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    Help with Problem

    Hi guys,

    I was testing the MetroRoute by Brandon "BMR777" Rusnak from the file library. (metroroute.zip)
    This video shows the problem: https://www.youtube.com/watch?v=Y4DWCbllFRs

    This is eerily similar to an accident that the original creator Mr. Rusnak had on another route he made according to this video: https://www.youtube.com/watch?v=cjYywEQF2iY

    In here:
    Any member that downloaded the PRR-ER public beta from either CLW or MSTS File Library, have any issues related to the route, activity, S/DS crash, or creating new activities that keeps crashing, and so on. PLEASE go to Columbus Locomotive Works and/or 3DTrains web sites to post issues. Most answers can be found on both sites,


    Thomas aka tgriebel asked a similar question and Ron Picardi told him that dynamic tracks getting corrupted is the culprit. While this is true, as was experienced firsthand by the PRR-ER Team, the evidence from my video proves this claim wrong in my case.

    Any help appreciated! Thanks!

    Dan​

    #2
    The question I have is;

    1. How did this happen?
    2. How can I prevent it?

    Comment


      #3
      Kind of hard to say why it's doing that from an in-game video using MSTS... but when you see tracks missing and appearing on a delayed basis, that only happens when you're loading a new tile into memory.

      Only nine tiles get rendered at a time in MSTS -- the one you're on and the tiles that share the four corners of that tile (i.e. a 3x3 matrix... ). I believe ORTS might adhere to the same matrixing.

      If dynamic track was suspected before, I'd be asking how many tiles that section spans before the glitch hits.

      If it's more than two tiles, that's your answer. MSTS couldn't reliably handle a piece starting on one tile and ending on a third. I've not tried to see if ORTS handles such spans any better.
      If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, items saved in our library or the ongoing development of our TSRE Fork, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

      Comment


        #4
        The Glitched Section of Track is within one tile.

        It was never dynamic track but a conventional track section.
        I'm wondering how did that section get corrupted so when a train hits it it jumps miles back down the track and the cars explode in all directions.

        IK this happened during PRR Testing, but that was with corrupted Dynamic Tracks.

        Comment


          #5
          No expert on this at all, but seeing your video, and Eric's comment about the MSTS drawing tiles, makes me wonder. You're driving at Hyper-speed, so might it just be that you are going to fast for your vide to draw the tiles ( it can't keep up with your pace ), and thus goes berserk. Never seen anything like that happen in any Routes I ever ran on MSTS, at normal speeds.
          Owner and CEO of Hart Rail Lines & Hart Commuter Railways, and Hart Rail Cars.
          It's my Train Sim world so I run HART RL anywhere I want.

          Comment


            #6
            Happens even when driving at normal speeds.
            video, sharing, camera phone, video phone, free, upload


            Here's proof

            Comment


              #7
              In case you didn't see the end of the first video I linked.
              This is what I know is causing the problem, but IDK how that problem came to be in the first place.
              Attached Files

              Comment


                #8
                Originally posted by ChandlerBranchRailfan View Post
                Happens even when driving at normal speeds.
                Okay, then. My only other non-expert thought from making my own route in MSTS is that is a track piece issue. I've had MSTS Route Editor do funky things with track after it's planted, and cause problem when running the sim. Nothing like what you have happening through.
                For myself I hardly ever game in MSTS anymore, doing that in Open Rails, with less issues and drawing distances are far more real world.

                Edit: Though newer computers have better video drawing abilities MSTS is using twenty-three+ year old software for video rendering.
                Edit 2: Missing your comments above and the pictures.
                Last edited by oper190; 09-02-2024, 20:41.
                Owner and CEO of Hart Rail Lines & Hart Commuter Railways, and Hart Rail Cars.
                It's my Train Sim world so I run HART RL anywhere I want.

                Comment


                  #9
                  The TSRE screenshots are probably what you should have showed first.... The lack of the yellow line over the actual track says everything -- you've got a flipped vector, which happens in some 0.6 and 0.7 versions of TSRE. Goku could never really identify why the vector flipping would happen at a red pole (node end), but I've seen it multiple times, and I've seen it happen in the same place after fixing it when there's been changes within the same track node elsewhere.

                  Easiest fix is to select the section of track that doesn't have the yellow line over it, and "double Z" to remove it and re-write it to the TDB. If you make changes to that node again later, delete the entire node using Hacks and rebuild it piece by piece starting at one end and working towards the other.
                  Last edited by eric; 09-02-2024, 20:42.
                  If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, items saved in our library or the ongoing development of our TSRE Fork, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

                  Comment


                    #10
                    Originally posted by eric View Post
                    The TSRE screenshots are probably what you should have showed first.... The lack of the yellow line over the actual track says everything -- you've got a flipped vector, which happens in some 0.6 and 0.7 versions of TSRE. Goku could never really identify why the vector flipping would happen at a red pole (node end), but I've seen it multiple times, and I've seen it happen in the same place after fixing it when there's been changes within the same track node elsewhere.

                    Easiest fix is to select the section of track that doesn't have the yellow line over it, and "double Z" to remove it and re-write it to the TDB. If you make changes to that node again later, delete the entire node using Hacks and rebuild it piece by piece starting at one end and working towards the other.
                    Seen as TSRE is causing the problem, would it be a bad idea to do it in the MSTS RE instead?

                    Comment


                      #11
                      You can try the fix I suggested... or don't.

                      MSTS will require you to delete the track piece and re-install it. Personally, I'd avoid that.
                      If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, items saved in our library or the ongoing development of our TSRE Fork, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

                      Comment


                        #12
                        Define “track node” does that mean distance between two red nodes?

                        Comment


                          #13
                          Yes, everything between two red poles, or between a red pole and a blue pole at the end of track not connected to something else in the TDB.
                          If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, items saved in our library or the ongoing development of our TSRE Fork, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

                          Comment


                            #14
                            Thank you. Implemented your fix, I'll test it out as soon as I can.

                            Anyway I suspected it was a problem with TSRE, thank you for confirming it.
                            I remember when I first modded this route in MSTS, nothing went wrong, but when I used TSRE I noticed track sections started getting "corrupted" for lack of a better word (the inverted vector problem as you described).

                            Comment


                              #15
                              Originally posted by eric View Post
                              If you make changes to that node again later, delete the entire node using Hacks and rebuild it piece by piece starting at one end and working towards the other.
                              Does "changes to that node" include adding interactive objects such as signals, crossings, platform markers, siding markers, speed limits, etc?

                              Comment

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