HIBALL3985
Jul 3 2009, 5:53 PM
Hi Guys,
I'm now using the Surfliners on the new Surfliner route. Using them as AI/traffic trains, I have no headlights on the F59PHI's. Only the red marker is on. The consists running in push mode are fine, cab car light are on. Is there something in the .eng file I can change to get the headlights on?
Thanks Jim
cr-stagg
Jul 3 2009, 6:35 PM
QUOTE(HIBALL3985 @ Jul 3 2009, 7:53 PM)

Hi Guys,
I'm now using the Surfliners on the new Surfliner route. Using them as AI/traffic trains, I have no headlights on the F59PHI's. Only the red marker is on. The consists running in push mode are fine, cab car light are on. Is there something in the .eng file I can change to get the headlights on?
Thanks Jim
Which Surfliners? Those that came with the FPM route or the set Marc released from 3dTrains?
HIBALL3985
Jul 3 2009, 7:14 PM
QUOTE(cr-stagg @ Jul 3 2009, 6:35 PM)

Which Surfliners? Those that came with the FPM route or the set Marc released from 3dTrains?
these are the ones purchased from 3dTrains
They appear to work fine here.
Cheers!
Marc
HIBALL3985
Jul 4 2009, 4:04 AM
QUOTE(Hack @ Jul 3 2009, 8:49 PM)

They appear to work fine here.
Cheers!
Marc
Hi Marc, this is strange. I changed consists but the same results. I'm puzzled why mine don't work. Here is a picture of a traffic train passing.
Have a happy 4th...
Click to view attachment
wings-n-wheels
Jul 23 2009, 3:26 PM
QUOTE(HIBALL3985 @ Jul 4 2009, 6:04 AM)

Hi Marc, this is strange. I changed consists but the same results. I'm puzzled why mine don't work. Here is a picture of a traffic train passing.
Have a happy 4th...
Click to view attachmentI have the same problem. No lights on the lead F59PHI when used as AI.
I went into Route Riter to try to create an AI engine from #450 but got the same result. I "THINK" it has something to do with the control line in the ENG file - but it shows 21 lights, so I have no idea which ones do what.
Can someone just create a forward facing AI engine with lights on and post the ENG file here as a reply?
Thanks
CP9524
Jul 24 2009, 8:26 AM
I have experienced the same thing with the AI F59PHI, using the supplied consists.
(the left is the AI in pull mode, the right is the player in push mode)
I also can't get the metrolink/coaster cabcars to have headlights when they are leading an AI train. (These are the ones released here, not the FPM release ones).
Hack
Jul 24 2009, 10:27 AM
I'll have a look at the files and see if there's anything out of place.
Cheers!
Marc
wings-n-wheels
Jul 26 2009, 9:45 AM
QUOTE(Hack @ Jul 24 2009, 12:27 PM)

I'll have a look at the files and see if there's anything out of place.
Cheers!
Marc
Uncalled for... I retract it.
Hack
Jul 26 2009, 10:56 AM
QUOTE(wings-n-wheels @ Jul 26 2009, 9:45 AM)

Sounds like "I'll get back to you."
And you would be correct. The file edits are in the works, and will be released when ready.
Cheers!
Marc
HIBALL3985
Jul 26 2009, 5:43 PM
Thank you Marc. And thank you to the people who confirmed I'm not loosing all my marbles.
Jim
HIBALL3985
Jul 26 2009, 5:46 PM
QUOTE(wings-n-wheels @ Jul 26 2009, 9:45 AM)

Sounds like "I'll get back to you."
I think that comment is uncalled for. Marc has always supported his products and if he's says he will look into it, he will
Jim
hnt4redoktober
Jul 27 2009, 5:37 AM
Not to add to the confusion,
But it would also be great if the reverse marker lights were on when in AI for the CabCars. Does anyone else have the front red light on for the Metrolinks F59PHI's as well as the front headlights when they are in AI?
EDIT: Last night after some checking, I realized that the .wag's didn't have any lights on them. I just copied the lights from the .eng and changed the (3) to a (4) on the unit and pasted them to the 2301.wag
ATSFSD9
Jul 27 2009, 7:16 AM
Will this also fix where the Cab Car lights will be off.I noticed they where on and cannot turn it off.If not how do I turn themm off the Cab car lights.
wings-n-wheels
Aug 3 2009, 7:42 PM
Any progress yet and how to get the lights on? Or how to create an pull AI engine with lights on?
Thanks
Nothing yet. I'll post the update at first chance.
Cheers!
Marc
hnt4redoktober
Aug 26 2009, 9:16 AM
QUOTE(Hack @ Aug 3 2009, 8:44 PM)

Nothing yet. I'll post the update at first chance.
Cheers!
Marc
Any good news?
Hack
Aug 26 2009, 10:11 AM
Nothing yet - I've been busy elsewhere.
Cheers!
Marc
hnt4redoktober
Dec 23 2009, 7:38 AM
What's going on guys? I've been out to sea for the past couple of months...any updated on a possible light fix?
v/r
Kyle
Hack
Dec 23 2009, 8:53 AM
Sorry - I forgot all about it. I just uploaded the v1.23 update to fix this. Let me know if you run into any issues.
Cheers!
Marc
hnt4redoktober
Dec 24 2009, 7:07 AM
I actually didn't see any difference. I ran the Coaster Activity where 564 passes you North of Old Towne and when he passes I see the one red light on his right side on and that's it. Thanks for your continued help with this!
v/r
Kyle
Hack
Dec 24 2009, 7:27 AM
I'm not sure where to go from here - lights on AI traffic to begin with are an iffy item, so models were created to be attached to the front of the trains.
Cheers!
Marc
GaryG
Dec 24 2009, 11:28 AM
QUOTE(hnt4redoktober @ Dec 24 2009, 6:07 AM)

I actually didn't see any difference.v/r
Kyle
Hello Kyle
Just a thought. MSTS or MSTSbin? I'm wondering if you have run into the MSTS light limit where there is a limit to how many lights can be shown. MSTSbin did have that quantity increased.
Merry Christmas To All!
GaryG
hnt4redoktober
Dec 25 2009, 9:07 AM
Gary,
I have ran into this with other engines as well. I usually modify the .eng and and the new set of lights. I am running BIN.
metra man
Jan 5 2011, 7:15 PM
QUOTE(HIBALL3985 @ Jul 4 2009, 6:04 AM)

Hi Marc, this is strange. I changed consists but the same results. I'm puzzled why mine don't work. Here is a picture of a traffic train passing.
Have a happy 4th...
Click to view attachmentre download it
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