Tsw 4 Editor - Important Dev Questions

Discussion in 'PC Editor Discussion' started by dxltagxmma, Aug 23, 2023.

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  1. Yes

    41.9%
  2. Kinda

    20.0%
  3. No

    15.9%
  4. Maybe/I don't know

    18.1%
  5. Completely different expectations/do not care

    4.1%
  1. bremen

    bremen Active Member

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    Thank you. I'll start the process to recover it.

    Wine = Wine Is Not an Emulator :D
    Its a series of libraries to run software created for MS Windows under, usually, a distro linux.
    Not everything runs correctly so you have to check the status on the Wine database,
    https://appdb.winehq.org/

    For TSW there is only a very old entry and it isn't great.
    https://appdb.winehq.org/objectManager.php?sClass=application&iId=19100
     
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  2. fceschmidt

    fceschmidt Well-Known Member

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    A Windows "emulator" (but not really) for Linux, basically a collection of software that allows you to execute PE executables (think .exe) under Linux and have it work together with all of the windows specific APIs.
     
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  3. eldomtom2

    eldomtom2 Well-Known Member

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  4. DTG Matt

    DTG Matt Executive Producer Staff Member

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    While you'll be able to download the editor, it won't actually work if it can't find an installation of the game on your machine, not only is that for checks but it's literally using the core files and asset files from the game so even if you could make it boot - there's not much you could do with it.

    Matt.
     
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  5. raptorengineer

    raptorengineer Active Member

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    question? dose the tunnel come with it own darkness built in or is that layer we have to add on when making tunnel.
     
  6. eldomtom2

    eldomtom2 Well-Known Member

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    As I have said, TSW happily runs under Wine.
     
  7. Spikee1975

    Spikee1975 Guest

    As we still cannot move our cab position - especially the BRO 110, LFR 103 and SKW 401 are pretty off. Some won't let you properly see through the wiper field in rain, some are too far away. Should be customisable.

    Will we be able to edit the RVV blueprint and change camera values?
     
    Last edited by a moderator: Oct 3, 2023
  8. DTG Matt

    DTG Matt Executive Producer Staff Member

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    As i've said, you can't modify / edit anything. What you can probably do is create a child object of the RVV and move the camera in there - this will create a new instance of the train that you can select instead of the original, but you can't edit the original.

    Disclaimer : I've not tried this, i'm guessing it ought to work.

    Matt.
     
  9. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Tunnel Darkness is achieved using a process called light baking (which is very similar to "ray tracing" in 3D tools, but done in unreal). I think it'll work fine, it's something we'll need to prove and then provide a tutorial on. It's an easy enough process just very time consuming.

    Matt.
     
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  10. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Which entirely does not answer the question he asked, which was if he buys the game on PS5 can he use the editor on his mac under WINE. Which he can't, as i've outlined.

    As i have said.

    Matt.
     
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  11. raptorengineer

    raptorengineer Active Member

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    i have cn Oakville sub dlc for tsw2 and when i buy tsw4 it ill transfer over to tsw4, if i make my own route using those content will i be able to use the trackside quest things? like placing maps on wall or fixing lamps and stuff or is that off limits? i guessing someone will make video on how to make your own quest assests.
     
    Last edited: Sep 14, 2023
  12. OldVern

    OldVern Well-Known Member

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    Scratch any route with a tunnel to start with, then. (Think I might put dibs on Epping to Ongar!).

    As good a time to bring the thorny subject up, if we want to have a go at putting sound reverb in tunnels or under bridges, I'm assuming there are still hurdles with that as well?
     
    Last edited: Sep 14, 2023
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  13. 2martens

    2martens Well-Known Member

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    In a non DTG route it shouldn't be a problem to add sound sources under bridges or in tunnels. Editing existing routes, however, won't be possible. Maybe scenery layers for scenarios are possible.
     
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  14. SaMa1

    SaMa1 Active Member

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    How does the TSW engine/editor handle with different gauges than 1435 mm? India has 1676 mm while japan has 1067 mm in regular commercial mainline operation.
     
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  15. greggryan2

    greggryan2 Active Member

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    Yeah, so when it comes to scenarios with DTG Routes and your own routes I think, there is a layer added on top with any assets you add etc. which will only load in the game when you are playing that scenario, from what I can think. The reason why I think this works is that you are not changing the base level or anything, you are instead adding on top a layer, probably a streaming level I would imagine with your stuff. That is my basic understanding without a mad amount of detail :).

