Any luck R4Dt?
Beiträge von Neighbor Kid
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Please do! I hoping the we can also add functions to the soundeffectutil file, if is at all possible. If it was able to be done, it would open up so much more for sounds.
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So I've made progress.. (not for my bell though)
I have The GP40-2's using a steam locomotives LUA script.... Partially.. It currently sits like this..
local soundeffectsutil = require "soundeffectsutil"
function data()
return {
tracks = {
{ name = "vehicle/GP40/Idle.wav", refDist = 25.0 },
{ name = "vehicle/GP40/fast.wav", refDist = 25.0 },
{ name = "vehicle/GP40/wheels_ringing1.wav", refDist = 25.0 },
{ name = "vehicle/GP40/_brakes.wav", refDist = 25.0 }
},
events = {
horn = { names = { "vehicle/GP40/GPhorn.wav" }, refDist = 50.0 },
clacks = {
names = {
"vehicle/clack/modern/part_1.wav",
"vehicle/clack/modern/part_2.wav",
"vehicle/clack/modern/part_3.wav",
"vehicle/clack/modern/part_4.wav",
"vehicle/clack/modern/part_5.wav",
"vehicle/clack/modern/part_6.wav",
"vehicle/clack/modern/part_7.wav",
"vehicle/clack/modern/part_8.wav",
"vehicle/clack/modern/part_9.wav",
"vehicle/clack/modern/part_10.wav"
},
refDist = 40.0
},
chuffs = {
names = {
"vehicle/GP40/chuff_1.wav",
"vehicle/GP40/chuff_2.wav",
"vehicle/GP40/chuff_3.wav",
"vehicle/GP40/chuff_4.wav",
"vehicle/GP40/chuff_5.wav",
"vehicle/GP40/chuff_6.wav",
"vehicle/GP40/chuff_7.wav",
"vehicle/GP40/chuff_8.wav",
"vehicle/GP40/chuff_9.wav",
"vehicle/GP40/chuff_10.wav"
},
refDist = 15.0,
}
},updateFn = function (input)
local chuffsFastFreq = 12.0
local refWeight = 90.0
local chuffs = soundeffectsutil.chuffs(input.speed, input.chuffStep, chuffsFastFreq, input.weight, refWeight)return {
tracks = {
chuffs.idleTrack,
chuffs.fastTrack,
soundeffectsutil.squeal(input.speed, input.sideForce, input.maxSideForce),
soundeffectsutil.brake(input.speed, input.brakeDecel, 0.5)
},
events = {
horn = { gain = 1.0, pitch = 1.0 },
chuffs = chuffs.event
}
}
end
}
endWhat is not working is the chuff's. I'm using the chuff's for a throttling up sound of a GP40-2 going from neutral to notch 8 aka to full power.
So I have tried 2 things so far..
This is what I started with(below) Also, yes, I know sounds have to be mono type and .wav format.chuffs = {
names = {
"vehicle/GP40/Throttleup.wav"
},
refDist = 15.0,Didn't seem to work. I also just named it
chuffs = {
names = {
"vehicle/GP40/chuff_1.wav"
},
refDist = 15.0,
}Didn't work
I then turned to..
cutting the 11 second file I have to 1 second . wav files.
chuffs = {
names = {
"vehicle/GP40/chuff_1.wav",
"vehicle/GP40/chuff_2.wav",
"vehicle/GP40/chuff_3.wav",
"vehicle/GP40/chuff_4.wav",
"vehicle/GP40/chuff_5.wav",
"vehicle/GP40/chuff_6.wav",
"vehicle/GP40/chuff_7.wav",
"vehicle/GP40/chuff_8.wav",
"vehicle/GP40/chuff_9.wav",
"vehicle/GP40/chuff_10.wav"
},
refDist = 15.0,
}Still doesn't work.
Other tests-
I have taken vanilla engine SD40 and changed the Train_diesel sound config file to the Steam_Train_Modern config file. Idle, and Fast work, but again no chuffing. I feel like this is telling me it has something directly related to the animation perhaps? I must be missing something. Does anyone have a clue? Any one of you modders who model a steam locomotive, do you assign something to the animation of the rods pushing the wheels around on locomotive? I have also tried editing the model LUA file and change the type from Diesel to Steam, that failed as the game crashed on starting a new map which the crash was Metadata, railvehicle in the mdl file.
