Timetable simulator crashing at end is uhm normal… check logs to make sure it ended ok. Been like that for years.
Click on the first instruction and check the tick boxes on the properties panel, one of them says something like stop at, unticked this becomes go via.
Bringing this back round to the start again... I have noticed on the pop up where you create the Plug In you cannot have text in both the Author and Description fields of the Descriptor Section. If I enter my name in the first (author) field then go to type something in the second (description) field it blanks the first and vice versa. Is this intentional, or a bug?
I have done a copy of my test route onto my laptop and it does not show under plug-in. Is it possibile to transfer TSW4 plug-in?
So, you need to run this command in your Windows Command Prompt. You will need to know the following: The path where the PC Editor is installed The location in the Editor where your Timetable is Once you have these, you need to format the command as provided above. I will provide an example below but you will need to change it to match the 2 things above. "E:\TSWEditor\TrainSimWorld4MOD\TS2Prototype\Binaries\Win64\TrainSimWorldPublicEditor.exe" TS2Prototype -run=SimulateTimetable Timetable=/PluginName/Scenarios/TestScenario/ScenarioTest_TT
Yes you can run this as many times as you like. You will know when the simulation is finished, because the editor will show an Unreal Engine 4 crashed screen. Don't send the report, but this means it's done. Matt confirmed this also happens with their internal version of the editor as well. Once it's done, load up the editor again and timetable, then you'll see Simulated times
Yeah I tried but it does not work Error: Content issue: Master data track (/Cadesh_RROTimetable2023/DataTracks/Cadesh_RROTimetable_MasterDataTrack.Cadesh_RROTimetable_MasterDataTrack) version mismatch expected 9095 found 8990 No trains on the tracks, as I would expect
Means it hasn't saved update data tracks since you last modified the timetable, re-sim again and check to make sure they save. I often completely remove the existing data tracks before I run the resimulate just to avoid anything getting in the way.
Okay, thank you, Matt. But do I understand that right, that if I then click on Play in Editor, that the trains should spawn on Track like in Timetable ingame?
Yes if you have a data track your timetable will spawn appropriately and you can also use the playback tool to see it all moving. Matt.
You probably don't have to do this, but I tend to save and close the editor before running the simulation. At the very least I'd expect you need to close the timetable within the editor before running the simulation.
Error: DLCManagementSystem - Attempted to find cached content containing object /Cadesh_RROTimetable2023/Cadesh_RRORouteDefinition.Cadesh_RRORouteDefinition for EContentRequestCategory::RouteWithExpansions but content doesn't exist or is inaccessible.
Another Question, does the formation have to end up in the same portal as in the beginning of the day?
Yes I *always* close the editor before running simulate simply because sometimes when unreal says its saved things... it hasn't, quite. Or a data track is open and locked or... just close the editor and things work much easier more consistently.
Depends. If you want a circular timetable that wraps then everything must end up exactly where it was at the beginning (including all the wagons and such which essentially need to be shunted BACK to where they started) - they dont need to be in the *same* portal the just need to go into the vault (via any portal) if they were in the vault at the start. If you dont care about the timetable being circular (most of ours arent) then it doesnt matter. Matt.
