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simonjackson1964

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  1. You might be able to get closer to the texture by adjusting the size of the texture and background colour of the primitive? I know I've done similar things... Have you considered using twin track tunnels to cut down the size of the holes? Or maybe use the "half twin tracks" to cover the junctions? I've never tried any of this, so I have no idea if it would work, but I've often wondered what the half-tunnels were for...!
  2. All the same, it still leaves the option of changing the owner of a container, or changing the season of a tree - not sure why that might happen but it might... Changing the variation of people waiting on a platform or at a bus stop. Change the colour of a road vehicle that has left the baseboard and is about to re-enter. The same with the carriages of a passenger train, or any vehicle for that matter, so that what comes back onto the layout is different from what just left...
  3. Wow, that's pretty cool, thanks. And customised textures to make it be anything else that might be loaded into an open wagon. A great addition to the catalogue, thank you!
  4. Something that would be really handy would be the ability to change the variation of an object in an event. For example, Filling a wagon with coal. Sure, it's possible to put a coal textured primitive in the wagon and make it visible and invisible. Heck, I've even had it move up and down on a length of virtual track, as the wagon fills and empties, but that's complex and there are a lot of open wagons that have full and empty variants. it would be a lot easier to just switch between them But how about the 40' containers? Have a train go off the baseboard with a load of Hamburg Süd containers and have the same train come back on with a load of Maersk containers, just by changing the variation? I'm sure there would be other applications for this too
  5. Automatic snapping is actually really irritating on a lot of objects. Some bridges, for example, always seem to want to snap the wrong way around. Fences too. This is a perennial issue that has now been extended to containers...
  6. That's because the image is not in the catalogue. You will have to ask someone with upload privilege to add it, or ask to be given upload privilege. The same applies to sounds and textures.
  7. Routes work best for railways, for roads it's better to use targets!
  8. Suggestion: Put an identical stack of packages on the doorstep and make them invisible, then when the postman reachest the door, make the packages he's holding invisible and the ones on the doorstep visible. Before he gets back to the van, the packages on the doorstep turn invisible again. If the house has a door that opens, so much the better; open the door to have a grumpy old man standing there, the packages disappear and the door closes. Then the postman reaches the van, and pauses, ther packages in his hands reappear and around we go again!
  9. Now can you get him to put the package down, ring the doorbell and take a photo with his phone...?
  10. This isn't a problem so much as a solution to one, that I thought I'd share, in case any newer members are having the same trouble and haven't come up with their own way of solving it yet... So the problem arises because the baseboard is based around a rectangular grid. Obviously this has to be there, and frankly I'm always amazed at the level of detail the graphics in MBS can display. But the simple fact is that the rectangular grid creates corners And when raising or lowering terrain to create bridges or tunnels, these corners can get in the way. This is especially the case when creating embankments or cuttings using the ramp tool, and the track is not angled exactly at 0°, 90°, -90° or 180°. When trying to put a bridge on that track, one can find that the baseboard pokes through the support piers. Move the bridge away or lower the offending bit of terrain so it doesn't, and you end up with gaps... Now, if you aren't a perfectionist like me then, this may be acceptable to you. Each to their own, as I've stated in a different thread on this forum. Some people just want to get everything moving and aren't bothered by what it looks like... Others, like me, want everything to look right. And of course there is the full spectrum in between, For those of us nearer the perfectionist end of the spectrum, I offer the following: On the objects' menu right at the end is a section labelled "Extra". This is where the primitive shapes and the particle effects, as well as the cameras, sound sources, measuring tools, contact points and text boxes, can all be found. (I'm saying this for the benefit of anyone really new, who hasn't plucked up the courage to explore the "Extra" section yet...!) In the primitives' menu, you can find a variety of flat shapes and solid shapes. I've used these in the past to construct quite detailed buildings. But for this purpose, consider the flat rectangle "Ebene". Not particularly impressive? But position it right, just below the ground level (I use the1:1 scale track and baseboard, so it goes 5mm lower), size it correctly and colour it, and we get this: "Ah," I here the perfectionists say, "But you still have a gap there on the right!" Ah, yes. But this is where the box comes in A bit of fiddling with the edges of the embankment, and it all looks the way I want it to. The above pics were on a dummy layout. Here are a couple of examples from the layout I'm building: I hope this proves useful to at least one person... Cheers Simon
  11. Oh well. Thanks, Goetz. The B5 cars could do with having an engine added, and the B5 shafts with track, to save messing about with dummy track and dummy locomotives..., but it's doable as it is.
  12. Hi all. I'm trying to get passengers to go up and down with the elevator on the "Transition Elevator". I know it can be done with the B5 elevator car, because the car is a separate object so attaching the passengers to the car makes them move with it. But the "Transition Elevator" is all one unit, so attaching the passenger doesn't work! Am I missing something, or is this just not possible?
  13. Oh, right! Sorry. I didn't see the signals on the hidden loop! FB58B042-F0CE-4777-A155-491DC4303A2D - for a standard two-way point, 1E2DE4AE-FB18-4EB7-8CB7-D25015DD1B0E - for a three-way A76739BF-181C-4528-8A64-6E3204F85B96 - for a slip. They have options for different directions, you drop them onto the points on the control panel and connect them to the points on the layout. The button in the middle lets you manually change points on the layout from the control panel, and the yellow bar indicates the setting.
  14. The only thing I would say to that is that the occupied (red) sections of the control panel don't seem to be clearing properly, also the point indicators aren't set. Depending on how you have it set up, turning the red ones clear can be done with a simple event that has "When a vehicle leaves a track/street" as its activation, and sets the corresponding indicator on the control panel...
  15. I'm sort-of in agreement with @Phrontistes - You can put larger indicator lights that connect to the signals. Personally though I would put them on a control panel. The "Track Control Panel" system in its own section of the catalogue has signals that, if connected to the signal on the layout, will show the same aspect. Then position a camera to look at the panel and put it in its own window, and you can instantly see the aspect of any signal and also change them. You can even set this up to work with routes. I had an example of this that I lost when my PC died, but, oh well!
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