View Full Version : Replacing Automatic Switches
01-20-2004, 10:56 AM
IIRC, sometime in the last month or so there was a detailed discussion about the process for replacing automatic switches in an existing route with manual switches. Unfortunately I didn't bookmark it and now I can't find it. Can anyone point me to it?
01-20-2004, 12:15 PM
as far as I know, the only way to replace Automatic Switches with Manual ones is to go into the ROUTE EDITOR and change every Automatic Switch with a MANUAL one. Having done that ALL Activities for it may have to be re-created also ?
Can't see it being possible by editing either the *.TDB or WORLD Files.
It is mainly the MSTS Default Routes with have Automatic Switches. Most of the ADD-ON Routes should have MANUAL ones ! ;-)
O t t o
01-20-2004, 03:55 PM
I have this vague recollection that there was more to it than just substituting a manual switch for an automatic switch...
01-20-2004, 05:41 PM
So do I, Bert, but seem to remember that it was not an easy option either. Did a "Search" back to October and found nothing.
Perhaps he who had a bright idea on this subject will read your Post and respond. Not that I am planning to convert all the MSTS Default Routes to "MANUAL" ! ;-)
O t t o
01-20-2004, 06:24 PM
Just done it for a few switches on a new road.
Had first to unlink from 'signal'=switch flag, then erase automatic switch, replace with manual equivalent (a1tpnt10drgtMnl instead of a1tpnt10drgt ), then restore the 'signal' links.
Activities were NOT affected.
01-20-2004, 10:03 PM
You edited the tracks and the route didn't crash?
I thought that was impossible. I have even tried it myself. I would change the tracks, exit out of the RE. Go into the sim and run it a bit. Go back into the RE and S/DS every time. Is there a trick I'm missing?
01-20-2004, 11:16 PM
I am familiar with you and have proper respect. Having said that, to me the following statement:
"then restore the 'signal' links."
makes it sound easy but is there a complicated process to restoring the 'signal' links?
I remember making a similar inquiry about adding switches to cure the node distance related derailments and was told just add a short siding every so many miles.
I think that at that point Sniper chimmed in with a bit about re-linking signals and I imediately thought OH, now I'm going to wreck the whole routes signal system!!
So, how complicated is it, I assume it is a whole other bag of worms.
Wild Willy the Wacko
01-21-2004, 08:37 AM
There was a message a while ago about changing all the switches on a route from Automatic to manual. I don't have the actual message or the author but here is how it went:
In the route's .tdb file change all entries such as this: "TrJunctionNode ( 0 72 0 ), TrJunctionNode ( 0 226 0)" etc. to this: "TrJunctionNode ( 0 72 1 ), TrJunctionNode ( 0 226 1)" etc.
Just change that last 0 to 1 to make the switches manual.
I did this on the Blackfoot sub route and it works fine. I now have all the switches on that route as manual.
As always back up the .tdb file before making changes.
Hope this helps.
01-21-2004, 09:34 AM
Thanks for reminding my old brain, Jack ! ;-)
Even tried it at the time and did so again in the Default NEC.
However there are more variations of TrJunctionNode ( . .. . ) entries. I stopped after noting 7 and did a Find - Replace All on those.
Created an Activity starting at Philadelphia - Platform 8, letting the Player Path find it's own End and YES all the Switches were MANUAL ! Don't show their "Handles" and their Blades don't move either, although the F8 pointers are showing the correct Path ! ;-)
I think that is a NEC peculiarity !
O t t o
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