But still after I simulate the timetable it still does not work. When I open Editor after there are no Trains on the track as before
I also have this warnings in the timetable simulation: TS2Dispatcher: Unable to acquire initial track section (0) for RB48_17319 acquired previously by RB48_17319 TS2: USeatManagerComponent: Can't find seat with seat role [1] to remove from pending list! LogScript: Invalid World Context Object RVM_KWG_DB_ICE1_401_5_C /Wuppertal/Map/UEDPIE_0_WuppertalMap.WuppertalMap:PersistentLevel.RVM_KWG_DB_ICE1_401_5_C_10 Function /KWG_DB_ICE1/Simulation/Base/RVM_KWG_DB_ICE1_401_Base.RVM_KWG_DB_ICE1_401_Base_C:UpdateTractionMotorBlowers:001E LogScript: Script call stack: Function /KWG_DB_ICE1/Simulation/Base/RVM_KWG_DB_ICE1_401_Base.RVM_KWG_DB_ICE1_401_Base_C:BndEvt__TractionMotorFan_F_K2Node_ComponentBoundEvent_20_VirtualHIDChangedSignature__DelegateSignature Function /KWG_DB_ICE1/Simulation/Base/RVM_KWG_DB_ICE1_401_Base.RVM_KWG_DB_ICE1_401_Base_C:ExecuteUbergraph_RVM_KWG_DB_ICE1_401_Base Function /KWG_DB_ICE1/Simulation/Base/RVM_KWG_DB_ICE1_401_Base.RVM_KWG_DB_ICE1_401_Base_C:UpdateTractionMotorBlowers LogScript: Invalid World Context Object RVM_KWG_DB_ICE1_401_5_C /Wuppertal/Map/UEDPIE_0_WuppertalMap.WuppertalMap:PersistentLevel.RVM_KWG_DB_ICE1_401_5_C_10 Function /KWG_DB_ICE1/Simulation/Base/RVM_KWG_DB_ICE1_401_Base.RVM_KWG_DB_ICE1_401_Base_C:UpdateTractionMotorBlowers:001E LogScript: Script call stack: Function /KWG_DB_ICE1/Simulation/Base/RVM_KWG_DB_ICE1_401_Base.RVM_KWG_DB_ICE1_401_Base_C:BndEvt__JumperCable_F_K2Node_ComponentBoundEvent_0_JumperCableParameterValueChangedDelegate__DelegateSignature Function /KWG_DB_ICE1/Simulation/Base/RVM_KWG_DB_ICE1_401_Base.RVM_KWG_DB_ICE1_401_Base_C:ExecuteUbergraph_RVM_KWG_DB_ICE1_401_Base Function /KWG_DB_ICE1/Simulation/Base/RVM_KWG_DB_ICE1_401_Base.RVM_KWG_DB_ICE1_401_Base_C:UpdateTractionMotorBlowers LogScript: Invalid World Context Object RVM_KWG_DB_ICE1_401_0_C /Wuppertal/Map/UEDPIE_0_WuppertalMap.WuppertalMap:PersistentLevel.RVM_KWG_DB_ICE1_401_0_C_10 Function /KWG_DB_ICE1/Simulation/Base/RVM_KWG_DB_ICE1_401_Base.RVM_KWG_DB_ICE1_401_Base_C:UpdateTractionMotorBlowers:001E LogScript: Script call stack: Function /KWG_DB_ICE1/Simulation/Base/RVM_KWG_DB_ICE1_401_Base.RVM_KWG_DB_ICE1_401_Base_C:BndEvt__JumperCable_F_K2Node_ComponentBoundEvent_0_JumperCableParameterValueChangedDelegate__DelegateSignature Function /KWG_DB_ICE1/Simulation/Base/RVM_KWG_DB_ICE1_401_Base.RVM_KWG_DB_ICE1_401_Base_C:ExecuteUbergraph_RVM_KWG_DB_ICE1_401_Base Function /KWG_DB_ICE1/Simulation/Base/RVM_KWG_DB_ICE1_401_Base.RVM_KWG_DB_ICE1_401_Base_C:UpdateTractionMotorBlowers TS2Editor: TOD: +09:16:32.250, Progress: 25.77%, Avg Frame Time: 2.00ms, Total Time: +00:18:48, Active Services: 7 LogScript: Invalid World Context Object RVM_KWG_DB_ICE1_401_0_C /Wuppertal/Map/UEDPIE_0_WuppertalMap.WuppertalMap:PersistentLevel.RVM_KWG_DB_ICE1_401_0_C_10 Function /KWG_DB_ICE1/Simulation/Base/RVM_KWG_DB_ICE1_401_Base.RVM_KWG_DB_ICE1_401_Base_C:UpdateTractionMotorBlowers:001E LogScript: Script call stack: Function /KWG_DB_ICE1/Simulation/Base/RVM_KWG_DB_ICE1_401_Base.RVM_KWG_DB_ICE1_401_Base_C:BndEvt__TractionMotorFan_F_K2Node_ComponentBoundEvent_20_VirtualHIDChangedSignature__DelegateSignature Function /KWG_DB_ICE1/Simulation/Base/RVM_KWG_DB_ICE1_401_Base.RVM_KWG_DB_ICE1_401_Base_C:ExecuteUbergraph_RVM_KWG_DB_ICE1_401_Base Function /KWG_DB_ICE1/Simulation/Base/RVM_KWG_DB_ICE1_401_Base.RVM_KWG_DB_ICE1_401_Base_C:UpdateTractionMotorBlowers
I did now In the log I saw that trains are stopped for 2000 Seconds and I dont know which trains and why
