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Change Log History
Physics mode now uses a slider and has 4 options ranging from Betta to WayMoBetta. The lower settings are better for slower CPU's. Physics-Explosion Prevention Code has also been improved. NOTE: This is NOT a fix for poor train-handling skills... ;)
Trains should no longer break in multiple spots. If you mis-handle your train, you should now only be punished with one broken coupler.
a train has DPU and the engineer commands an emergency-application
of the train-brakes, the Distributed-Power units will simultaneously
trigger an emergency-application. Thus you will notice the emg-application
propagating from each consist within the train.
Fixed errant value in Traction Motor Heat equation.
Fixed a feature that would cause the throttle to become stuck if a train was relinquished in Dynamic-Brake mode, then re-grabbed from a different locomotive.
Locomotives without a HEP system will default to "Off" in the RailVehicle Options menu if you attempt to activate HEP.
Railcars and Locomotives IN YOUR OWN TRAIN can now be boarded by double-clicking the unit. NOTE: if you double-click too quickly, the sim may not register it; a moderately paced double-click is best. You also must be within about 100m (~300ft) of the unit.
There are now more buttons in the Trainline section of the RailUnit Options window:
Auto-CB will automatically set the circuit-breakers for the locomotives within the train.
Auto-AB (also F7 key) resets the airbrake system and anglecocks for the entire train. NOTE: Your Raildriver, if in use, will override the airbrake system if your brake lever is not in release.
Auto-EOT will attempt to set an EOT on the end of the train.
In the RailUnit Options Window, Auto-MU (renamed Auto-MUDP) will now also automatically set up any and all Distributed-Power (DP) consists within the train. You may still need to set your engineer's locomotive's MU-Headlight Switch as needed depending on the orientation of your locomotive (the sim will assume your lead-locomotive is Short-Hood Lead).
NOTE FOR NOOBS: If you grab a train (by selecting the proper leading-unit) and make use of all the Auto buttons in the RailUnit Options window, all you will have to do is board your locomotive and start running your train!
GP40-2 locomotives now have their "Horspower Limiting" circuitry modeled. Thanks to DocW for providing the engineering technical data! (BTW, we compared the power-curves from ours in the sim to a real-life power-curve, and they practically matched perfectly).
Adjusted the EMD645 sounds to play more correctly when the throttle is quickly notched up or down.
SD40-2's now have the Transition-Speed Differential Circuitry when MU'd together, to prevent all the units from going thru transition at the same time.
Anglecocks now have the ability to be Partially Opened. Why would someone want to do this? Well, in real life, when coupling onto a cut of cars, the brakeman will partially open the anglecock so as to allow air to slowly charge into the brakepipe of the empty car(s) WITHOUT causing a sudden drop in BrakePipe pressure on the locomotive-side of the valve, thus preventing the system from dumping into Emergency. When enough air has bled into the empty car(s), the brakeman will then fully-open the anglecock for normal use. How much is enough? You'll learn...
There is a new option in the F1 menu called "Auto-Anglecockery". It will automatically set the anglecocks on the entire train for normal operation when coupling, but NOT uncoupling (otherwise the head-end would never go into emergency during a coupler-break). When coupling, it will also set the brake-system on the rest of the train. If this is turned off, you will have to make sure you properly open and close the anglecocks during these operations lest ye, being naughty in our sight, dumpest thou thine air.
The F7 Airbrake Cheat will also set all the Anglecocks for normal operation.
The CTRL-R Refueling command has been removed and replaced with a button in the Rail-Unit Options menu next to the fuel-level graph.
EOT Devices are now persistent in the world. When you add an EOT to a railcar, it will remain until the car is deleted from the world, or the EOT is removed. When you take control of a train with an EOT attached, there may be a short delay between taking-control and finally seeing the telemetry data from the EOT on your new train.
EOT Devices on your train will be automatically removed if more than one EOT exists on your train. You may then have to go and properly place a new one.
EOT Devices will automatically be removed if the device is not placed on an empty coupler.