    Thats my understanding anyway but I'm not DTG or touched to official editor so I could be wrong. UE side though I'm comfortable I roughly on right lines.
     
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  16. eldomtom2

    eldomtom2 Well-Known Member

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    We know it can handle non-standard gauges, because Arosalinie is metre-gauge.
     
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  17. greggryan2

    greggryan2 Active Member

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    this is just me but wouldn't the Gauge thing be more a rendering thing. So the logic behind would be same but the rendering would be what shows the different Gauge. I slightly guessing here but that's how I would look at it?
     
  18. bremen

    bremen Active Member

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    In the case of my rollingstock, which are 1m in gauge, I had to set the appropriate parameters for the axes, the gauge, the length etc. and the resulting "feeling", the handling, etc wasn't of a standard gauge train. In TSW4 I'm sure it will be the same.
     
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  19. greggryan2

    greggryan2 Active Member

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    ohhhh right , we'll have to see most likley
     
  20. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Track is all rendered procedurally, including the width of the rails, the profile of them, all the sleeper types, how they are placed etc- you can even add a "wiggle" factor to represent a cranky old railroad with slightly wonky sleepers.

    Anything other than standard guage you might have to fiddle more to get some more complex junctions looking how you want but by and large it ought to mostly all work.

    Matt.
     
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  21. Calidore266

    Calidore266 Well-Known Member

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    It looks like working with the editor will demand more from the computer than just running the game does; especially, I'd guess that the more RAM for assets and working space, the better. Does DTG have practical suggestions for development system specs over and above what's recommended for the game itself?
     
  22. OldVern

    OldVern Well-Known Member

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    Well I loaded a basic scene in the default UE4 editor and it was stressing the hardware less than the TSC or Trainz 22 editors. Of course, a train sim landscape with hi-res DEM, multiple terrain textures and 100’s of objects on each tile might be a different matter.

    And that’s on an old laptop with an I5 2.3Ghz processor and GT950 4Gb GPU. So here’s hoping.
     
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  23. cActUsjUiCe

    cActUsjUiCe Developer

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    Fastest single threaded performance CPU you can get, 32GB RAM minimum, GPU same as recommended for game.
     
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  24. OldVern

    OldVern Well-Known Member

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    That will definitely struggle on the laptop then… Guess we will find out on the 27th whether it’s a go/no go for me as regards route building.
     
  25. Maik Goltz

    Maik Goltz Well-Known Member

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    The biggest demand targets the patience of people working with it :D I have a beefy PC (HEDT, 14 Cores and such: ~8000€) and i'm sitting and waiting a lot. Mostly for shaders compiling or routes loading. But also other things need lots of waiting time. This whole creation proccess in UE4 is slow per se. TSC creation speed is like a fighter jet against a prop plane from WW1 (TSW).
     
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  26. AlexB

    AlexB Member

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    You should be okay with it, things will be slower, but useable. RAM is really helpful for UE4 and is usally the easiest part to upgrade. It's just UE4 can be, how do I say, a bit crashy, my advice is if it's compiling or working on something in the background just leave it be.
     
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  27. greggryan2

    greggryan2 Active Member

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    Anything you have which runs that hogs CPU as well I would say close if it's not needed to be open. I found with my beefy PC it helps when UE is trying to run things in background etc.

    Also, have task manager open when using UE is good cause if you think it's froze you can look on Task Manager to see what it's doing and normally it'll be some sort of computation it's doing in background that's causing it to hang for couple of seconds or minutes etc.
     
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  28. cActUsjUiCe

    cActUsjUiCe Developer

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    Not an exhaustive list, but just some things i have noticed with the source editor.

    Multithreaded tasks: compiling shaders, light baking

    Singlethreaded tasks: simulating timetables

    Stuff that's slow regardless of PC: loading play in editor (mostly seen on large routes), saving timetable files (mostly seen on large service mode timetables), loading and unloading tiles as you move throughout the map

    I7-12700K all core 4.6GHz, 128GB DDR4 3600MHz, RTX 3080Ti, Samsung 980 PRO NVMe SSD
     
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  29. DTG Matt

    DTG Matt Executive Producer Staff Member

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    I'm gonna go slightly counter to Brandon on memory - I spent a lot of time using 16gb of ram with the editor and while it's not as nice as 32gb of ram, it absolutely works. So "minimum" becomes a question more about tolerance. It IS much better on 32gb, and most of our team use 64gb of ram now just to avoid any problems at all - but as I say, many of the early timetables I developed and tested on 16gb of ram and it was quite usable IMHO. Your mileage may vary.

