The game's key file has its descriptions stripped of them. Where a
description is the bundled one without the letters, the bundled one is
shown; the file itself is left as it is.
A driver in cab 1 goes into the first car of a unit and one in cab 2 into the
last - the ET42-A has only cab 1, the ET42-B only cab 2. The crew is the
unit's: the card, the details and replacing a vehicle all set it there,
rather than in whichever car happened to be selected.
The old starter looked a vehicle up by folder, skin and model. The folder was
left out here, and 39 skin names recur across folders - "red" is a Clio, an
Audi and a crane - so a vehicle could get another folder's livery.
The ET42-026 dresses both halves in 112E-026 and the scenery tells them apart
by the model. Textures were keyed by the skin alone, so the B half became a
second A: not part of the set, and listed on its own. A shared skin now gets
the model in its id, vehicles are looked up by skin and model, and the
vehicle cache is rebuilt for the new ids.
The pick is kept in the per-user eu07.ini, which every installation shares,
so a binary chosen in one folder was missing in another and the starter
complained although a simulator sat right there. A missing pick now gives
way to the search and is logged once.
The simulator reads the last vehicle's coupler for one thing, whether to put
up the end signals. It does not couple the train to anything behind it, as
the tooltip and a comment claimed.
A disabled checkbox shows no tooltip, so the settings override that greys
out "ready to go" is now said under it. The consist vehicle count counted
units, so a multi-unit was one vehicle; it now counts cars like the stats bar.
Each coupler on the consist strip now shows its state: free, coupled,
multiple-unit, permanent, and at the back whether the end signals go up.
The tooltip gives the code and the connections instead of the drag hint,
and the flyout edits mark the coupler as set by hand and restyle it in
place. The note about 0 on the last vehicle is gone - the colour says it.
The locomotive put first takes the driver, in cab A; the one it pushed
behind is left unstaffed. Stepping a card left or right is now an ordinary
move, so it also recouples the train and frees the coupler at its back.
The back of the consist goes to 0 after every change unless its coupler was
set in the editor; a car that gets a neighbour loses that mark, so it is
freed again once it is last again.
The simulator hangs end signals only on a last vehicle with coupler 0; every
new car came with 3 and the pass that couples neighbours never touched the
last one, nor did taking a car off the end. The coupler editor says so for
the last vehicle.
A right click stars or unstars the scenery under it; the starred ones are
gathered in a group on top and marked where they belong. They are kept in
favorites.txt beside the settings, not in eu07.ini.
eu07 -edit with the scenery file itself, not the export, so what is saved
lands in the scenery. Not every simulator build has the editor; that is said
before it starts.
Joining took each card's cars in stored order and turned the lot by the
first card's flag, so a turned card came out reversed; splitting gave every
car the unit's flag. Both now go by the running order, and the coupler sides
by each car's own facing, which is what the export writes.
Randomising flipped only the card's flag, so a multi-car unit was exported
with its cars in reverse order but each still facing forward - coupled back
to front. A swap copied the flag without turning the new cars. Both now turn
flag, cars and order together, as Flip does, and a locked unit as one.
The simulator writes crash_*.dmp relative to its working directory, and
crashpad under crashdumps; the newest one from this run is named, with an
offer to open its folder.
The exit code, read with its signal or NTSTATUS, and the last lines of the
error stream - or of log.txt when it stayed silent. The stream is captured
only while the starter stays to read it.
The crew was copied to the card but not to the new cars, which are what is
shown and exported, so a swapped locomotive came out unstaffed. Swapping now
moves the crew over and otherwise staffs the vehicle as adding would.
A build tree kept beside the data can be chosen in the settings, and when no
simulator is found the starter asks for one instead of calling the
installation broken. The simulator now runs in the installation, not in the
folder of its binary, and a binary for the other system is no longer refused.
The stable channel compares versions; the testing channel offers the staging
build of another commit. The channel switch is the starter's only, not the
simulator's.
Keeps the old starter's starter.batterydefault key and its three states. The
setting wins over the depot checkbox, which greys out and says so while an
override is in force.
It was a global preference that rewrote the trainset speed at launch, while what
it really sets is whether this consist starts prepared or cold. Now a checkbox in
the consist-scope section, acting on the consist being edited.
The repositories resolved GetEncoding(1250) in their constructors, before
anything registered CodePagesEncodingProvider - reads fell back to Latin-1 and
Polish characters came out as mojibake.
VehicleDatabase becomes VehicleCatalog, Physics becomes VehiclePhysics, and the
textures.txt and .fiz parsers move to Infrastructure. GameLibrary replaces the
GameData singleton.