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    " Operating Turntable"

    Hi, all..i was just wondering is it possiable to make a static turntable ,.operational? I've noticed that in the locomotive cab the 'auto brake' moves with the same motion as the turntable would go,...i'm not sure of the exact procedure but the code/settings that allow for 'auto brake to move could be applied to a 'static' turntable. I would like to try it but i not sure what is needed. If anyone knows what i might need please let me know!..or maybe i can work with someone to get this done! For those who like yard activities a 'automated' turntable would add considerably! Thanks!

    Tim

    #2
    Its not possible to make a turntable operational.. Believe me, hundreds of MSTS users have tried for since it was released.. Its not possible.. Even the creators of MSTS Bin, the people who made so many new features possible couldn't get a turntable operational.. Not trying to discourage you, but just warning you, your in for a lot of headache.. Good luck though!
    Don't tell me the sky's the limit, when there's footsteps on the moon..

    --Josh--

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      #3
      Something like this?


      It's eye candy only. It can not functionally turn an engine.
      Codeman

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        #4
        But still lolwut!

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          #5
          There's also a couple of turntables that DiDi2004 made with european engines (one steam, one diesel), but again they are only scenery. As I see it there are at least 3 problems.
          1. The Sim would need coding for a double ended point of finite length. Right now points have 0 (zero) length. If you study the trackshapes a bit, you'll see that the "visual" points are only eye candy, and are not what the train actually travels on. The poles at the end of the turntable need to be red, not blue
          2. Currently, track cannot move. It's options in the properties box are immovable and default, and I believe default is immovable. I think their physics model probably had track flying backwards under the engines at first. "Proper" derailments (meaning car coming of track) seem to pile up realsitically enough. This would need a hardcoding fix also.
          3. Tied in with number 2 is that an activity will not start, and probably exits with error if a path should become broken. I'm refering to the tracknode pathes, not the activity pathes. There would need to be something that bypasses the node checking that seems to occur as a train travels. Here I taking about CTD or SDS when several (hundred) tiles down the track the Sim crashes because of node problems. And I've had it crash once from a RDB problem. This is also a hardcode fix, so unless the binary for the Sim becomes public domain we are stuck. (no pun intended)

          Doug Relyea
          Arcangle1369
          Making stuff that works, using outdated Software on outdated Hardware.sigpic

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