TC3

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nwhitney
Posts: 175
Joined: Wed Mar 28, 2007 3:33 pm
Location: Tioga, PA, USA

TC3

Post by nwhitney »

Well, TC3 finally arrived, but for us there's going to be some disappointments. Bob Pearson's automated fireman script doesn't seem to work. That means Todd's locos, Ben's, and some others won't run in Cab mode.

Curtis, have you tried any of them yet and taken at look at what the problem is? Hopefully when you get a chance you can figure it out.

Norm
Pencil
Site Admin
Posts: 1287
Joined: Sat Oct 08, 2005 10:28 am
Location: Portland, Oregon

Re: TC3

Post by Pencil »

Nope - that scripting is beyond me. I'm pretty sure Bob was on the beta team; I don't know what work he's done upgrading his scripts for TC3.
Dreadnought1
Posts: 80
Joined: Fri Oct 05, 2007 3:40 pm
Location: Melbourne, AUSTRALIA

Re: TC3

Post by Dreadnought1 »

I've noticed (and reported to the devs) a number of scripting problems in TC3.
The scripts for a lot of the industry assets (goods sheds, loaders and even the pulp mill) are also causing problems.
Cheers,
Dreadnought1
"Damn the torpedoes....Ahead!....Full Speed!"
- Adm. David Farragut on 5th August 1864
jayo
Posts: 203
Joined: Sun Dec 25, 2005 9:18 pm
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Re: TC3

Post by jayo »

I got it! I like it! At least the couplers on penil's cars show up! And I usually use DCC mode so I wouldn't know. :)
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