The Class 801 can run on Diesel or Electric and in the game the AP version it is a Diesel so it needs fuel. Even though you might only run on Electric. In real life the 801s work quite far away from the wires. The LNER versions go to Lincoln, Harrogate, Inverness and Aberdeen and the GWR versions reach Bristol TM, Penzance, Swansea, Hereford etc.
There is a way. It starts by cloning it. There is a bit of a trickier step to replace the Career scenario completely, but I have scientifically proven - multiple times - that it can be done. For scenarios with scoring issues, just extract the scenario from the AP file and open in Notepad. Edit the points per stop (I think you want "ArrivalPoints"). London-Faversham has a full run with 90 per stop, max score 990. Just make the 0 a 1, load the game, run. Perfect score get. The higher this number, the better the chances; make it 200 per stop and you have six stops that won't even register if you don't incur penalties. You can possibly make similar edits for The Midnight Magnet. Find the Speeding points (1) and change it to 0, and that might take care of any speeding penalties trying to get to Laramie on time since it's impossible to arrive by 12:14 a.m. Or you can do the cloning trick (I did this) and keep the speeding honesty in there, but remove the emergency brake and wheelslip penalties which are scripted while removing the timetable and setting a 1,000 points starting score, which is more appropriate. The latter can be edited in Notepad, but the timetable cannot; this requires editing in the actual editor, so cloning is required. Here is a run on the last scenario where I did nothing more than edit the timetable and remove the penalties. I didn't know the scenario replacement trick at this time, but have since run a 1,000 starter version in place of the original so my gold star is on that entry. I've run that scenario more than I can count, so I was pretty sick of it by the "start with 1,000 points" run. One more note: I ran a scenario with that error before when I substituted the AP 66 (which is automatic due to how it installs). It runs fine. You still get the score. You don't have a missing track somewhere.
801s are Electric only, 800 and 802 are the bimode trains. LNER Have all the 801s plus some 800s, and GWR Have 800s and 802s.
Here was me thinking this post was about a program for train sim classic. As always taking of course. how is the latest testing of the next version coming along ?? Absolutely love the program don’t know how I managed to use the sim without it for so long.
An 802 worked from York to Darlington a few weeks ago on Diesel It has one engine for limited movement but it can get you out of a pickle
How rude you do realise this developer makes this tool for FREE in his own FREE time. Show a bit more respect
? This is probably one of the easiest third party tools to use out there, if you struggle with this you'd probably better avoid TSTools altogether then, maybe you're more suited to a game like TSW on console?
Enjoy your move to TSW4. I can guarantee that there will be absolutely nothing for you to complain about. Everyone is super chill.
Has anyone a solution when is swap wagons to set them in the right direction? Everytime i change them i have to look in game if i set them right.
There is a "Flip" option within the editing options. I am not sure how to read if it's facing correctly other than by a checkmark.
You could always do your LocoSwap edit and then go into the in-game editor and load up the scenario and visually check the consist and alter rotations from there, then just save it, exit the editor, end the scenario straight away and reload the scenario from the main game menu (so as to ensure all signals work correctly).
Maybe its something the guy doing the tool can work on or look at, not sure if its possible but hes done some great things with it so far.
thats how i check if the loco switch was set correct but it takes much time. that would be more than awesome because i can fast change the locos on all my 1000 scenarios
Very true, but I can understand the idea behind the request as someone who has a metric buttton of scenarios and possibly having to individually scan each scenario (such as in a scenario pack) instead of just knowing right away. Granted, usually best to edit whatever scenario you plan to play at the time anyway.
One thing I've been unable to find, but would be gold when it comes to swapping stuff like HSTs or 166s, which often don't have a defined "No driver" version, is in what end of the trainset the driver is placed (ie the driver icon you place in scenario editing)
If you are swapping stuff it won't change the position of the driver. Swap a 166 for a 158 and the car that has the driver icon will still have it.
I know that. But in the case of e g the 158 - the 158 has a "driver" and a "no driver" version - as it is now, you either have to go into TSC and check the actual number of the end car of the 166 that actually has the driver (since the 166 does not have a "no driver" version of any of its powercars by default), or you have to use a "driver" 158 at both ends to be sure to have a driver displayed.
Simple enough to swap the both 166 driving cars for a 158 driving cars then edit the scenario and swap the rear vehicle to a nd version
Which requires you to edit and save the scenario in locoswap, load TSC, go into the scenario editor, find out which 158 car is the "front", make a note of the number of the other, shut down TSC, reload locoswap, and then edit and save the scenario AGAIN. My solution - if able to be implemented - would shorten this process by a significant margin
So you have opened the scenario twice and Locoswap once compared with my solution of Locoshop then scenario? . Step one - swap 166 vehicles for 158 in Locoswap and save. Step two - open scenario then edit and change rear 158 for the ND version save and job done. Or even - Open Scenario than swap 166 vehicles for the 158 vehicles and don't use Locoswap.
