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Some major Cumbres Pass route problems

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Reading Topic #11440

Member since Jul-23-03 · 304 posts

Well, eversince I downloaded the route I have been tweaking stuff all over in the RE. Adding ALOT of trees and brush and weeds and everything. And deleting some scenery here and there occasionally. I added the trestle at Cresco and turned the tank around at Los Pinos. I added telegraph poles where I saw them in photographs too.Two days ago, I went to do some more of this nonsense in the RE. I ended up adding about 3 miles of weeds here and there all the way from Cresco down the hill awaise. About to the highway crossing after Dalton. When I go to save it all, I get the Send or Dont Send error report thing, and the whole thing shut down. So I go back in to see if it really saved. Well, it didn't. All of the scnenery, and I mean ALL of the scenery, wether it was stuff I added in the past or recently added, or stuff Andy added, it was gone! Now, thats replacable, but heres the major problem. Not only did I lose all that scenery and work, I also lost about 3 miles of track!! And although its gone, I can still run over the line where the track would normally be!! Totally bogus!! HA!What the heck do I do?Thanks alot!
Kevin Bush,

I will have my hand on the throttle of a K-36 very soon Mon Freunds!

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Member since Sep-27-02 · 858 posts

RE: Some major Cumbres Pass route problems.

LAST EDITED ON Feb-12-04 AT 06:09 AM (EST)

Hi Kevin> What the heck do I do?Go back to the xxx~w.bk file of the tile in question (the automatic back-up). It should reflect the status of your tile after the previous save, before adding latest things. What has happened? MSTS' RE goes ugly when too many shapes occupy a tile. For a while, it was considered to be an abolute figure of around 1500 shapes a tile could hold, but the trend now rather goes towards thinking it simply is a memory issue. Remember, when you work in the RE, the tile you work on, and all adjacent tiles (maximum eight) are loaded into memory. If your tile is extremely densely populated with objects (say a city area with 1500+ objects, counting in track and roads and all scenery), and the others are fairly normal (around 600 objects each), or if several of the loaded tiles are well filled at say 900-1000 objects each, then the RE crashes due to lack of memory when it tries to save the changes. Luckily, if that happens, it has already renamed the older version of the tile to a back-up just before, so you can restore, and luckily it has not updated the .rdb or .tdb with the changes already, so your earlier back-up matches the existing .tdb, .tit, .rdb and .rit files.What can you do?There is a simple cure, a strickingly simple trick to fool your way around the RE's memory problem which worked for me just fine so far: Just jump far enough away from the critical tile you have been working on before saving, so that MSTS releases all tiles from memory and loads totally different tiles to display into its memory. If you want to play it completely safe, you can even jump away from the route's tiles completely into the great white void. Now timing becomes an issue, but using shift+z to display the framerates helps you to avoid saving too early, i.e. before MSTS has refreshed the memory.You'll notice that the framerate will at first stay at the rate it had displayed while you still worked on your tile (lets say for example this was 15 fps). It will then momentarily drop while MSTS releases the tiles from memory, before jumping to 60 fps in the void. Only now should you save your changes... The fps will immediately drop for a second or so while MSTS saves your changes, and if all goes well, the fps goes back to the 60fps again. Now jump back to your previous location (use the camera window in the RE to enter the number of the tile to jump to), and you will zoom back to where you left before to make your save.Example: Jump into the void >> fps15 >> fps 4 >> fps60 >> save >> fps2 >> fps60 >> jump back to tile you work on (takes a while to load!)Btw: When adding large sections or areas of vegetation: I recommend you do not plant the weeds and bushes as single objects, but add them to your forest.dat and place forest areas. This way you a) have much fewer objects to place, resulting in tiles MSTS loads quicker upon approach
b) have much better framerates.Lukas a.k.a Swissie
Edited for a typo or two

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Member since Jul-23-03 · 304 posts

RE: Some major Cumbres Pass route problems.

You guys are going to have to tell me in alot more detail than just find the backup file. And how in hell do I know which tile it is? It could be 5 different tiles for all I know. I mean the damn thing deleted like 3 MILES of stuff. Kevin Bush,

I will have my hand on the throttle of a K-36 very soon Mon Freunds!

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Member since Apr-5-03 · 932 posts

RE: Some major Cumbres Pass route problems.

Some major Cumbres Pass route problems – image 1

LAST EDITED ON Feb-13-04 AT 03:59 PM (EST)

That has happened to me numerous times while working on the C&TS, Red Mountain Gorge, or detailing other routes. It happens when you add to many objects to one (or more) tiles. I'm guessing, that like me, you added to many weeds to those tiles, and therefore it deletes everything.You need to either restore a backup, or find out which tiles are giving you trouble, and in the WORLD folder replace the bad ones with originals.Some major Cumbres Pass route problems – image 2
Future Cumbres & Toltec or Durango & Silverton Engineer. Go to my informative K-36 page:
http://www.freewebs.com/drgwk36 Visit the Pheasant Hill Railroad's (My G-scale) official site!
http://www.freewebs.com/phrrVisit the Red Mountain Gorge Narrow Gauge R.R.'s official
site:

http://groups.msn.com/MSTSNarrowGauge/narrowgaugerouteformsts.msnw

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