cr-stagg
Aug 12 2003, 9:00 AM
Chip,
Since you provide AI loco files with your engines, I decided to ask this question here.
Exactly what is the differience? I assume that they cannot be used for front-end as they have no cabview. I assume that the polly count is the same as there are no separate .s and .sd files.
dekosoft
Aug 12 2003, 10:49 AM
You can use the AI locomotives for your AI trains and as booster units in your player multi-unit consists. Unlike the player version used in these instances, the AI units' sound will vary according to train speed. (This is the best we can simulate engine RPM sounds for non-player controlled units.)
baxter
Aug 12 2003, 3:52 PM
That's cool, I didn't know about that. I've wondered if there was some way of simulating engine sounds for helpers. I always love your attention to details.
kevarc
Aug 12 2003, 7:06 PM
Many times I create an AI engine file.
Chip, would it be ok if I did this for a few of the older engines? I would like to update the older ones to the new sounds.
cell0518
Aug 12 2003, 8:18 PM
That is quite interesting. Never heard of any other Group (NALW, TA, etc) doing this.
Chris
Big Zee
Aug 12 2003, 10:58 PM
When Chip approached me about getting a new audio package together for the UP set one of the things he wanted fixed were the AI locomotives having sound as you passed them in an activity. Unless you specifically make a separate AI sms file to use there is only one other way to do this, which is by adding a scalability group that uses default, generic sound. The default GP38s had this included, the Dash9s did not, which is why you'd hear the Geeps and not the GEs. Anyway, I wanted to take it a bit further and told Chip I'd make a separate AI sms file for ALL units not being driven by the player to use in activities which in turn would have to have their own eng file. So, you have the AI eng files in all of the UP super set locomotive directories for just this reason. The idea was not originally thought up by myself, though, as a few other outfits do use this technique. MLT does, and so do a few freeware authors whose locomotives you can find on TS.com. I just added a bit more to it and included random air samples and whatnot. I think it turned out rather well, and if you haven't already tried it out, please do so. Nothing like hearing 3 or 4 of the GP40s and SD40s hooked up together and all working hard on a grade.
AlGarrison
Aug 13 2003, 6:55 AM
This all is exciting - I can't wait to try it out. One other question on the AI locomotives, can you run them with the headlights (running lights) on?
Al
dekosoft
Aug 13 2003, 11:32 AM
Not sure if I understand your question correctly, but AI locos do have working headlights (this isn't a new feature and was present before the additional AI locos), and we've added extra lights (e.g., underframe lamps) to several units that will also shine in your MU consists. However, due to MSTS limitations, only the player's loco can have a working sphere light (i.e., one that actually illuminates the environment, and isn't just a glowing lens) -- I really hope the next MSTS will improve this.
AlGarrison
Aug 13 2003, 1:52 PM
My question was are they on by default or off. How do you turn them on and off?
Thanks, Al
dekosoft
Aug 13 2003, 2:18 PM
AI locos:
* In AI traffic (i.e., moving), headlights are turned ON for the leading unit only
* IN player MU consists, helper unit headlights are OFF, with running lamps only (walkway, underframe) ON. You can add illuminated headlights to your helper units but we don't support this. The technical documentation on your MSTS installation CD-ROM explains the lighting codes in detail.
* Static (non-traffic) consists have no lights
F40PH
Aug 17 2003, 4:34 PM
Hi guys,
Regarding the AI units, I remember reading in another forum that these units provide for a greater frame rate by not having the cabview portion. Anyone have insight to this? I've never done any tests since I'd be using mine anyway to get the correct RPM sounds.
I've created an AI engine for each one in my roster (even gone so far as to renumber the original loco to be the AI) and stripped all "non-AI" lighting out of them. This has resulted in for example me having BNSF 8010 as the player unit and 8018 as the AI.
Bill
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