Whilst on the network, when placing or removing EOT's, or when grabbing or relinquishing trains, you may notice a few seconds where the EOT's disappear. This is normal, and they should all reappear when the next network update message comes thru. Just wait a few seconds.
To prevent hooligans from causing trouble, you can only Add or Remove an EOT on your own train at this time.
If you have an EOT on your train, and you uncouple from that train, the EOT will remain in the world, HOWEVER, you will lose telemetry data. I have done this on purpose. After you couple back onto the train, give it a few seconds and you will regain telemetry.
The CTRL-F12 view now will cycle between the front and rear of your train.
Fixed a feature that would cause block detector lights in the dispatcher screen to sometimes show as dark when the block was occupied.
Fixed a feature that could cause another player's moving train to repeatedly respawn when one or both players were using fixed frame rate.
Fixed a feature that would sometimes allow a train to be spawned into occupied track on the network.
Minor tweaks to the East-Coast signalling code to allow a few more special-condition aspects.
GEVO Accelerometer Needle logic has been improved.
Most scenery items are now loaded in the background to reduce stuttering.
You can now use Left-Shift 1 thru 5 to save your current camera position, and Left-CTRL 1 thru 5 to transport yourself to those spots.
The Shift-Z display has been modified: Shift-Z still functions the same by cycling thru the various lines of data, however, each line now also has its own key using Shift-X, Shift-C, Shift-V, and Shift-B.
Shift-B is a new Train-Graph that shows a text-representation of each unit of the train. E shows a locomotive, and each - is a railcar. The upper set of dashes shows the coupler-force on that car, and the lower dashes show the Brake-Cylinder pressure for that car. The colors will fade in between the values shown below:
force Color Scale:
For BrakeCylinders, the color varies from White (released) thru Red and then to Dark Purple (full application).
Locomotives (Engines) are shown with a colored E in the graph, and their color shows their BrakeCylinder psi, this way you can see if your engines are bailed-off or set.
There is a new pdf file showing the default keyboard comands. The file is called Run8DefaultKeyboard.pdf. This is designed to be printed in color on 11x17 paper (although it can be scaled to fit other paper sizes). There is also a printable PDF for the RailDriver buttons designed to be printed on 8.5"x11" paper, color or black & white.
GE Units (ES44's, P42's), when the Anti-Slip system has started auto-sanding, will now attempt to shut-off their sand when the slipping condition is no longer observed.
In Hogger Mode, ES44's now incorporate their real-life Traction-Motor Protection functions. When traction-motor temps increase past 360F, the ES44's computer will limit Amperage to limit temperature to 360F. Remember, it is DRAWBAR PULL that gets a train over a hill, NOT horsepower! The ES44 has a max-continuous rating of roughly 105,000lbs of drawbar-pull at 1380 amps. Horsepower only affects the SPEED at which that pull can be generated.
ES44 equations were adjusted to allow full 1800 Amps and 142,000lbs of Tractive-Effort. Also made a correction to total HP available to traction, which was a bit too low. Also, GE units will stop loading when one or more traction-motors reach 1800amps.
ES44 traction-loading rates were increased (many engineers said they loaded too slowly).
P42 traction-loading rates were decreased (many engineers, including actual Amtrak engineers who run these things, said they loaded too quickly).
The P42's were found to be loading to almost full-HP at low throttle-notches when HEP was activated. This has been fixed.
Railcar brake-release rate was found to be too slow and was increased.
Walking and Running speeds were increased a bit.
The F1 menu now has the option to set what data is shown on your Raildriver Display, or the display can be turned off as well.
Found a condition where if a session-list was modified, and the .xml was left out of the entry, it would disconnect you from the session even though you had the rail-unit(s). The sim will now recognize and handle that contingency.
The Night Ambient value has been rescaled from 0 to 1000. Set to zero to allow the possibility of a fully-dark night (when there is no moon); set to 1000 for maximum brightness (silly, but it's there anyway if you want). NOTE: Setting this value too brightly will cause lights with ambient-light sensors to NOT turn on! A value of about 5 to 10 is usually good for the darkest of nights.
The Light Bloom Settings (except for Threshold) are now settable and saveable in the F1 Menu Other Tab. They only have an effect if you have Light Bloom enabled.