    The more you've got the better, and be careful when you ask for "recommended" specs because that is going to be highly subjective - we've had teams up until relatively recently running on relatively old hardware one recent upgrade took him from an i7-4790 with a GTX 750 for example - so it wasn't a fun experience but he's signalled a good chunk of the routes you're enjoying on that machine. Before I got the PC I am on now, I was using, I think a 4790 with a Geforce 970 again for those timetables, testing and such.

    The more you give it, the more the editor will soak up, FAR beyond what the game will do, but don't let the machine specs being thrown around here make you think "oh well, unless I can afford a £3k PC i may as well give up" because that's absolutely not the case IF you're prepared to deal with some performance challenges. Try it out and decide.

    Running the editor on an SSD is very much recommended, as is putting your swap file on there if you're below 32gb of RAM as you'll be hitting it more often in that case. The difference between mech-hdd and SSD-hdd for editor is enormous (again, I started out with it on mech as I didnt have an SSD, later upgraded to get an SSD on the same spec and it made a superb difference to the experience even on that donkey of a CPU/GPU/RAM).

    If you intend to spend a lot of time in the editor making content, I would strongly advise reviewing your PC spec though, what i'm describing above is about tolerating lower performance, and if you're going to be living in the editor then you want it to be good - and the specs Brandon and Maik are describing will get you there.

    Matt.
     
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  30. Tomas9970

    Tomas9970 Well-Known Member

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    I suppose having the editor on an SSD while keeping project files on a HDD would be the best way to do things. Is that correct?

    I currently have a Ryzen 5 3600, 32GB DDR4, RX 6700xt and a PCIe SSD. That rig can run UE4 and UE5 without any issues but it had never seen a map as big as a TSW route.
     
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  31. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Just for demo's sake, i'm currently loading the game inside the editor to test something out on Antelope Valley.

    upload_2023-9-16_14-39-59.png

    Now - i've got shader compilation going on as well as I don't do this often ,so some of that ram is those processes but... most of it is the game / editor environment.

    I'm using a Ryzen 7 5800X 8-core CPU, 64gb ram - so the above presents no real challenge tbh. but you can imagine if i was on 16gb ram i'd be into the swap file - which is what used to happen to me on the 16gb machine.

    ... but... that's for a finished 80 mile route. Ram requirements for getting started in a blank world are going to be significantly lower :)

    Plus - if you're doing gameplay etc for these routes in the editor you'll be using already cooked assets (whereas i'm using full source assets) so the public editor equivalent of this for antelope would probably be lower on RAM usage.

    It's complex. There's a lot of moving parts in the editor, the better PC you can throw at it the happier time you will have - but that is Rule #1 of the PC Master Race anyway :)

    Matt.
     
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  32. Tomas9970

    Tomas9970 Well-Known Member

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    I heard a remark about the ARK Survival Evolved editor that playing in viewport was impossible because it would just run out of memory and crash. Instead you were supposed to test things in standalone as that would somehow have lower memory usage.

    Could anything like this be true for the TSW editor?
     
  33. 2martens

    2martens Well-Known Member

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    The best way would be to have all files handled by the editor, including all project files, on an SSD. If you decide to not work on some projects for a while, you could move those files to the HDD if you are pressed for space on your SSD.

    But the speed difference of HDD to SSD is absolutely indescribable. Even Firefox has a massive difference: when the profile is on HDD, it took more than a minute to completely load up with all tabs, with the profile on SSD, it took under 5 seconds.
     
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  34. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Absolutely possible to play in editor, but yes there are bigger ram requirements simply because you have the editor AND game loaded side by side essentially - however I was able to PIE in 16gb of ram previously and see no reason why you can't do that going forwards. I've specifically use PIE in the public editor test builds and it works fine (in the announce stream I recorded some footage of playtesting the class 101 scenario on peak forest - thats all done using PIE in the public editor build). Cant remember if we did any PIE demo's on the editor stream or not.

    Matt.
     
