Hot Keys For A Loco

Discussion in 'General Discussion' started by Ingwar, May 24, 2024.

  1. Ingwar

    Ingwar Member

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    In which file are they configured generally? I have a loco, that don't respond to hot keys, trying to fix it...
     
  2. Spikee1975

    Spikee1975 Guest

    Almost nothing is etched in stone in TSC, Usually it's found in the "InputMapper" folder in the loco's asset folder. It's engine blueprint holds all reference paths.

    If it doesn't use an InputMapper, it's using the core keybinds that you can view in the Pause menu.

    "a loco" won't get you much help I'm afraid. Always try to be as specific as possible.
     
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  3. Ingwar

    Ingwar Member

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    Thanks for reply, Spikee. It does not have InputMapper folder.
    The problem is with this romanian loco, not sure if anybody use it though.
    CFR 060 – EA 476-692-5 https://train-motion.com/product/ea692-le5100kw-tsam/
    It has many official reskins, and some of them do not respond to any hot keys at all, others work as supposed.
    For instance CFR Calatori 410013-3 does not work, it is located in electric mix pack here https://train-motion.com/product/electric-mix-pack-1/
    I already tried to contact developers, but they dont respond for a while...
     
  4. Spikee1975

    Spikee1975 Guest

    Afraid can't help you with this one...
     
  5. Spikee1975

    Spikee1975 Guest

    Though I can give you hints to help yourself.

    Find the loco's "EngineBlueprint". Look at that using TSTools, and browse to its InputMapper section - it will tell you its name. The path is expected to be Assets\Provider\Product\InputMappers\xyz.bin (It's actually one of the few hardcoded paths).

    If there is no such entry, it will use the defaults.

    2024-05-24 11_08_45-.png

    Note that repaints might fail after a loco has been updated, as they carry over the old engine blueprint, which also references the engine script. That might have changed in the original loco.
     
    Last edited by a moderator: May 24, 2024
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  6. Oystein

    Oystein Well-Known Member

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    (Its been a while so correct me if I'm wrong) But, it doesn't look for the bin file name. It looks for the "Remapper name" which is given inside the input mapper blueprint. Hopefully most devs give the blueprint the same name as the remapper name.
     
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  7. Spikee1975

    Spikee1975 Guest

    Thanks - that explains why a path and ".xml" is not present - it's indeed the name specified in the mapper blueprint. Most of the time, they are the same.

    Which means the game loads all blueprints found in "InputMappers" and identifies them by their internal name - not the filename as I posted incorrectly.
     
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  8. Ingwar

    Ingwar Member

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    Excellent, thank you both very much! I have fixed the problem. It was a wrong ExpertRemapper name in repaint engine blueprint.
    How could they sell this stuff for money with such bugs, even not care to test what they done...
     
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