Page 1 of 2 12 LastLast
Results 1 to 10 of 13

Thread: Speedy limits

  1. #1
    Join Date
    Nov 1999
    Location
    Stevens Point, Wisconsin, USA.
    Posts
    14,619

    Default Speedy limits

    Gonna cover a few things here, mainly with speed limits. First thing is where are they? When you drag the track selection tool over a section and change the speed limit on one section of track, that info is written to the tracks.bin file;

    <Network-cTrackNetworkSpeedLimit d:id="484353416">
    <_start d:type="sFloat32" d:alt_encoding="0000000000000000" d: precision="string">0.0000</_start>
    <_end d:type="sFloat32" d:alt_encoding="00000040507C0240" d: precision="string">2.3107</_end>
    <Property>
    <Network-iTrackNetworkSpeedLimit-cPropertyValue>
    <Primary d:type="sInt32">30</Primary>
    <Secondary d:type="sInt32">20</Secondary>
    </Network-iTrackNetworkSpeedLimit-cPropertyValue>
    </Property>
    </Network-cTrackNetworkSpeedLimit>


    The default speed limit is not stored anywhere in the actual route - that's part of the info that is generated each time the route is loaded, taken from the values in the track rule(s). To globally change the speed limit on tracks that you haven't manually set the speed limit on, open the track rule in RW_Tools and find the speed limit;

    <DefaultSpeedLimit>
    <Network-iTrackNetworkSpeedLimit-cPropertyValue>
    <Primary d:type="sInt32">60</Primary>
    <Secondary d:type="sInt32">40</Secondary>
    </Network-iTrackNetworkSpeedLimit-cPropertyValue>
    </DefaultSpeedLimit>


    And change those numbers. That's only if you're using a custom track rule and include that track rule with your route, if you change one of the default track rules then YOU will see the different speed limits but the end user will get whatever is default to that track rule, since like switch points and frogs that is generated from the track rule each time the route is loaded.

    Before going on to the next part, this is one of them "I thought EVERYONE knew that!" things: When you're in the world editor, if you have the track tool selected and hover it over a track section, a little window appears that tells you length, radius, and gradient for that section of track. Hit the spacebar while the track tool is active, all the track disappears and after a few seconds reappears as colored ribbons?! Hover the cursor over the track again and you'll find this is a cycle of different info for the track;

    1 line type (main - yard etc.)
    2 track direction, up down or both
    3 speed limit
    4 track sound
    5 electrification
    6 signal links

    7th press takes you back to the regular display.

    With that in mind, click the track tool then the selection tool, click and drag on a section of track.



    Pull out the right side flyout. Top is track rule, AFAIK you can't change that, if you get "multiple track rules" the rest of the fields will be blank so you need to select a shorter section. Bottom is some type of special collision properties, dunno what that's for. When you're laying track you can also change these properties, for example add overhead wires to track that don't have it by default, or change the track sound while laying in a canyon. Usefulness of being able to change afterwards should be obvious, instead of deleting and relaying track if I decide I want a tunnel I can just change the track texture and sound where I want my tunnel to start and end. For this excercise I'm just changing the speed limit on this section, after doing that I hit the spacebar three times;



    And get the speed limit display. Blue/yellow ribbons are the default 60/40 that comes from the track rule file, others are ones I've changed;



    If I manually change the numbers and go back in;



    That section changes to reflect the new numbers. Why is that useful, if I change a whole bunch of junctions and yard tracks to 30/20 and later decide they should be 25/15, I can do the global search replace in RW_Tools instead of having to change them all in the world editor.
    Attached Images Attached Images
    • File Type: jpg 1.jpg (89.4 KB, 139 views)
    • File Type: jpg 2.jpg (90.8 KB, 139 views)
    • File Type: jpg 3.jpg (59.2 KB, 139 views)
    • File Type: jpg 4.jpg (93.9 KB, 137 views)

  2. #2

    Default

    Seriously, Jim, how many do you thing would want to bother getting that sort of accuracy into the routes they are working on ?

    There are not many like you and me who like to cross all their ts and dot all their is !

    I for one would like an option to ignore all speed limits, others do not have to use if they want to get derailed because of driving a bit over whatever speed limit, crashing out of the scenario and have to start all over again.

    O t t o

  3. #3
    Join Date
    Nov 1999
    Location
    Stevens Point, Wisconsin, USA.
    Posts
    14,619

    Talking Not i said the t

    First off, when have you ever known me to be serious about anything? We're grown men playing with trains here. Second, you can cross your Ts and dot your Is, I prefer to cross my eyes and dot the Ts, whatever floats your boat. Several reasons for posting this stuff, number one is we can't fix the core program problems but we CAN fix other issues, such as lack of understandable documentation. And, of course, by sharing information I hope to get some back, look how much stuff I learned from Tom Pallen, Tomkat, and Pike and several others here already. What I'd like to know now;



    Primary 40 and secondary 30, wuffo it got the secondary on top? is that a bug and I'm gonna need to make my own speed signs, or is that the way it's supposed to be?