When riding on another user's train, and his train respawns, you should no longer be kicked off. The sim will attempt to reset the reference to keep you aboard. If the train disappears from the world and respawns again within a few seconds, the sim will attempt to reboard you.
And finally, regarding what must be the best innovation ever contrived for Run8, there is now a grid-window for Clients to store Host IP Addresses and Ports. Click and enter the data in each cell accordingly and it will be saved. Hilight the row to select the server you want to join. There are Add and Delete buttons beneath for your convenience.
Fixed a bug related to rendering the window in full screen or windowed mode and switching monitors. Note that if you are having issues with the windows task bar being on top of the Run 8 window, try setting the windows font size zoom to 100% (in Windows 7 this is under Control Panel->Display). Thank you Tércio for the help!
Fixed a TMU bug that prevented train stats from showing when loading the current player train
Added the ability to load a player controlled train into the left side of the TMU.
The Hump Controller window has been renovated.
The main menu size was increased the last patch to accommodate the extra save game information being displayed. It has been compacted down a bit for lower resolution monitors.
Added double buffering to all menu screens as a possible cure to a screen flicker issue some users have experienced.
Added an option to the options menu to reverse the mouse Y axis (push forward to look down).
Fixed a bug that caused scenery assets to go missing depending on the order that routes were loaded. Routes can now be loaded in any order and all scenery items will show.
Fixed a bug that would prevent new track from appearing if you were standing at the edge of a route and did a route merge.
Visible car tags now toggle between off, showing the unit number, and showing the destination.
New World saves now go to a central location (Content\Routes\WorldSaves), so it no longer matters which route you are standing in when you save. A World save will now show up in the list of every route it contains.
Run 8 will default to the main monitor upon starting now.
Fixed all the missing block detectors on mainline track in the BarstowYermo and Mojave routes.
Added necessary signal files and code for the upcoming A-Line!
Run 8 no longer minimizes when you Alt-Tab to another application. Windows will restrict access to the CPU until it gets input focus again however. There is new text at the top right corner of the screen whenever it has lost input focus.
Mouse position is no longer inaccurate on the dispatcher screen in windowed mode.
Fixed crash that happened if you hit Alt-F4 in fullscreen mode.
Fixed a bug where Alt-F4 on the orange menu screen would only close the menu, and leave the main game window open.
For keyboard users/second class citizens:
You must now have a valid player name set in order to join a session.
Added a new text message if you try to connect to a server that is running a different version.
Fixed the Someone has joined the network message to show the player name.
When you are disconnected from the server, you will now get a more descriptive message about why you were disconnected.
Started network code optimization.
New keyboard mappings: QuickZoom (RightCtrl-UpArrow) will go to full zoom in 2 steps, and ResetZoom (RightCtrl-DownArrow) which will jump back to normal zoom.
If you have text message display disabled (Shift-Tab by default) and you try to send a text message, displaying incoming messages will be automatically enabled again. This way players won't be left wondering why no one in answering them, when the incoming text was actually hidden.
Text messages now use buffered keyboard input, so typing is no longer affected by frame rate. A side effect of this is that sending text messages over the network is disabled when one of the menu screens is open.
New keyboard mapping: SwitchMonitor (LeftControl-F4) now switches Run 8 to the next available monitor. Note that depending on your graphics card configuration, not all monitors will get will access to the GPU! Check your frame rate after switching monitors you may want to switch back!
MFD Configuration is now saved for each locomotive model.
Fixed a crash that could happen when loading terrain tiles, especially when resetting terrain.
Changed the number of inside positions on all the rail units. An inside position has muffled sound and shows the player in a seated position. Previously all units had 2 inside positions. Now freight cars have none, P42s have 3, and ES44s and SD40s have 2.
Fixed a bug that could occasionally cause switches thrown with the external dispatcher application over the network to flip back.
Added a new Network tab to the F1 options menu. When you are connected to the network, this will show all the players in the session and the ID/Train symbol of any train they are in control of. In order to not choke the network, this data is only updated a few times a minute.
