Yeah, was to be expected due to material defs having changed. I was only expecting Cathcart - now will have to check all the US stuff too. (Actually not a big deal. Modding and repaking itself only takes minutes - it's (watching) unpacking all the DLC paks again that eats time....) Edit: Overseeable. These are part of the mod and need updating. Haven't touched LIRR
Gonna take some time, the NYT ALP-46 now uses different reference coordinates (formerly relative to seat, now loco centre) - must check them in game first as I cannot use my old values here. Edit: Mod is uploaded.
v1.53 ScotRail Class 380 driver cam was too high, lowered it, moved a wee bit forward and restored the head rotation to standard full horizontal turn. (Triggers my OCD not seeing the def 135/360/0 values here ) Also included the NS and UP heritage packs. https://www.trainsimcommunity.com/m...921-tsw4-cab-cam-improvements-all-in-one-v153
Today's update might need a mod update, expect this to be released in a few hours. (I'm updating anyway without checking for bugs beforehand, safety first )
Update and testing finished and mod v1.54 uploaded. Just a note. Skyhook still haven't fixed this on the 158 - it's nothing to do with my mod! Get yourself some warm clothes running the 158 in winter, your cab is freezing...
Spikee1975 is it possible to get the SR 158 camera view to be the same as the EMT 158 please? It feels too zoomed in on the SR one.
They are exactly the same. Remember I have made the view optional, use the RightArrow key to switch to original viewpoint (head leaned against the back wall).
Huh that's weird because the default view is the original one on the SR 158 but when you switch left or right you get the same view, let me check if the 158 weathering mod is conflicting with it as that's the only other SR 158 mod I'm using.
There can only be one mod at a time modifying the file that holds the model view. Adjust load order to decide priority by adding exclamation marks as a filename prefix. Sometimes, the only way to make multiple mods work together is to merge them yourself.
Hmm yeah it's not the weathering pack, but now that I've bumped your mod higher the zoomed out view is showing but could you swap them around so the default view is the adjusted one and the vanilla one when you press right arrow please, because I'm lazy and don't want to switch cameras all the time lol
No, sorry. I would need to press right every time - my real head positions is the default, that's the purpose of this mod. The original position is unimmersive as my hands wouldn't be able to reach the controls if I'd be sitting like that in the cab. Also, the view through the front window is too narrowed then. For example, when sitting at my desk, I must look 60-70° down to center my view on the edge of the table when sitting upright.
Oh that's weird I always thought you had the default view set further away one and the vanilla view by pressing right arrow, I've only just noticed that's not the case since bumping your mod higher up the order, yeah just ignore what I said then, that's me not checking things properly lol. I have a love hate relationship with mods in this game lol
Look at her, you can see she's even further forward (with perfect outside view). When she looks out the side window, she'll be at about the front half of that window. My head position is at 1/4 in the back of the side window. My rotated view vs original (where you can't even see properly out the window) I think what you want would be to change the FOV, not the position, use GodMode's ZoomierZoom and try 95-100° angle (but remember adjusting FOV, means zooming, will change your perception of speed, because in real life, your eyes will never be able to change fov unless using opticals like telescopes or fisheye lenses.)
Updated to 1.56, all today's updated paks extracted and RVVs replaced in the mod with latest version. The TSG BR 218 is no longer part of the mod, as Maik has now raised the driver cam officially. Today's DTG update:
The Class 380 the cab is revert in 1.56 to the original one.... its not like 1.55.... Maybe you can check?
That's not my mod, and I am not using the mod you are suggesting. Mod conflicts are not my problem - they cannot be avoided for blueprint-based mods (other than by merging the RVV data of multiple mods yourself into one file), you must choose which one to use. See a few posts above.
Problem has been solved! Issue was the LOD light mod by Jetwash. This mod has been fixed! https://www.trainsimcommunity.com/m...tches/i4090-tsw4-train-lighting-lod-fixes-v20
v1.57 released The brilliant TSG BR 101 Expert is here - and included in my update. Moved the viewpoint slightly to the right to have the MFA/MFD centered and allow to keep the brake gauges in view. (Same as in the NRM 101, 745/67/295). https://www.trainsimcommunity.com/m...921-tsw4-cab-cam-improvements-all-in-one-v157
A separate version for TSW5 is out now. Adjusted the 350 (this was a bit weird as the seat and camera are actually rotated by 90 degrees) and applied the fixes for the 146, 766, 114, 193, Rotem, F125 and MP36 accordingly. The ICE-T (BR 411) and Class 390 are fine imho, so not included. All pre TSW5 cabcam files are still based on TSW4 - I am trusting DTG to not have made unannounced changes to any of those files. If you see something unusual, please report. I will update files if required then.
v1.61 As DTG released a second patch today (after yesterday's), a checksum test revealed changes in the Frankfurt DB Vectron, 114 and 146 RVV data, so the TSW5 mod has been updated (once again) to guarantee compatibility. Please redownload.
v1.63 I've updated the mod to be compatible with today's patch (build 319). DTG have modified some RVV files, I have reapplied the modifications based on the latest versions of these files to stay fully compatible, as always. Please redownload or you may encounter unwanted effects. https://www.trainsimcommunity.com/m...3921-tsw-cab-cam-improvements-all-in-one-v163
Just as I've updated to 1.64, another patch comes in for Antelope Valley. Which means I'll have to update the mod again, so standby for 1.65... done. Though something tells me another one's in the pipeline. Nothing for BCC arrived yet.
Spikee - First of all thank you very much for this mod which i value enormously. It makes such a difference and allows me to use trains I would not have bothered with because of the restricted view. Cannot understand why DTG cannot apply these (more realistic) adjustments themselves. Your mod works fine with Jetwash's latest Lighting mod. For other players - I find that it is essential to add four exclamation marks as a suffix to your mod entry in the DLC list.
