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Well, I actually know this can be done, but I still don't understand the "how". For example, I have a good deal of Italian electrics installed, all of which make use of custom engine sounds when driven by the player (me ). However, when I put them into AI traffic, all I'll be hearing are the boring default Acela/HHP sounds when I encounter an AI train.What I'd like to know is how German Railroads and Pro Train managed to have their engines run with custom sounds even in AI mode - and whether there is any way to duplicate this for other sound packages. Thanks! Dominik MannVisit www.tssf.de - www.bahn.de - http://mercurio.iet.unipi.it/ - www.eisenbahnforum.de
Well that's about useless since that link points to a page with a dead link on it.....Chuck Schneider (Virtual) CEO North American (Virtual) Locomotive Works
I got the dead link too, but this should be the same info:http://forums.atomic-systems.com/viewtopic.php?t=11677It's a good solution, but it makes consist building a bit more complex, and needs to be done for every locomotive. The alternative I use is a bit more complicated to set up, but saves the need to create new engine files, and only needs to be done once even if multiple locomotives are using the sounds.Essentially, it involves copying the engine sound stream(s) from Scalability Group 0 into Scalability Group 5, and adding a line to each new stream in SG 5 to disable it as soon as one of the variable triggers 1 or 2 is moved. Thus, the new streams are disabled at the first driver input for the player engine, but remain active to change according to speed for helper engines. There are more details involved in getting the file to work, but that is the basic concept.Once this new eng.sms file is set up, it can be aliased to or copied for each locomotive that is to use the sounds.Hope that helps.Jeff