It is now safe to load old saved games that have trains on tracks that no longer exist. Any train on missing tracks will be skipped when the scenario is loading.
The user interface for saving and loading scenarios has been updated. Saved files are now divided into 3 categories: Extra Boards / Trains / Worlds.
is the data saved with each scenario type:
Here is how loading each save type works:
the main menu:
the simulation from the Options menu in single player:
Note: for old saved games, anything with no trains is treated as an Extra Board save, anything with one train is treated as a Train save, and anything with more than one train is treated as a World save. However, only new World save files will contain signals and switches!
In the Spawn tab of the Options screen, if you select a saved file name in the list, it automatically populates the Save text box. In addition, it sets the Extra board/Train/World radio buttons to match the list that the saved file came from.
The allowed rail unit packages that are selected in the Session List tab of the Options menu are now saved.
All the zoom functions (keyboard, mouse and raildriver) now animate smoothly.
Added Service Areas to BarstowYermo, with a new ServiceAreaDatabase.xml file. Examining the file and seeing how to set up service points on a route should be fairly self-explanatory. Service Areas will service a locomotive based on their ability, for example, if a service area is designated as Diesel and Sand only, that is all you will get from that spot, Water and Lube-Oil will not be serviced. (At the moment, only Fuel gets changed until I add the code for the other consumables).
New Host option for forcing Manual Locomotive Servicing in a session. The Host also supplies each client with the Service Areas in use for that session, hence the new message you will see when joining.
In single-player, or if the Host is not requiring Manual Servicing, selecting a locomotive and pressing CTRL-R will instantly fully service the locomotive anywhere; if you happen to be next to a Service Area, the servicing will happen at its normal rate according to the area's capability.
You must be next to a service area and fully stopped for it to function. If you start moving, the area disconnects and servicing ends.
Added new MFD page to the GEVOs.
I think I fixed the West-Colton Shuffle problem.
Upgraded the diesel-electric simulation of the GEVO's.
The Shift-Z stats display now shows three modes: SimData, EngineData, TrainStats, and will cycle between Off and these three modes.
Fixed a minor feature regarding the dynamic-brakes on DPU.
Car Tags are now set to show above the railcars so that they will be easier to read when standing on the ground.
Dynamic Brakes can now be cut-out on a locomotive from the RV Options Window. This state will save on the network as well.
Since we can now render Windows Forms in fullscreen, the old F1 and Shift-F1 menus have been recombined.
RV-Options Window has been converted back to a Windows Form and updated. You will see a bar-graph representing fuel-level, plus you can now specify the load-tonnage for a unit. NOTE: you will no longer see Train Stats in this window, use your Shift-Z for that data and cycle-thru to the TrainStats line.
Trackside Objects menu has been converted back to a Windows Form and updated. You will now select the item from the list then place it with the button. This will allow us to easily add new objects to the sim in the future.
To prevent excessive tractive-effort and subsequent broken-couplers when using the Shift-F5 cheating function, the Gen-Field Circuit Breaker will automatically switch to Off on your lead locomotive.
Brad added new scenery splendid assets to the routes by Jim Ray and
Nigel Apperley with lighting by Mark Fox.
When viewing railcar tags, the color of the tag will vary between green for unloaded, and red for totally loaded. Cars that are half-loaded will appear yellow (half-red and half-green make yellow in the RGB world). The color is interpolated between green and red based on how loaded the car is, so you may see various shades of yellow in-between. I was considering 50 shades of gray, but that just seemed cheap and tacky.
Shift-F1 Menu: Removed Ground Detail option since it was pretty much worthless, and replaced it with option to view Clock in 24-hour format (default). Uncheck this to see clock in 12-hour format.
Fixed a feature that caused the Flow Gauge value to drop to a huge negative number.
Signal System set up to handle CSX Seaboard signals.
Added Blue Flag to MOW Objects that can be placed trackside. Also changed the title of the MOW window to Trackside Objects. Track flags\boards are still placed by moving the camera to the desired location and direction and using the appropriate button.
Added a mo-betta BNSF Hy-Railer truck by Nigel Apperley to replace the cheesy test-unit I originally programmed just for fun.