Have emailed asking for a list of the required DLC so I can load it myself. Thank you for including the log from the last simulation run. It all fails with one of the ICE's getting stuck by another one fairly early on from the looks of it but until I have the right DLC installed I can't load it up to take a look. Couple of initial quick takes though: You've used one formation per service which is incredibly wasteful on resources and will even hurt framerate, you should try and re-use formations wherever possible and have as few of them as you need - so if you have ICE trains going portal to portal, re-use them where timing permits. You've also got a large variety of trains of different types with different DLC all on the same layer which means that this timetable is potentially going to cause crashes as there's no DLC protection afforded by the layers to ensure the appropriate DLC is loaded, however even if that works the other problem you'll have is if you intend to share it, the potential audience for the timetable is much much smaller than it could be. You should only have "included" trains with the base route on the main layer, then each combination of DLC requirements should then go onto its own layers with appropriate requirements setup so they don't load if the DLC isn't available. Should be easy enough to retrofit as you have no dependencies anywhere or coupling etc so create the layer, set the requirements, cut/paste the services on to it. It will also make it easier to read and understand as there's less on each layer to look at as well. You can use layers for anything really - we use multiple layers even for the included stock now to separate say intercity from regional from sbahn from freight etc. Makes it easier to find things. You can also set up layers with combinations - so if you want a "standard" BR101 layer that just uses that included stock, and another layer where you're getting the 101 to haul a freight service using stock from another DLC, you would have that in its own layer combining the BR101 with the DLC required for the freight stock for example. That way if someone doesnt own the freight DLC they can still run the BR101 passenger services. If you can drop me a note in response to my mail when possible to confirm the DLC I'll be able to start looking at where the problems are occurring. Thanks Matt.
First of all thanks for your help. I answerd your Email. And will Change Things. Bjt how can I Check which service is going stuck?
I resolved the problem. Its working fine now. But why are the PIS Boards not working at the station you spawn? And they are showing trains going late from after midnight? Can I fix that?
I would strongly advise against making a timetable that crosses into a new day, you're in for a world of hurt and bugs and issues and pain going down that route. Matt.
Challenge accepted, I think. Otherwise many services between 23 and 01 would be missing on Cologne-Aachen. The service day typically goes from 3/4 am to 3/4 am.
It's not impossible to make it work but... be prepared for utter nonsense and things making no sense - those things probably dont have a solution Fundamentally, the game has a simplistic way of determining "is this time later than that time" - and 00:01 is BEFORE 23:59 - so you can see why that might cause a problem
You (as in DTG) implemented timetables with more than 24h in Kassel-Würzburg, didn't you? So somehow it must be possible for that to work.
Just to return on topic... DTG Matt you said that a plugin should contain a route, another one should contain trains etc. A single plug-in can be used, for example, for a freight wagon and its "derivatives" (different meshes, liveries, etc?) or each variant as to be placed into a separate plug-in?
It's up to you what you put in a plugin, but a bunch of variants of the same wagon do sound like something i'd put in the same plugin much the same as variants of the same coach are. Even the GWE timetable overran the midnight boundary... and it caused problems we weren't fully aware of for a long time. For Kassel, Joe asked engineering for some improvements to help make it work and I believe that was done - so you may have more success but... given the amount of man-hours i've wasted trying to make it work myself, I'd skip it and spend it more fruitfully elsewhere. Up to you if you want to try and make it work of course. Gut feeling is it'll kinda work, with wrinkles. Matt.
