This is getting annoying. First I couldn't finish a scenario because I couldn't couple no matter what, now I got an out of memory error and I was kicked out of the game. The scenario was a freight one, the one with the flying saucer . And naturally it happened right at the end of the 70 minute scenario, at 3 miles from the finish. So annoying! I really enjoy the beautiful route and loco, but it kills all the fun if stuf like this happens! Please sort it out. The route and loco are more than worth it.
Hello. Are you running the game with 64 bit version? Would you please send your computer specs and the in-game Graphics Settings screens, so we can review the problem for you.
Well...to be honest I only have 8Gb internal memory. I was playing the 32 bit version, but all other route's I can play on 64, with a little stutter but never out of memory. It always happens on the dark start scenario. I tried to resume a saved game (the coupling just doesn't work on one of the tasks) to see if I could still finish the scenario. I played all tutorials and a few other scenario's: there all fine and fun! It's a great route with an awesome loco!. I hope the coupling issue gets resolved, with the rest I can live
And I just ran into another problem which has nothing to do with memory. In the 130 min passenger scenario (the downhill one) it registers the first stop (where you start of) but it doesn't register the second and third stop. I'm sure I stopped in the right spot and the red timer was running all the way. Then the next destination appears but where I just stopped I get a cross instead of a checkmark.
So maybe the stop didn't register because I was late???...that would suck. It's standard, not career. And I like to take my time, I'm 64yo and I don't like being rushed.
This route has a warning at the bottom of the store page stating it recommends using 64 bit mode. Yes most don't need 64 bit in most routes, but chances are those are older, or at the very least less detailed than Taurus is. You might consider 8GB of memory a low amount, which granted I would not disagree with these day. But in the context of 32 bit programs that's double the 4GB limit they have, 32 bit programs just can't take advantage of the extra memory current PCs use. For this reason, some more modern locomotives and routes, like the Midland Line, or the Canadian Pacific AC4400CW require the use of 64 bit. While others like Taurus and the Smokebox Big Boy can run in 32 bit. but are gonna be more prone to out of memory errors due to being so close to the 4GB limit.
Check the F1 view. If the stop has a timestamp with it, then it is a timetabled stop. Unfortunately in TS there are two clocks running at different speeds. The clock that's ticking on the HUD is completely irrelevant, even though that's the one also used in the world. The one that matters is not directly visible, but used to calculate ETA which stands for Estimated Time of Arrival. When you stop for an objective, the ETA shows the actual value when you stopped. The "world clock" roughly matches real time but does deviate a bit, the ETA clock is typically faster. For me, 1 hour of ETA clock is typically around 58 minutes and 30 seconds world clock. So basically just watch ETA, I'd say, but it's very often giving confusing predictions. Many trains are configured to run at 150% track speed, for example, or have insane acceleration values (AI uses that). On the other hand, the scenario may require 75% performance. You have to get used to how much time you gain / lose as you drive individually per train. Some of them are pretty much perfect, so then you can use it to curb your speed, otherwise, just full aggro ahead and hope for the best. Either way, the value shown once you stopped is what matters. By default an objective is on time until the end of the minute - same as career. Example 1: if the objective is 16:09:59, then 16:10:00 is already late and failed. Example 2: you can meet 06:00:03 by arriving at 06:00:59. Some objectives define alternative leeway, so that you can be late more, or even less. I believe this technique is by and large forgotten since about 2011. (Some old scenarios announce the original timetable, then you get a surprise signal / emergency cord pull, end up late, but it's fine, as the objective is defined at 16:15:00-16:23:00, so 16:19:25 is accepted.) (There may be an additional hat trick, namely stop duration and departure time, which can create a window during which you're fine, even if late.) Took me a while to realise this, I first came across this while playing Portsmouth. I was on time, or so I thought. Puzzled it together over time. The biggest offender was Settle-Carlisle stopper where the difference was about four minutes.