Fake window-forms, such as the F1 or F6 menus that can render whilst in full-screen mode, can now be dragged anytime the left mouse button is held down whilst over the menu-window. Also, objects behind such windows will not be affected by mouse-clicks while the mouse is on the window. In other words, you won't accidently select a rail-vehicle if the mouse is on the window and you left-click.
There is a new option in the program's Main Menu that allows the sim
to use lower-resolution textures on most of the rolling-stock. Using
this option will reduce the memory-load on the computer at the expense
of a small sacrifice of visual quality on the effected cars. It is
strongly recommended to use this option when in a large session spanning
multiple routes using a lot of different rolling-stock, and you'll
never notice the visual-difference as you're running your train and\or
watching others pass by you. This option does not affect the locomotive
interior textures, only the exterior textures of most of the railcars
and locomotives. NOTE: This setting will NOT save until you have started
the sim and opened\closed either the Shift-F1 or F1 menus.
Added a new Host option that allows for a Serialized Save. If used,
every 30 minutes the Host will automatically save the session with
a time-stamp based on the computer's clock (not sim-time). For example,
the filename would look like 244_1946 HostSave. This means
it was saved on the 244th day of the year at 19:46. The host will
also continue to automatically save under LastNetworkSave
every ten minutes, but this always gets overwritten each time.
Fixed what would have been a problem with the CSX detector code.
Adjusted some memory-management code with regards to how XNA handles
content. See below...
Whenever F10 (Scenery-Reset) is pressed, it will now also flush and reload the scenery assets AND the railUnit assets, thus freeing memory of assets no longer in-scene. For those who don't want to use the Automatic Flush setting, this is a good way to periodically unload your memory at your leisure.
Memory Tips: For those having memory issues, one of the best ways to reduce memory consumption is to set the Vegetation Thinning value to something higher than zero. One or Two will greatly reduce the amount of memory that the procedural-vegetation consumes.
Tweaked the Weather Interpolation code a bit in preperation for a more advanced weather system. Also added a Temperature readout in the Shift-Z display, which reads in normal degrees (Farenheit).
Fixed minor feature that caused block-occupancy detectors to not load properly for clients on a network using only one route.
Added CSX Detector audio for the upcoming CSX A-Line
Minor additions made to the code.
Fixed errant line of code having to do with AI\FreeAgent spawning as a client (also had something to do with the occasional phantom engine sounds).
Opening the Hump Controller window will no longer force a reset of that hump, which was causing interference when someone else was humping cars on the network.
Slow-Speed Control (Cruise Control) now works on the ES44's. The speed readout will turn blue when cruise-control is turned on.
Slow-Speed Control now disables when train is relinquished or deleted.
Distance Counter will reset to zero (when in CountUp mode) after passing 10,000 feet.
BNSF_MojaveSub Scenery added at Boron and Monolith courtesy of Brad and Nigel. Lighting by Mark Fox.
Monolith spur track extended 50m at the request of a few engineers.
Fixed a feature that allowed phantom MFD screens to linger
after a locomotive was deleted.
Trains will now retain their settings when relinquished. This includes airbrake system values and control positions. Free-Agent trains on a network may have their engines running. For those using RailDrivers, it is adviseable when grabbing a train to have your RD controls set as you normally would have before: Train Brakes released, Indy's applied, Throttle Idle, etc. You may need to use F7 to reset the airbrake system. Those on Keyboard should not have to do anything special, you'll pick up the train in the same condition it was left.
Run8 now has the ability to HUMP and KICK railcars. (Yes, this is perfectly legitimate behavior on the railroad). This can be done in both Single-player and Multiplayer modes. If on a network, the Host can disable the ability for clients to Hump or Kick cars in the Host Options tab.
HUMPING KNOWN ISSUES: At this time, Host will NOT be able to
select the couplers of a moving railcar until it comes to a stop;
Clients ARE able to do this. Also, we do not have the track retarders
modeled visually yet, nor do we have humping sounds programmed at
this time. There are also a couple other minor sound issues that we'll
address in the future.
