Copied Quick Drive Scenarios Blank

Discussion in 'Technical Reports' started by 749006, Apr 17, 2024.

  1. 749006

    749006 Well-Known Member

    Joined:
    Dec 10, 2016
    Messages:
    10,256
    Likes Received:
    3,184
    I made a copy of the CR York to Peterborough route and cloned the scenarios.
    All are in the copy and seem to work as expected except the Quick Drive Scenarios are blank

    The QDs work as expected in the default route but not in the copy.
    I have tried editing the Scenarios and I'm not seeing anything missing but when I try to play one there are no start or end locations.

    Must have done something wrong in the copying.

    Peter
     
  2. Spikee1975

    Spikee1975 Guest

    This is normal. A QD works by choosing random preloads found in your whole assets folder that qualify for a route and match the era setup in the spawn marker, given by its GUID.

    As your cloned route is not known to the preloads, it will be empty. You have to manually add your new route GUID to the preload metadata blueprints of the stock you want to appear on the route.

    QD enabling / creating is the most sophisticated stuff you can do with TS.

    Remember you can do all your changes on the original route without cloning - because all changes are saved next to MainContent.ap, and are easily revertible by just removing these folders (Networks, Scenery..)
     
    Last edited by a moderator: Apr 17, 2024
  3. 749006

    749006 Well-Known Member

    Joined:
    Dec 10, 2016
    Messages:
    10,256
    Likes Received:
    3,184
    I did not know if it was something else.

    I have RWInfo and it shows me the original route but not the cloned version with a different name
    Screenshot (387).png


    Is this correct?

    I have amended quite a few routes that came with a MainContent.ap file and that is unaltered
    ECML-S has the Hertford Loop but the MainContent.ap file is dated 25/11/2015
     
  4. Spikee1975

    Spikee1975 Guest

    Any .ap file is read-only for TS, be assured. Just like a .pak is for TSW. Apart from faster loading of .ap contents, it was introduced to preserve original contents from corruption. (And any NTFS style journaling filesystem handles big single files 10x faster than thousands of single files which require permanent jumping between the journal (table of contents) and data, and download speed is also massively increased using big files.)

    There's been people advocating to completely unpack .ap files unfortunately. In the long run, people doing so will get to a point where their installation is not manageable anymore, strange bugs will appear and troubleshooting being next to impossible due to files being overwritten by 3rd party stuff and updates not working. They will all need to reinstall RailWorks from scratch at some point, instead of just removing non-ap content to fix issues. And tech support will not be able to help in that case other than telling to use Steam to repair their game.

    So, you have to edit the preloads. For each route, there's a set of preloads and a list of routes they should spawn on.

    This is from CreativeRail\EastCoast\Preloads, an HST consist. You have to add your route GUID here, remember to modify the <d:id> number, it must be unique inside a blueprint.

    example:
    2024-04-17 17_01_33-.png

    Extract the Preloads folder from the CreativeRail\EastCoast\EastCoastAssets.ap, put it next to it and alter the consists by adding your route GUID to the list of valid routes. Ten minutes of work, then your new route will be fully QD-enabled.

    Can't speak about RWInfo, not using it. I'm a low-level control freak type of guy checking data directly. 7zip, serz.exe setup as default bin/xml app for quick double-click conversion, Notepad++ and MassSearchAndReplaceTool instead of TSTools... :) So I always know exactly what changes are being applied.
     
    Last edited by a moderator: Apr 17, 2024
    • Like Like x 1
  5. 749006

    749006 Well-Known Member

    Joined:
    Dec 10, 2016
    Messages:
    10,256
    Likes Received:
    3,184
    I decided to remove the duplicate route and alter the default version knowing I can always extract from the MainContent.ap

    Everything seems fine although a few sections of straight track seemed to show the old version.
    Checking afterwards the track is the ECMLS type I swapped to - not sure why it looked different when driving

    I have to figure out what these weeds are - this is Retford - so I can remove them
    Screenshot (388).png
     
  6. Spikee1975

    Spikee1975 Guest

    That looks like procedural flora, just turn it off in the graphics settings. For any JustTrains route, btw, the manual says to turn Procedural Flora off.
     
    • Like Like x 1
  7. 749006

    749006 Well-Known Member

    Joined:
    Dec 10, 2016
    Messages:
    10,256
    Likes Received:
    3,184
    I thought I had it turned off - done that now
    Thanks
     
  8. Spikee1975

    Spikee1975 Guest

    Really depends, many routes make use of the procedural flora which is generated in a radius around your position using terrain that provides it, they can look bland without PF. JT like to place every piece of grass themselves.
     

Share This Page