I have also renumbered the chuffs from like 21-30. I've also added the chuff_silence in, no luck.
Reading what Gwinda has said, though he has limited knowledge of sound files, he did say that the sounds are hardcoded in this game. Anyone know if this is true? That the only thing we can do is actually change the sound its self. Reason I ask is because when it comes to functions, I have changed braking sounds in terms of when they play. Vanilla game the brakes sound off at about 15 MPH when a train is stopping. What I have edited in the soundeffectutil file is the brakes so that they play immediately when the train starts braking. Leading me to think that perhaps theres a bit more we can do to this file.
Anyone?
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Awesome, question though. When you create the animations for the rods turning the wheels, is there anything that connects that animation to the sound off of the chuffs 1-10? I'm trying to narrow down things about diesels not using the chuffing sound. (trying to get them to use a throttling up sound) Also, why do you use the file chuff silence? I also notice in the lua file, the chuff silence, does not match the .wav file of chuff_silent. Mistake?
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Thank you. Another question would be, where should it be placed? Should it be placed with each individual locomotive LUA, or soundeffectsutil? I feel I'd have a good shot mimicing chuffing, though I did try to use a steam locomotives LUA script instead, didnt work. So hmm..
Also wonder, if it is possible to tell the game to use different sounds, at certain times. I'd like to separate "idle_drive" under diesels. I think that would have to be a function of some sort added to the soundeffectsutil, it would have to be something different than chuffing, but along the same line(ish) I think.
What I'm looking at is..
local soundeffectsutil = require "soundeffectsutil"
function data()
return {
tracks = {
{ name = "vehicle/GP40/idle_drive.wav", refDist = 25.0 },
{ name = "vehicle/GP40/wheels_ringing1.wav", refDist = 25.0 },
{ name = "vehicle/GP40/_brakes.wav", refDist = 25.0 }
},
events = {
clacks = {
names = {
"vehicle/clack/modern/part_1.wav",
"vehicle/clack/modern/part_2.wav",
"vehicle/clack/modern/part_3.wav",
"vehicle/clack/modern/part_4.wav",
"vehicle/clack/modern/part_5.wav",
"vehicle/clack/modern/part_6.wav",
"vehicle/clack/modern/part_7.wav",
"vehicle/clack/modern/part_8.wav",
"vehicle/clack/modern/part_9.wav",
"vehicle/clack/modern/part_10.wav"
},
refDist = 15.0
},
horn = { names = { "vehicle/GP40/GPhorn.wav" }, refDist = 50.0 }
},updateFn = function (input)
local axleRefWeight = 10.0return {
tracks = {
{
gain = soundeffectsutil.sampleCurve({ { .0, .45 }, { .05, .9 }, { 1.0, 1.0 } }, input.power01),
pitch = soundeffectsutil.sampleCurve({ { .0, 1.0 }, { .05, 1.1 }, { 1.0, 1.2 } }, input.power01)
},
soundeffectsutil.squeal(input.speed, input.sideForce, input.maxSideForce),
soundeffectsutil.brake(input.speed, input.brakeDecel, 0.5)
},
events = {
clacks = soundeffectsutil.clacks(input.speed, input.weight, input.numAxles, axleRefWeight, input.gameSpeedUp),
horn = { gain = 1.0, pitch = 1.0 }
}
}
end
}
endI've added
{
clip = "vehicle/GP40/bell.wav",
gainCurve = {
nodes = {
{ 0.0, 0.0 },
{ 0.0, 0.2 },
{ 1.0, 0.21 },
{ 1.0, 0.25 },
{ 0.0, 0.26 },
}
},
pitchCurve = {
nodes = {
{ 0.0, 0.0 },
{ 0.01, 1.0 },
{ 1.0, 1.0 },
}
}I placed it after Horn={... did not work, but that also from TF, there must be a new way that TPF does it, because there is nothing like that writing(for the bell) in TPF
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Bump-
Still trying to figure out sounds.. its rather difficult to really understand how all these files mesh together. I get the though of the MDL file telling the game what sound set to us. Got it..
