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I thought the rail texture and weeds looked great with this consist, almost 'wild west' in flavour although it would be great to have some animated tumbleweeds around!
Hey Jim, what level of Aniso and AA you running in those shots? I run msts at 4x AA 16x aniso And have rarely gotten under 15 on heavy routes, Let me know when PO&N 7 is ready for beta testing, I'll take a whirl on my machine and see how she goes
____________________________________________ Shawn K, shawnssk@yahoo.com Texture dude for TKW & YLW, Forum Mod. Feel free to e-mail me. The NYO&W.. Running from somewhere to nowhere, But never forgotten ____________________________________________ READ the forum rules! Have a general question? Try Google Looking for an answer to a Train-Sim Question? Search the Forum Archive First Looking for a certain Trainsim add-on? See Here First!
Hello Sniper, Looks good. I didn't know it was your route but I really enjoy driving on it. I get good framerates even with all the trees and like that climb just before Armstrong with a lot of stock. Looks like you are updating the route and wondered what enhancements you are putting into it? I particularly like some of the junk lying around in different areas in the old towns and yards and the overpass into VanderHoevan. It has a movie quality about it that I haven't seen on some more sterile routes, very imaginative.Thank You Bertie
Thanks, glad you're enjoying it. Enhancements, PO&N7 is more of a "makeover" than an enhancement, you guys are saying you have no problems with framerates, most people say it sucks, particularly coming out of Anderson on the route to Sundermeyer - Van den Hoven. That was the primary thing I wanted to fix, the lite.bat/heavy.bat thing wasn't really a good solution, but the only way I could think of to give the guys with low end systems playable framerates. PO&N7 won't have that, since the primary goal was to get playable framerates on low end systems even with full scenery. After experimenting with different ideas for almost six months, I think I finally hit on something that works, looks good and runs smooth. The second thing was to unconfuse the signals, Hank Sundermeyer made me a new set of signals, and the new setup eliminates the need for "spacer" signals inside yards and switching districts. A red signal either overhead or to the right means stop, all the extra signals on the player track have been eliminated.That little dwarf signal isolates the actual junction signals from the switching district/yards, so no matter where cars are spotted or which way the manual switches are set, the signals for the AI/player junctions will work the same, without the need for all the extra interval signals in between.Shawn, another one of those oddball MSTS glitches, when I'm switching and running and stopping for AI traffic I slap controls on the Raildriver console all over the place, and I got a random problem after 30-45 minutes of playing where the independent brake would go to max after applying both train brakes and loco brakes when backing up. Raildriver is fighting to release the loco brake, but trainsim is acting like the key is stuck. If I hit the run/stop button on Raildriver to temporarily disable the console, the loco brake goes to max and can't be released by either the keyboard or the mouse, it's getting a full apply command from somewhere. Turning off raildriver and/or the F5 HUD don't fix it, the only cure is to save, exit, and reload. That got rather annoying, and since it doesn't do it with FSAA disabled, I'm currently running 4X anisotropic filtering, FSAA disabled. The Raildriver interface has its own launcher, so the command line switches for train.exe aren't available, but using the forced FSAA/anisotropic in the ATI display settings does work. Possibly I'll be able to find an FSAA setting that don't trigger the newest bug, I just haven't played with it much. I haven't even really tested to see if it will do it without Raildriver, and prior to getting Raildriver I never ran with the F5 HUD on.As for a beta, give me a couple days to clean up some loose ends and zip it, but what I'm really interested in is somebody with a seriously low end system to test it. All I got now is a P4 2.6ghz/Radeon 9700 and an AMD 1.45ghz/Ti-4400, no low or midrange systems currently working. On those two systems I'm getting double the framerates compared to PO&N6 in the problem areas, with considerably less stuttering, but what I'd really like to do is have someone with less than 1ghz CPU, 256mb RAM or less, and maybe a 32mb MMX video card give it a spin. I know there were a couple of guys who said they deleted PO&N6 since it wouldn't run on their systems with heavy.bat, and lite.bat looked like *&^%$#!, that's who I need to hunt down.
No Prob Jim, Take yer time, BTW, I'll test it on my P3 667 too if you'd like, with my spiffy voodoo4 vid card bwhahaha! and 128 megs of ram
____________________________________________ Shawn K, shawnssk@yahoo.com Texture dude for TKW & YLW, Forum Mod. Feel free to e-mail me. The NYO&W.. Running from somewhere to nowhere, But never forgotten ____________________________________________ READ the forum rules! Have a general question? Try Google Looking for an answer to a Train-Sim Question? Search the Forum Archive First Looking for a certain Trainsim add-on? See Here First!
I have a low-end system (i dont use it but it can be used). Intell 800 Somthing or other chipset(no graphix card), P2Processor,200RAM,and some outragously low other stuff. Cost me $900!! I need to think stuff out better..