Thank you peterchambers. Yes, JetWash's mod is an .ini mod, mine is a blueprint mod. They can't conflict. As I have to deliver a full copy of a blueprint which holds my coordinate changes, it can conflict with other mods that change something in the exact same file (which is the RailVehicleView blueprint, short RVV). The conflict is rather that you will only see the effect of one of these mods at a time, and that is determined by its loading order, which can be changed by adding exclamation marks in front. This is elegantly solved in Euro Truck Simulator, by featuring an ingame mod manager where you can sort the mods by priority. As TSW is mainly aimed at consoles, therefore not supporting modifications, it doesn't have that feature unfortunately. The mod with the largest number of exclamation marks has the last word.
Sorry to interject on your thread Spikee1975 but regarding my mods, just to reiterate what has been said already; - My lighting mod has nothing to do with this as it applies changes elsewhere - My mod(s) that alter the actual lights and LODs on the trains will conflict with Spikee’s camera mods as they are modding the same file and the game cannot load two modded versions of the same file. In other words you can have one or the other, not both. I have in the past, and with Spikee’s permission, made some of them compatible (noted as such on my page) but I just don’t have the time to go through them one-by-one and figure out what’s doing what and keep track of all the changes. If you spot one of my lighting mods that isn’t playing nice with the cab-cam mod then let me know and, if Spikee is ok with it, I can make them compatible. It’s a faff that it has to be done this way (because, let’s face it, neither of these mods should be necessary) but it does. ps On an unconnected point, I think the default FOV in TSW has the zoom level wrong. Personal preference, but this mod with a FOV of 95% set as default in GodMode gives the most realistic experience. The default FOV simply doesn’t give any attempt of peripheral vision
That's a decision I will leave up to users themselves. I am mainly playing Train Simulator Classic, and as this mod changes a file that DTG like to update themselves ever so often, the amount of work each time a patch comes in to reapply multiple changes (combined mods) is simply too much work for me. (I don't personally use many mods other than my own, and if I want to really use a mod that conflicts with mine, I am merging it myself into my pak for my own use.) When DTG push updates, I generally update all RVVs affected. This is a lot of work, and as the mod contains more than a hundred files, it's prone to errors if you're not concentrated (had put a FT Vectron RVV in the DB Vectron folder by accident, but noticed that before uploading.) So my method is fail safe (DTG's patch notes are unreliable and often wrong, not a trustworthy base for working), instead of actively searching for changes DTG made (which must be included in the modded file), I will use the new file anyway as it's much faster than looking out for "what have DTG changed in there". The blueprint is huge and holds a lot of data. I have some RVVs (HSC stock, Semmering Taurus) where I've additionally fixed light cones and intensity, and it's easy to forget to apply them again for the mod update. That requires also documenting the changes for yourself in an Excel sheet. That's not my strength (I'd need a secretary), in fact, my desktop looks like this when updating Probably an AD(H)D thing, I'm 100% focused on "perfect" work but can't be bothered documenting all this properly. The forums are a good help for myself, my posts act as a reminder for what I've been doing. When I am in a new cab, I have the needed offsets autocalculated in my head immediately, Alt-Tab, apply them, pak the mod and restart for testing. Letters you better not open put to good use I'm using cheap Trust keyboards as I'm ruining them quickly anyway by breadcrumbs or spilling my drinks If this game was "final" and not subject to permanent updates, I'd have no trouble with doing a combined Mega mod with JetWash, but the amount of work is just too much to always redo the changes over and over to guarantee compatibility. Texture mods are hardly affected by DTG updates, but with doing blueprint mods, they're keeping you on your toes with their patching madness. Especially as each patch breaks something again and requires another patch... (currently broken 380 and 801 - not a mod issue.) So making mods for TSC is much more relaxed. You release it, and that's it. Hardly ever needs to be updated (and the camera is a standalone blueprint there, making it much easier.) My own Train Simulator Classic fixes and mods are 5,000 files amounting to 4GB of data, hardly any loco left with original cabcams, headlights or sound occlusion - if I had to update all these permanently I'd call it quits....) Btw. ETS2 has a nice way of adding compatibility by splitting blueprints into parts (.sii) you can mod separately, they are then joined together using a master blueprint (.sui) that just uses Includes. So you can have one modder modifying one aspect of a blueprint, while another one changes other things (here: coordinates and lighting values). But UE is modders' enemy, even worse, TSW's so called "AddonManager". I've been modding since Amiga days with Disk sector based hex editors ("DiskBuzz"), which was tough too, as everything was designed to fit on the least possible number of floppy disks, hence using custom filesystems, heavy compression and encryption you couldn't read with the OS. Not counting the first memory "pokes" on the C64 But it's a rewarding thing to adjust games to your needs, that's what always caught my interest. UE seems terribly difficult at first glance, its whole data structure is optimised for super fast data streaming, separating indices from data bulks which are in turn split into 64kb blocks - it's a good concept, but I prefer more open systems like Unity that accepts json and uncooked files. Even Forza Horizon uses common zips as data containers, totally open. TSC too, its .ap files are nothing more than zips without compression, so no processing time is wasted on extraction, it's just a virtual mounted zlib.dll filesystem, keeping things together nicely, separating original from modded files, where the cache "blueprints.pak" files serve roughly the same purpose as an .uasset file and the AssetRegistry. Quick data access. Header-header-data-data instead of header-data-header-data.
Latest patch just arrived - doesn't affect DLC, only the core. I'll make sure the map background mod is still valid. Edit: Safe.