    OT on this derailment stuff, you try hacking one of them HST thingamys for 500mph and -9.9999 for ease of derailment yet? Unlike MSTS the lateral force derailments ain't keyed to the speed limit, if it says 10mph on a 1000 meter curve you can blow around that curve at 120mph without derailing even with the default DB101. Don't tell anyone I told you that, if the cops give you a speeding ticket I don't even know you.
    Attached Images Attached Images
    • File Type: jpg 1.jpg (66.2 KB, 146 views)

  4. #4

    Default

    I did use such a speed sign outside the tunnel just before Harpers Ferry in the CSX-Mainline, the sharp curve after the bridge into the station derailing me on one test drive, the F3 monitor not telling me about it.

    What you are doing there I think is modifying speed limits for just one route ?

    Just tested the HST FGW Class-43 engine car with this -9.9999 setting and it derailed at 70 mph in the first curve of your Curvy route.

    Where do I set it's speed to 500 mph ?

    Can't modify all my locos and all my routes tracks, a global option to prevent such overspeed derailments being a MUST for me and perhaps others too and hope that RS.com might listen again ?

    O t t o

  5. #5
    Join Date
    Nov 1999
    Location
    Stevens Point, Wisconsin, USA.
    Posts
    14,619

    Default

    Yeah, with all the other problems they got I suspect an option to turn off derailments ain't in the near future. Try 0.0000 and slow down a bit? That one hacked DB101 I attached the zip for, did you try that? I forget what it was, but something like 140mph on a 300 meter radius curve, which in the real world would be impossible even with counterweights and titanium flanges. Back later, think I'll get a quicker answer on the prototype question if I post that pic in the General forum.

  6. #6

    Default

    Quote Originally Posted by sniper297 View Post
    That one hacked DB101 I attached the zip for, did you try that?
    Did not see that one.

    Anyway, bed time now for me and am signing off.

    Talk to you later today UK time.

    O t t o

  7. #7
    Join Date
    Mar 2009
    Location
    Georgia, US
    Posts
    561

    Default

    The speed limit question was one of the first things I read about when I started reading the forums. Most of those messages were dated back to the beginning of RS.

    It appears they are just not going to change it.

    Any WIKI pages that refer to the primary and secondary speed limit are mysteriously empty but the example they give to make a speed sign shows the primary on the bottom and the secondary on the top.

    I'm sure whoever made the US signs used that as the template and then put the P and the F in the correct spots not realizing it was backwards to the way they placed the placeholders.

    So, you can reverse your speed limits so they show correctly on the signs but who knows what that will affect since primary/secondy speed limit definitions seem to be top secret information. It may affect the HUD.

    Pike

  8. #8
    Join Date
    Nov 1999
    Location
    Stevens Point, Wisconsin, USA.
    Posts
    14,619

    Default

    Well, that's why I was asking, to find out if that's actually the way it's supposed to be. If it's not, I can only assume it's so difficult to fix the official programmers haven't figured out how yet, so it might take me up to an hour.



    Well, 15 minutes anyway. I did add a passenger train and freight train as player services, designated them correctly, but in game both show the higher speed limit in the F3 window. Possibly it would affect AI trains differently if the AI traffic actually worked. I'm actually half tempted to go ahead and change them all to primary and secondary the same, 40/40 60/60 whatever, then just go ahead and use the UK sign set.
    Attached Images Attached Images
    • File Type: jpg 1.jpg (88.4 KB, 102 views)

  9. #9
    Join Date
    Nov 1999
    Location
    Stevens Point, Wisconsin, USA.
    Posts
    14,619

    Cool That's my final answer, Regis.

    "Who wants to be a millionaire" (AKA Jeopardy for Dummies). Well, didn't get an answer yet, but it's moot now;



    The single speed UK signs are visible and legible further away, and the whole point of this is to give the player more reaction time so I'm gonna go with those.
    Attached Images Attached Images
    • File Type: jpg 7.jpg (45.5 KB, 78 views)

  10. #10

    Default

    Quote Originally Posted by sniper297 View Post
    The single speed UK signs are visible and legible further away, and the whole point of this is to give the player more reaction time so I'm gonna go with those.
    The round ones are the ones I have used in my copy of the CSX-Mainline, placed well in advance of lower speed limits to give me plenty of time to apply the brakes.

    Got caught by a number by overtight bends going West from Brunswick and one of the good things in RW is that you can hit Ctrl-E to change into the World editor, place a speed limit warning sign and the carry on driving !

    O t t o

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •