Has anyone experienced this fatal error in Train Simulator? It occurs for any career or standard scenario when opening the doors of the NJT Comet V cab car. I am not too sure if there is a fix for this or if others have experienced this issue within Train Simulator Classic.
The results seem to vary whether using Train Simulator in 32 bit mode, 64 bit mode, and 64 bit mode with experimental DX12. I noticed with 32 bit mode, using CJR's Comet Enhancement pack mod and running the Comet V cab car on the Port Jervis line, there are no issues, but if I open the door with the Comet V in 64 bit mode with this mod enabled, the game results in the above out of memory error. Something to due with the drive during update within Sound_Manager. If anyone has had this issue, is there a fix for it. While in 32 bit mode, if I run the Port Jervis route with the external camera for some time, I receive a different out of memory error due to the game running out of memory.
I may uninstall this mod for now. It's weird because the Shoreliners work when unloadng and loading passengers as well as the Comet IV cab car, but the Comet V cab car has an issue with this mod resulting in the game to crash. CJR may come out with another patch to this mod at some point.
I think I am going to remove most of the mods I have installed. It's crazy but without the mods installed, I think I may have a greater chance of not running into these Out of Memory crashes. Once the CJR mod is installed, it is almost impossible to fully remove as it effects multiple routes and pieces of rollling stock, and hundreds of added and/or assets are modified.
I verified the integrity of the game files via Steam to bring the game back to factory defaults rendering the mods null. For now, playing the game without mods appears to result in no OOM errors as shown above. I guess this is partially why DTG does not support recommend modding the simulator
You can mod it, but of course they can't give you support in that case, which is only logical, as there's an infininte number of modifications out there. My game has grown over 8 years, is heavily modded and running fine. Of course a lot of maintenance goes into that, and often I'm checking stuff on a second "playground" installation. You could also use the Generic Mod Enabler (JSGME) to safely enable and disable mods. You just need more disk space then, as it uses its own backup system. You're basically putting the mod in a separate folder structure, and upon activating it it copies the files and backs up previous version if overwritten. Process is reversed upon disabling a mod.