Barstow Yard now has the Hump Yard and the Local Yard. The Local Yard is where most of the Local trains are made and departed. The Local Yard is accessible from the west by using the Hump Underpass track, and also from the east.
The east end of the Barstow Hump Yard (tracks 101-114) have automatic
stopping retarders to keep cars from rolling out the east end. They
will automatically release when you pull a train over them.
Inbound WB traffic from the Needles Sub normally comes in on the Yard Entry track and then makes its way around the south side of the yard to the WJ signal. At this signal, the track splits: to the Left one can access the south half of the Receiving Yard, to the Right, one can use the Hump Underpass track and access the north side of the Receiving Yard without fouling a hump-job in progress.
Autoracks and Double-stacks will NOT clear the Hump-Underpass! If an inbound train containing such railcars needs to get to the north half of the Receiving Yard, that train will have to wait to use the hump-crossover if a hump-job is in progress. Or you can just pretend you won't hit the bridge.
Within about 200 meters of a Hump, Left-CTRL-F6 brings up the Hump Options window (similar to Shift-F1, you need to be in windowed-mode).
Left-CTRL-C toggles Slow-Speed mode (or Cruise-Control). When humping a cut of cars, the ideal speed is 1.5 to 2mph. Once you are shoving to the desired speed, enabling Slow-Speed Control will cause the locomotive to modulate its loading. This ONLY WORKS if the train is trying to slow you down, it WILL NOT modulate locomotive braking. Sometimes it may be wise to set a small amount of Indy Brake whilst shoving with CruiseControl on.
Left-CTRL-F7 will bleed the airbrake system on either the entire train, or a selected railcar (locomotives excluded). If AutoPinpuller is not enabled, YOU MUST do this prior to humping, or else the car will go into emergency shortly after separating from the train. Close the last locomotive's anglecock, make sure nothing is selected, then hit CTRL-F7 to bleed off the train. This removes all the air in the entire system on all the railcars (unless a specific car is selected, then only that car). If Autopinpuller is enabled, you do not need to do anything special, just shove and hump away.
By default, Humping happens automatically, unless the Hump Controller is turned off (uncheck the Active box). As you shove cars past the apex of the hump, the hump will scan the car and route the hump-ladder switches. If AutoPinpuller is enabled, it will also uncouple the railcar automatically. If humping on a network, you will notice a brief disappearance of the car as it respawns on the network. DO NOT HUMP FASTER THAN 2mph, or you can overwhelm the automatic system and the switches won't be able to throw in time.
If you wish to hump more than one car at a time, you will have to disable AutoPinpuller. It is not advisable to hump more than two cars together. Also, you will need to make sure both cars don't have conflicting destination tags.
In Barstow, if standing on the hump looking East at the Hump Yard, hump track 101 is at the left, and 114 is at the right.
The Hump Controller reads a car's destination tag and sets the track accordingly. If the Controller cannot make a valid scan, it will default to Track 114 (or whatever track is set as the Sluff Track, Barstow is set to 114). You will need to set your destination tags before humping. There are two ways to do this: you can set the car's destination tag for the track number, OR, you can make use of the Track\Search Tag function in the Hump Controller Window...
Track Search Tags can be assigned to a hump track in the Hump Controller window. For example, if you want all cars with Destination Tags that contain Bakersfield to hump into track 105, you would select Track 105 in the window, then enter a search string in the window below (such as Bak or field or even the entire word Bakersfield without quotes). It would probably be a good idea to keep all your railcar destination tags lower-case, because the search tag is case-sensitive (if the track search tag is bak and your destination tag is Bakersfield, it will not scan; it would have to be Bak). Make sure the search-string is unique. For example, if one track was used for San Antonio, and another for San Diego, San would be a poor choice to use for a search-tag, instead, use Ant and Die respectively. As long as the railcar's destination tag contains the hump-track search tag, the Hump Controller will route the car as it is humped. You can also use actual railroad destination symbols as well like BAK for Bakersfield or SDG for San Diego or STO for Stockton or CHI for Chicago and etc. etc.