What Im getting lost on is all the nodes and math or how the game is telling its self to use "FILE X" when train reachs node X or 0.0 or what ever is going on in these files.
soundeffectsutil- Is clearly an overall sound for wheel squeal as it comes around the corner, braking sounds, and chuffing for steam locomotives.
The questions regarding Soundeffectutil is .. how to add more too it. How does one use this file to tell the game when TRAIN XYZ is at speed of ### to play sound A
I Don't understand this file at all. I figured out how to have braking sounds start playing when the train brakes.. made 2 numbers match each other.. Kind what I wanted, kinda not..In TF, the locomotive LUA file told the game when the play sounds, based off what looks like the nodes, which I have no understanding to those either, I just plugged n play for what I was looking for because others figured it out.
I've created my own audio files for Steam loco's Chuffing, Fast, and horn. I've also created audio files for Diesel Locos's of Idle, Driving, and horn.
I hate that diesel locos use a sound file of "Idle_Drive" I hate it. Really does do much for what I'm trying to do.
My idea, which IMO is semi logical, is to kinda set up a diesel loco to work like a steam loco. How? Use the Chuffing. My thought is, you have the seperate files of Idle, have the chuffing set up for the diesel locomotive throttling up, and then having a fast sound after the transition of the chuffing to fast like a steam loco. Thing is, I wouldn't want 10 different chuffing files to play a powering up sound, how can I make it just 1? How would one, switch over things to get the diesel using the same lines as steam? My next step is to literally take a whole steam loco's LUA and paste it in the diesel and switch names around.. (I'm working on Maikc's GP40)
Thought 2- I want to add in a bloody bell! To play while a train enters a station and departs. Now I realize that it probably doesn't work when as an event to have a train leave the station, but tie it to speed. I was thinking of having it use the same concept of chuffing. Instead of chuffing, it would be a bell. How would one have multiple chuffing(concept) files playing?
This all comes back to the file Soundeffectsutil. Because braking, chuffing, wheel squeal is all in there. To which my thinking is, add lines of code to this file to tell the game what to do, and in turn add them to the locomotive LUA in the config sound set files.
Any thoughts peeps? If I could figure this out, I could make alot of good audio for this game.
Do you all see my logic in using the Chuffing sounds for powering up/down and bells?
@DukeaufDune Any thoughts? I'm somewhat basing things off your Go Transit/SD 40 mod from TF. Just for reference.
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ive turned off energy saving plans in my computer.. but not in bios.. actually dont see it at all.. apparently ive also been overclocking my pc from 3.3 to 4.4.. completely forgot i change that..Any other thoughts?
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Ok thank you for the information. Thats the problem, i had the same issue. I have tested some stuff. But the real problem is that windows thinks 10% CPU load, i do not have to get full throttle to the clock speed.
If an application uses only 1-2 cores, you will get the best results with the help of this software.
This is the place to stay!
I found 3 solutions for this problem, but are not smart at all.
This is the place to stay!- You can run a program in the background wich uses 2-3 cores at full speed so windows detects heavy load with the game and will give you 100% clock rates
- You can disable in UEFI / BIOS 2-3 cores, in windows, you have 50% cpu load instead of 10-20% if 2 cores are active and windows will give you 100% clock rates
- The last thing you need to do is to disable the power save settings (i do not remember the name in UEFI, but i can look for you).
"This option have i chosen, i can see a slightly increasing temperature in idle, with maybe a little more power consumtion, but the result is always full throttle in any game. I had the same issue with Minecraft, wich almost run at one or two cores."I Ran Battlefield 1 in teh background, and I have to say that the game ran better... very odd issue this game has. Also. When playing in an area with out much build up.. like a freight raw material train from the far corner mountains for coal.. FPS is much better.. get closer to the city and it gets worse. Very odd if this is a graphics issue as well.. An R9 390X should be more than enough power to facilitate a constant 40-60 FPS.. I would think.. It doesnt lag too too far behind the GTX 1080 in terms of benchmarks..
