First of all I would make sure that TSC is using the dedicated graphics card, and not the integrated. What I would focus on building a PC for...
Canal with water? Shader must be set for every material you have, just like with other objects for TS. It's not difficult to create a loft...
Hmm, maybe I was wrong and that I was in the wrong forum, or if this post was in the TSC forum and now moved :D I usually never check the TSW...
What are you trying to make? How to create track Procedural Lofted Geometry Shaders that can be used (and must be used) starts with "Loft" in...
This is the Train Sim Classic forum, so if you ask in the correct forum you might get better help. All I can say is that creating content for TSW...
Max Power = HP. Max Force is a bit weird, and only used by AI trains. Actually, not sure if any of these two are used by player train. In the...
Siding- and platform markers are something I only use when I build routes to give tracks (sidings) and platforms names. I have never used them...
I'm currently using the latest version v77.6b. The public beta 78.1a was released almost a year ago with some fixes and some new bugs. After that...
Ok, if I'm not wrong it is the beta (78.1a) that has the signal bug.
What TSC version are you using?
Do you have the TrainBrakeCylinderPressurePSI control value in the wagon blueprint? You also need a loco to have the same control value, and that...
What area are you looking for? You can download 1" DEM for most parts of North America and Europe from this map at viewfinderpanoramas.org (hgt)...
I believe that you need to duplicate that node and name it so that it activates on the next headlight pos. That is how I did it before I started...
The dev docs doesn't explain this correctly. This is what I've found Headlight switch position 0 = Off Headlight switch position 1 = Taillights....
You can't edit an existing model in TSC (geopcdx) except from changing texture paths, shaders etc. You have to make your own 3d models with...
There are some videos of the loco on YouTube. It's not a tutorial, but you might see how it is started by watching this video. [MEDIA]
As an alternative you can make the texture darker, and/or you can also open the geopcdx file and lower the specular power. I can help you with...
On the Train Sim Modding server on Discord I found this (from JachyHm) (electric simulation subsystem) DynamicBrakeVsSpeed is [m/s] and non-unit...
That is exactly your prolem, 169 000 polygons in one object is way to much. You can have a maximum of 255 objects, and each can have ~30 000...
Scenery blueprint? How many objects/polygons etc? Difficult to help without more details.
Which one of them (the new 64-bit?) Any error message? And what kind of blueprint are you trying to export?
This link works, without www. But I don't find much information on the site. https://rivet-games.com/ I'm also interested to know how this...
From where do you set the path to a PreLoad folder? Not sure I understand :)
Make sure you have a folder structure like this: Asset\theorganist\Addons\PreLoad (and not Assets\theorganist\PreLoad)...
TSC uses the arrow keys, not WASD. I've had that bug in the editor that it doesn't respond to any key input. Normally a restart have fixed it.
First make sure you haven't selected the "Player Train Only" in the Quick Drive menu. Where exactly is the PreLoad folder located?
In the headlight blueprint there is a field for "Flare fade end distance", which I guess TSC treats as a render end distance in 77.6b. So, after...
Got this email from the developer
My guess is that he is talking about updates for the Rail Subscription Plan, and not an update for TSC core. Hopefully I'm wrong.
Take a look at Lossless Scaling for Steam: Lossless. An Enhancement App That Is Not Snake Oil. My Mind Is Slightly Blown.
Shaders are located in ..\RailWorks\dev\Shaders Check if the file is there, if not verify installation on Steam.
Is the project still active? Haven't seen any updates since before summer last year.
Never heard about this bug before. It is very strange. First that comes to my mind is to check the name of the route folder with NameMyRoute.exe...
I use multiple track rules for my route, and it is the only way to get correct entry- and exit curves (length) to match real world track data (and...
Screenshots from Blender/TS helps alot to understand the problem better.
Check normals, and remove double vertices if there are any (merge by distance, M-key in edit mode) The best way to check normals is to use the...
In free roam scenario, can you control the junctions with G / Shift+G?
Someone mentioned problems with junctions in the latest TSC version (or latest beta?) if you made a clone of the route. Does the track appear to...
The height values can be found in the scenery files in the route folder. Might work to add +5m to every entry with a script? Not sure how the...
If I don't remember wrong you can press the left mouse key and draw a circle around the items while pressing S on the keyboard, this should only...
Terrain Importing Utility. First Success. Ts Dem Importer Release
Try to save the blend file in the same folder as you want the IGS (within Source folder) then re-export the IGS. Also check the IGS options in...
You can use Blueprint Editor to export DDS to TgPcDx. I suggest using the same folder structure inside Source as the texture folder in Assets. I...
If you want to have specular and normal map you can use the TrainBumpSpecEnvMask (combined reflection/specular in diffuse alpha channel), or...
The only thing that gets exportet from Blender are -objects (mesh) -textures and texture properties in the IGS options (material tab) -animation...
Kuju did test multiplayer in Rail Simulator (or was it Railworks?) I remember an article about it with some screenshots. But I don't think it ever...
I remember having this issue in TSW4 editor. Its been a while so I don't remember how to fix it. But have you tried to generate terrain collision...
Where is your blend file saved? I usually save the blend file in the same directory that I want the IGS (source folder) There are also some...
Merge "nodes" (meshes/objects) in Blender. Limit is ~255, and they can have a maximum of ~30k vertices.
This is the asset block that was introduced in ~2012. It overrides the LOD of the assets used, so the best thing is to not create large blocks so...
Separate names with a comma.