW do you know if the CM Pack has the "new" sounds or is that just with the ON? Thanks again for some great activities. Mike the Yank
S. Weaver
QUOTE(Mike the Yank @ Feb 12 2007, 8:25 AM) *

... BTW do you know if the CM Pack has the "new" sounds or is that just with the ON?


Any day on the new sound ... That's Andre's call. The CM Pack was to have the new sound. I'm not sure if he's going to send it out separately or bundle it with the ON. It will be worth the wait!
laming
Hi:

The Steam Sound pack will be a stand alone product. The end user will choose what engine(s) to implement it into as well as what custom sounds he/she desires.

FWIW: All the player CM engines already have the sound address lines commented within. Simple task to assign the new sounds therein once the pack is released!

Andre
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