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I have the same cpu, and have no problems, have you noticed if your cpu is running at 3.6GHz when you're running Transportation Fever?In TrainFever i had the problem that only 2 cores were active, so windows decided not to watch the cpu at full speed.
This hotel is located in the city center.I had also hyperthreading deactivated.
I actually noticed my clock was running below 3.3. Roughly 2-2.5 range while playing.
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Windows 10 64 bit
I7 5820k 6Core CPU 3.3 GHZ
16 gigs of ram
AMD R9 390X 8 gig
Crucial SSDGames runs terrible.
While watching my performance via task bar.. my cpu usage is only at 9%, and the performance is absolute garbage. Ram usage is about 7-10. This game is not utilizing enough power. This needs fixing.
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Does anyone know if we can transfer freight from one train freight station to another to go onto a already running goods train that delivers to town? I have food being delivered to all my cities, and I want to do plastics. Conveniently its places semi close to the food deliver train. I throw on some plastics train cars and bam got all going to the cities with 1 train. Anyone know if this is possible?
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Anyone have any thoughts?
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Hey guys!
So with the release of TPF, I felt it necessary instead of posting in the TF threads, that I bring it to the TPF threads.
Anyway, as to seeing some TF mods add in a braking or wheel squealing sound and bell sound at certain speed.. like the GO Transit mod. From 0-32 MPH/ 32-0 MPH the train played the bell file. At about 0-15/ 15-0 MPH the train played the squealing sounds.
Does any modder have any ideas regarding adding these sounds in TPF?
I've figured out how to add in my own whistle/horn sounds, and also the fact that they have to be mono files, for that matter im guessing all files have to be mono.
So what I'm currently working on is adding a custom 4-4-0 bell sound to play when the train reaches certain speeds as to simulate entering stations, or leaving stations.
I also wanted to add in the squeal when the train takes off from a dead stop. The trains already play a squealing sound when braking, can this be changed to reflect both sides of speed acceleration and not just deceleration? Looking into the files so far it seems that some of the sound functions use the soundeffectsutil.lua. For Chuffs, clacks, and brakes. Would I have to add in something to this LUA? Thing is I want to give the majority of locomotives their own sounds.. the 4-4-0 or a steam loco bell is different from a modern day diesel bell. I wouldn't want the same bell playing for all locos.
Also want to start looking into changing the curvature of the tracks that trigger wheel squeal as the train goes into a curve.
Any ideas? I'm a complete noob to this. If I can figure this out here I can work on all other locos!
I currently have the file set this way
local soundeffectsutil = require "soundeffectsutil"
function data()
return {
tracks = {
{ name = "vehicle/Train_4-4-0/idle.wav", refDist = 25.0 },
{ name = "vehicle/Train_4-4-0/fast.wav", refDist = 25.0 },
{ name = "vehicle/Train_4-4-0/wheels_ringing2.wav", refDist = 25.0 },
{ name = "vehicle/Train_4-4-0/_brakes.wav", refDist = 25.0 },
},
events = {
horn = { names = { "vehicle/Train_4-4-0/4-4-0_Whistle.wav" }, refDist = 50.0 },
chuffs = {
names = {
"vehicle/Train_4-4-0/chuff_1.wav",
"vehicle/Train_4-4-0/chuff_2.wav",
"vehicle/Train_4-4-0/chuff_3.wav",
"vehicle/Train_4-4-0/chuff_4.wav",
"vehicle/Train_4-4-0/chuff_5.wav",
"vehicle/Train_4-4-0/chuff_6.wav",
"vehicle/Train_4-4-0/chuff_7.wav",
"vehicle/Train_4-4-0/chuff_8.wav",
"vehicle/Train_4-4-0/chuff_9.wav",
"vehicle/Train_4-4-0/chuff_10.wav"
},
refDist = 25.0
}
}, {
clip = "vehicle/Train_4-4-0/4-4-0_bell.wav",
gainCurve = {
nodes = {
{ 0.0, 0.0 },
{ 0.01, 1.0 },
{ 0.2, 0.8 },
{ 0.21, 0.0 },
{ 1.0, 0.0 },
}
},
pitchCurve = {
nodes = {
{ 0.0, 0.0 },
{ 0.01, 1.0 },
{ 1.0, 1.0 },
},
refDist = 25.0,
}
},updateFn = function (input)
local chuffsFastFreq = 12.0
local refWeight = 45.0
local chuffs = soundeffectsutil.chuffs(input.speed, input.chuffStep, chuffsFastFreq, input.weight, refWeight)
return {
tracks = {
chuffs.idleTrack,
chuffs.fastTrack,
soundeffectsutil.squeal(input.speed, input.sideForce, input.maxSideForce),
soundeffectsutil.brake(input.speed, input.brakeDecel, 0.8)
},
events = {
horn = { gain = 1.0, pitch = 1.0 },
chuffs = chuffs.event
}
}
end
}
end -
I hope to see the majority of mods on the workshop! Perhaps if said person just upload it here, maybe someone else if it is allowed by the modder to upload it to the workshop.