  35. Tomas9970

    Tomas9970 Well-Known Member

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    That's not exactly what I had in mind. In the drop-down next to the in-editor play button, you can pick various modes like Selected Viewport, New Editor Window and Standalone Game. The last one always gets somewhat higher framerates (at least for me) and was also rumored to have lower RAM usage (even with the editor open) compared to the others.

    That's what I want to confirm.
     
  36. 2martens

    2martens Well-Known Member

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    I would suspect that standalone runs without the blueprint debugging activated which would explain a faster framerate. The embedded play-in-editor allows you to stop the gameplay at any point and investigate the state of the blueprints and source code (won't apply in our editor as we don't have access to that).
     
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  37. Tomas9970

    Tomas9970 Well-Known Member

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    Yeah, I guess that's it alongside with using final shaders instead of the in-editor ones, which might also generate extra information.

    edit: Might also decrease memory usage though. I will download one of these big UE5 projects just to fool around.
     
    Last edited: Sep 16, 2023
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  38. Maik Goltz

    Maik Goltz Well-Known Member

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    As soon as you start to build your own stuff (routes and trains) you suffer from the same "problems" as we do. Cooked content runs smoother in editor. But the source running in PIE (and that's the only way to produce content in a efficient way) is, at least to me personally, a pain some times. Just yesterday i waited about 2 hours to run a test of 10 seconds. I wish the editor would benefit more from a powerful PC but it's not. You are good with a standard SSD. M.2 SSDs will give you only little speed up, but not what you might expect. I paid for that knowledge a 1000€ spent into a 4 drive M.2 SSD Raid that gives nothing at the end (other than the feeling you something really special sitting in your PC). Also multiple cores on the CPU are not a big benefit. Only when it comes to shader-compilation. All the other stuff does not care. A single beefy core is better than 14 mid-power cores (3.3Ghz).
     
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  39. greggryan2

    greggryan2 Active Member

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    One thing for me which I also do is turn off that Use Less CPU in background option. Reason is if your letting it do something and you switch to focus on a different application with it turned on it reduces amount of CPU it uses I think. End up taking longer. If your PC can handle letting it use what it needs whilst your doing other stuff, it's a good option to untick.

    At least for me anyway.

    upload_2023-9-16_16-35-9.png
     
    Last edited: Sep 16, 2023
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  40. DTG Matt

    DTG Matt Executive Producer Staff Member

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    All the options in the drop down for play in editor work - just choose whatever fits for you. I always use viewport personally.
     
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  41. greggryan2

    greggryan2 Active Member

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    I like viewport myself cause I can have debug stuff on another monitor etc and still have output log showing etc.
     
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  42. Perks390

    Perks390 Well-Known Member

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    When making a timetable, is it possible to add a layer for a train that the user doesn't own? For example, say I made a timetable for ECML and wanted to layer in the 158 but don't own MML, can I still set it up to layer in for those who do?
     
  43. cActUsjUiCe

    cActUsjUiCe Developer

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    I don't believe so. You need the DLC in order to have the ability to create a formation using the 158.
     
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  44. greggryan2

    greggryan2 Active Member

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    I believe you can only do stuff with DLC you own both in game and via editor if that make sense.
     
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  45. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Correct. You need the content.

    matt.
     
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  46. Calidore266

    Calidore266 Well-Known Member

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    This is good to know! My Ryzen 3700X (to become a 5900X soon)/32 GB RAM/3700ti system should be fine, but I am still running spinner drives. Luckily, a nice WD 1TB SSD was on sale for $50 at Best Buy, so I picked one up today...and then discovered that my nearly 15 year old case has no place to put an SSD.

    forehead slap.gif

    I assume somebody's made a mount of some kind that will let me fit the thing in a drive bay or somewhere in the case.
     
  47. Calidore266

    Calidore266 Well-Known Member

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    Assuming you start small, hopefully you can get away with at least experimenting enough to see what you'll enjoy doing.

    It did crash on them in the stream. But us veteran players of RPGs (especially Bethesda RPGs) have "save often or else" burned in.
     
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  48. collin#2804

    collin#2804 Member

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    Can you make extensions on the route that is already been made?
     
  49. 2martens

    2martens Well-Known Member

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    Not one from DTG. That would require the source format which you won't have. But if at some point there are source files for community-developed routes available, you could extend those.
     
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  50. josh_the_tech

    josh_the_tech Active Member

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    Yeah you can get 3.5 inch to 2.5 inch drive mounts pretty cheap on Amazon.
     
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