Sadly still having issues simulating the timetable. After running the batch file, it just times out and exits after about 4-5 minutes or so. I thought creating my own plugin would solve this issue, but nothing changed sadly. Here is my batch file command. "E:\Program Files\Epic Games\TrainSimWorld4MOD\TS2Prototype\Binaries\Win64\TrainSimWorldPublicEditor.exe" TS2Prototype -run=SimulateTimetable Timetable=/PixeladeTimetables/Content/Timetables/DemoTimetable Tried to attach my log file here but it says unsupported. :/
However, I noticed that Unreal creates different/new files (other than the original ones) when I import them into my plugin folder in the Editor by drag and drop. For example, my Lidar tiles .asc files, when I drag and drop them into my respective subfolder in my plugin, Unreal seems to create new .uasset files out of it: Original .asc files in Windows Explorer: New created uasset files from the import into my plugin folder in Unreal: Now my question, what if I want to save the original .asc in the plugin? And not speaking about LIDAR data only, what if I would want to store the "pure" files which belong to my project in the plugin? Then I only can do so by placing them into the plugin folder via the Windows Explorer: Now my next question, it this even necessary or has the uasset file every necessary information on its own baked into it, so referencing to the original files is redundant with them?
That is actually a very nice tip, and pretty independent of the topic plugin itself. Always had problems renavigating to certain folders to get assets from there, then traveling back. If you even have larger or multiple screens this tip works even better.
Okay, but what if I want modify a DTG map in the way I place new assets on the scenery using the scenery overlay system like it is stated in the PC Editor FAQ: In this case, I need to modify the original map in the original plugin, or not? Or should I copy the DTG plugin and modify the map file in it there?
I have no idea how custom scenery tiles actually work - I'll try and make sure it goes on to the master classes that JD and the team are putting together. For files that are not unreal files like source textures, source GIS data and the like - you'll need to manage that folder structure yourself but my recommendation is to do so OUTSIDE of the unreal folder structure just to keep things clean, otherwise when you come later (when its possible) to packaging to a pak file, you might find it dragging in things you dont want, or getting confused by non-ue4 things. For the sake of cleanliness and simplicity, I would just keep your source files separate from your Unreal imported asset files. Matt.
When I create a plugin, where is its directory saved? I can't find it and you need it to create a route. Edit: found it, it's in the Editor install directory.
This is the direction for me if you installed the Editor under the default installation folder: C:\Program Files\Epic Games\TrainSimWorld4MOD\TS2Prototype\Plugins As one of my posts above raised a related question (and Matt replied to it), it probably isn't necessary to access the Plugins folder via the Windows Explorer. Drag and Drop the necessary SRTM and Lidar files to bring the elevation data to your tiles, will be sufficient and the right way to go, as the Editor creates different .uasset files for it anyway. I mentioned the way to store the original .hgt (SRTM data) and .asc (Lidar) files within the plugin which technically is completely redundant for the process of making a route. And as Matt mentioned it probably always is the right way to change the folder structure from within the Editor, not in Windows Explorer. I know this also already from another software of mine, because sometimes the application has problems to find the path to these files again if you move them around in the Explorer and the application "does not know" where it is anymore. However, there might be some special cases where you need to access the Plugins directoy in Windows Explorer anyway. For example to create a back up copy of your plugin folder and store it anywhere else (I'm thinking about doing this today for my SRTM and Lidar correctly aligned map file and the associated tiles in case I can't reverse a change to the landscape later on in the project). Or you need to delete certain files which the Editor doesn't let you to do, for example the respective plugin folder itself. When I started with the Editor I messed up one of my first plugins. Deleting it from within the Editor strangely seems to be impossible or at least harder than I thought, so I went to the plugin directoy and just deleted it. But again, this are rare cases. Usually everything works well via the standard way to drag and drop your files directly in the plugin within the Editor.