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Hey guys, So I wanted to throw out a couple of my long list of requests. I have also posted to the workshop discussion as well, but I'm sure not everyone watched them. So I figured that to post them here they would get more widespread thought. With the scaling of time changing, and I intend to slow my month/date/year time line down with the most already on the workshop.. it gives us more time to enjoy our train routes. To me this is like a model railroad with added bonus of a world, and sounds.. that is until I have a massive basement and a massive layout of my own. Cant wait for they day, but TF has been awesome so far.. any way I digress.
My first thought is making the 1800's a with a tad more variety. The 4-4-0. Not specifically the Union Pacific 119, but locomotives like it. I name that one in particular because of being at promontory point for the transcontinental railroad. plus beautiful pics of it for reference. Images are below of the 119
119-
http://www.fortogden.com/119-1.jpg
https://upload.wikimedia.org/w…ns/c/cb/UP_steam_loco.jpgNow it does look super similar to "The General" 4-4-0 in TPF/TF.
Comparison Image of both the Jupiter( essentially The General in TPF/TF) and the 119 at promontory point.
Image-
https://sites.google.com/site/…to1_Promontory_Summit.jpgIs it a possibility of taking the current 4-4-0 General model in game and perhaps deleting the smoke stake, remodeling it, and also move the headlamp back onto the boiler as does the 119? Wouldn't particularly need to be different in terms of power, or speed, but as I said it's more for variety in the early days of the game. I honestly like the 119 better than "The General".
The original 119 was built by Roger Locomotive and Machine works in 1868 I'm trying to find schematics for it, so far I'm only getting ones that look similar to "The General" or another design which is also super similar,, just the smoke stack is thin at the bottom and get big at the top.
http://cprr.org/Museum/Books/I…iter-119_Appleman_NPS.pdf Schematics are towards the middle and bottom of this pdf. (not of 119 but of the General and the different 4-4-0 I'm referencing above. which also would be a nice change too! All that looks to be is a different smoke stack with the headlamp staying in place)
The Thatcher Perkins-
This is a 4-6-0 Ten Wheeler. This locomotive was built by the Baltimore and Ohio railroad (B&O) To take on the mountains of what is now West Virginia, and the first Ten Wheeler introduced in 1853. This class was used well on during the American Civil War with increased traffic on the tracks of both freight and passengers. The railroad applied the name "Thatcher Perkins" to the engine during the B&O's 1927 Fair of the Iron Horse centennial celebration as it was designed by Master of Machinery Thatcher Perkins. The colorized photos of the Thatcher Perkins is of Locomotive 147 that sits at the B&O Railroad Museum in Baltimore, Maryland.
Railroad of Record: Baltimore & Ohio Railroad
Locomotive Number: B&O No. 117
Type of Locomotive: 4-6-0 Perkins Ten Wheeler
Class: B
Date Built: 1863
Manufactured By: B&O Railroad
Locomotive Weight: 90,700 lbs
Driver Diameter: 60 inches (original)
Cylinders: 18 x 26 inches (original)
Tractive Effort: 10,350 lbs (present)You would think with the power of the internets it would be easyish to find schematics for said locomotives.. but it's not.. I'm still searching..
Looks like it uses the same tender that the 4-4-0's use.