It is sometimes possible, usually due to operator-error, to overwhelm the hump-controller, which will cause cars to route incorrectly when humped. If you notice this occurring, pull clear of the hump and use one of the Reset options, but MAKE SURE the hump ladder is clear of traffic FIRST!
If you find it necessary to shove past the hump and travel down into the hump yard (or to come back up FROM the hump yard), TURN OFF the Hump Controller FIRST! (uncheck the HumpControllerActive box) Otherwise, it will keep attempting to scan, route, and uncouple your train as you roll past the apex of the hump.
For your convenience, we have diligently and expertly placed a yellow
sign, with great care and precision, using an abundance of skill,
at the apex of the Barstow Hump. Uncoupling a car at this point should
cause it to roll free of the train. Better yet, use the automatic
PinPuller in conjunction with Cruise Control and enjoy the show.
EB Double-Target Signal at Cable has been fixed. It was referencing the wrong block detector.
Fixed a couple of problems when coupling onto Free-Agent Trains that
would cause the train to jerk really hard.
The coupling physics has been adjusted, modified, made moBetta, and otherwise tweaked. This should get rid of 99% of the physics explosions encountered. It is also advised that you use the MoBetta option at all times unless your computer simply can't hack it. Also, as the sim gets more and more realistic, proper train-handling and proper train building are at the forefront of importance. Don't build a stupid train with empty baretable cars all up front then haul 50 loaded grain hoppers behind and expect to have a good trip!
NOTE: It is now possible to break couplers in Piglet Mode. Part of the explosion problem was that previously they were next to impossible to break and causing excessive forces to transmit up and down the train. It is still harder to break in Piglet Mode than in Hogger Mode, and you will receive a warning message when excessive Piglet forces are encountered until they exceed the threshold for Piglet breakage. Or think of it this way, Warning Message = Forces > HoggerThreshold until breakage occurrs at Forces > PigletThreshold.
Couplers will break in Hogger Mode at about 400,000lbs of strain.
We allow for a bit of fudge-factor to account for impulses due to
the nature of the simulation. But you should start sweating when you
get above 370,000lbs. One little jerk of the train...
When coupling onto a train that was extremely stretched, you may initially notice the train jerk away from you due to the coupler forces trying to relax. Simply try again. This could also be noticed in the opposite direction when the train is severely bunched.
K3LA and RS3K horns have been added. For the Intrepid Run8 File Hacker, change the xml files accordingly.
For those using a 64-bit version of Windows, which is just about everybody these days, Run8 is now able to make use of more RAM, about 300 to 500 megabytes more than previously. This should get rid of the Out Of Memory exceptions that were experienced recently. Unfortunately, due to the nature of Microsoft DotNet and XNA, Run8 cannot make use of all system memory. Those still running on 32-bit Windows cannot be helped unless you Google the Windows 3gb Switch function and apply it to your computer, BUT YOU DO SO AT YOUR OWN RISK AND RESEARCH IT CAREFULLY!!! We take no responsibility for what you do to your own computer.
Light definitions have been added to some of our assets, like the main high tower and the Amtrak station at Barstow, which will enhabce your night time Run8 experience. We will add more of these light definitions to Run8 assets in futre upgrades as time permits.
The high yard light tower definitions were affecting framerates on lower end PCs at night so I added a new variable that can be change in the Shift+F1 Options tab that lets you set the draw range of those lights.
Airbrakes now incorporate the Quick Service function of the triple-valve.
This causes the brakepipe to vent locally a few PSI on an initial
set, thus more quickly propogating the set down the train. Any further
reduction of the air happens at the normal rate. Releasing the brakes
resets the Quick Service chamber.
IMPORTANT: The existing BNSF Mojave Sub has now been split into two
sections, with Barstow-Yermo being removed from it and placed into
its own route. This was done to remove any overlapping
of routes which caused trouble in multi-route sessions. You will need
to move any train files that spawn in the Barstow area into the new
BarstowYermo route folder. Also, the existing pre-made sessions for
the Mojave Sub may not work completely. These minor pains-in-the-ass
are the result of a major improvement in the sim.
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