How do you swap a vehicle with a driver icon defined in the scenario editor? (Without having to delete it, then re-place it and then make the entire schedule anew)
Place your new train/loco alongside the one you wish to delete, drag the driver icon from the old one to the new one, delete the old train/loco and move the new one into the old ones now vacant position.. That's it.
I do almost the same I move the Cab with the instructions to a track alongside, place the new loco/unit in place and drag the instructions to it. Save and go
So there are two distinct problem you guys bring up: - How to know the orientation of a given vehicle: I find, when dealing with MUs, that non-flipped means cab is facing the top of the vehicle list. So, for instance, a 2-car DMU will need to have the first vehicle unticked, and the second one ticked - What direction will the consist go: I quickly tried to see if there was an easy way to find it in the scenario files, to no avail. Also of note: although I'm not 100% sure, a train can indeed run backwards if instructed to do so, so you wouldn't even be 100% sure the vehicle with the driver icon would be forward-facing in-game.
My suspicion is that trains all going in one direction would typically face and move in that direction, and trains facing in the other direction would always face and move in the other direction. So trains heading in the second direction might generally have "flip" turned on and any forward movement for tasks is thus in that direction, and trains facing without "flip" on have forward movement the other way. In all cases, if reverse is needed for a task, then backwards movement is always the opposite. It's hard to explain without using actual trains in specific scenarios as examples, but I hope that makes sense to people.
Where does it show if a vehicle is Flipped? I know if you use the consist creator the vehicles are all facing the same way and if you wish to have one facing the other way you have to Flip it but it the game there does not seem to be anything showing a Flipped vehicle?
Anyone ever had locoswap crash on clicking on a route, WCML over shap as soon as I click on the route locoswap just quits, no error messages. Does it on two separate installs. Is there a log file somewhere for clues?
Uninstalled the route via steam manage dlc window, manually deleted the stuff steam left behind (thanks valve) And it works again. Obviously installed something Locoswap didnt like
OK so next time you see such a crash, look for the Debug.log in the LocoSwap folder and send it to me
That would be in your user folder (C:\Users\you\AppLocal\Roaming\LocoSwap, or something along those lines)
Before you change a Scenario Clone it first. From the Build menu > Scenarios then find the route and the scenario and use the Clone Button The default is "Copy of scenario name" - remove Copy of and then add a suffix to the name - such as the loco type. When you use Locoswap it will be next to the default scenario in the list.
*** LocoSwap update, v1.6.0.0 available now *** https://github.com/flicard/LocoSwap/releases/tag/v1.6.0.0 Hi everyone, I am thrilled to introduce you to this new release of LocoSwap which I hope will please you! The biggest update is the introduction of routes archiving. Tired of your TS taking 2+ minutes only to reach the home screen? Simply archive all the routes you are not playing by an instant click in LocoSwap This is something I have been using myself quite intensively for more than 8 months to make sure everything was harmless for your install and the experience as seamless as possible! I strongly encourage a reading of the manual before using this feature even though you'll see it's very simple and quite addictive! Also of note is the introduction of a "check all scenarios" option that checks all your scenarios at once for missing consists. Here is a full list of this version's changes: Added ability to archive routes (AutoArchive) Added option to have symbols to show if scenarios are missing any stock on scenario list page Presets filter now also considers XML paths Enlarged vehicle to be replaced thumbnail Updated Russian translation Added an Open manual button Vehicle number now preserved if the new vehicle has no numbering list Moved the player train icon in front of the consist name Finally I'd like to thank ChiefJack and oldman777 who respectively developed the "check all scenarios" feature and updated the Russian translation of the software. Don't hesitate to report issues here or to me in private, not forgetting the debug.log especially if you are reporting a crash!
This is game changing it does annoy me how long it takes to load. Great job. I cannot try it at the moment but as soon as I can I am looking forward to trying this out
Hi Frankoi, Unfortunally Dutch language is missing in LocoSwap, so I have made this file named Resources.nl.resx Is it possible to implement Dutch language in LocoSwap? I have tried to contact you on GitHub where I have an account. But currently I have no rights to upload the language file. I try to upload the mentioned file. I'am new on GitHub so I am not familiar on how things work. If possible you can also reach me bij mail: jaap-kramer@ziggo.nl Best regards, Jaap Kramer