Images -
http://donsdepot.donrossgroup.net/dr1007/bo117.jpg
https://c2.staticflickr.com/6/…87415439_bc98305c95_b.jpg
https://www.flickr.com/photos/…8/sets/72157646956023857/With these 2 Loco's the experience of watching the rails in the 1800's would be much nicer. I love eye candy, as does anyone else. Now that I've somewhat figured out how to change sounds of trains I am going to be hopefully implementing my own whistles, brakes, bells and so on in TPF.. assuming that the file structure is the same lol.
Any who I do have some more thoughts for some other 4-4-0's like the Empire State Express but I'll save that for later. -
I honestly see TPF getting more sales than TF did.. I feel this game will be way more fleshed out than TF was.. especially seeing the rail building from the gameplay trailer.. it looks promising. With the combination of Steamworkshop... i can foresee alot more mods coming to TPF. This game I think has more potential for longetivity. My thoughts.. With the ability to make days last longer in game, we can enjoy the eras alot more.. essentially... until I have a huge basement in my home.. this is my way of building and epic model railroad... with that in mind.. I like to suggest....
Huge freight rail depot's.... We see that industries are animated... which is awesome! Hopefully this can translate to a busy looking freight station. Have some cranes moving about, forklifts.. etc.. Also hope stations can be extended for massive freight trains. I love making long freight trains that pick up multiple goods... for TF I normal like to line up Coal and Iron together and transport to the smelter or what ever depot it was.. What I hate is the cutting off of the trains for being too long.. hopefully that will change.
The animation of industries seems rather light compared to what would really be going on.. which would be the hustle n bustle of the yard, port, airport, factory.. etc.. I hope to see more animation of all these facilities.
Of course more ships... I'd love to see the Liberty ship during the early to mid 40's time line.. Honestly.. even a warship for light passengers! I mean... why not! XP
Double of course... Way more locomotives especially for Murica! I love Euro steam loco's but.. more murica! There are so many american steam locos I would love to see... more Moguls, Atlantics, Pacifics, Mikadoes, 8 Wheelers, 10 Wheelers, Northerns, Mountains.. etc.. again with the slow down in game time we can actually sit back and enjoy the rail lines moving about. I have high high hopes for mods coming!
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TF2, I'd hope to see lesser gaps inbetween locomotive era. Need more locos, slowing of time so we can enjoy the eras.
Steam workshop is a must! Mutliplayer, where players auto download Modified content to play with each other, and finally save points for multiplayer. Weather options.. -
Their Could Possibly be a fix soon for USA users DLC? With the current mod set up system with TF .. I cant add mods to a saved game in progress .. I have to start all over again .. Which is really annoying. Even if I pull the mod out game no longer works .. for the most part atleast. I'd love to have your train in my game when i restart today as I'm going into my days off work. XP
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I'd like to request various known locomotives. I wish I had the ability to create models my self... but I kinda lack in that department.
SF 3751
http://www.trainweb.org/brettrw/sf3751/sf3751h.jpgUP 844
http://fc02.deviantart.net/fs7…P_844_III_by_eDDie_TK.jpg
PRR K4
http://www.railfanreading.com/…rototype/Good/PRR3807.jpgEmpire State Express 4-4-0 <-claims of exceeding 100 MPH in 1893.
http://www.railarchive.net/nyc…ion/images/nyc999_rcl.jpgNKP 765 2-8-4
http://shop.bachmanntrains.com/images/HO_Scale/50906.jpgBaldwin 2-8-0
http://shop.bachmanntrains.com/images/HO_Scale/51315.jpgGE Es44ac
http://shop.bachmanntrains.com/images/HO_Scale/65407.jpgEMD Sd70
http://shop.bachmanntrains.com/images/HO_Scale/66007.jpgSF F7
http://shop.bachmanntrains.com/images/HO_Scale/64301.jpgAmtrak P40 I thought this would be a staple. One of the most recognizable amtrak locomotives
https://c2.staticflickr.com/4/3048/5708637560_2b9a865157.jpgAmtrak F40 Another very recognizable loco.
https://akronrrclub.files.word…om/2013/03/slide_116a.jpg -
Causing me to crash. Syntax error?
No strings.lua No such file/directory exists.