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No train meet but the player train enter into siding??

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    No train meet but the player train enter into siding??

    I have a question about Open Rails Simulator. I was surprised to see that the player train entered into siding with the limit of 15 miles per hour then see the green dwarf signal to get back on the main. There is no train meet but my question is that why is the player train entered into siding for no reason. Should I make a report to Open Rails developmental team or don't bother. Oh the route is CN Ruel Subdivision and the activity is HEAVY WINTER WESTBOUND. Also I am not using Autopilot with this activity.

    Thank you,

    John

    #2
    I would ask whoever built the activity, rather than drag the OR team into this

    Comment


      #3
      Thank you to you, Travis and that is Trainsimulations who created the route and activity too. Hopefully Jason or Chris see my message above then maybe they will give an answer.

      John

      Comment


        #4
        You need to follow the precise options panel smorgasbord as outlined in the documentation for the route. They make their activities to rely upon MSTS style passing paths, rather than the newer ORTS style meet logic. Which kinda sucks when others build activities with the ORTS passing logic checkbox on. Once I made my options exactly as their docs show, the standoffs on Seligman stopped happening.

        With that checkbox on, all paths for player and AI should be programmed to hold the main and, provided passing paths are set, the OR application decides which train to deviate into the siding. If you use the ORTS logic you should not be building paths that deliberately put the player train into the siding unless there is a specific need to do industry work off that siding.
        My Open Rails videos https://www.youtube.com/channel/UClc...1kBPO2A/videos

        Comment


          #5
          What you posted is all to the good, geepster - however, in their manual for the Ruel this shows what to check and extended AI shunting is checked
          Click image for larger version

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          I think, like all of us, the good people at TS are still learning OR.
          John, open up the trackviewer under tools and take a look at the player path - if there is no traffic at that point and no need to take the siding simply direct the player to the main but leave the passing path intact.
          Cheers, Gerry
          "A mind is like a parachute. It doesn't work if it is not open." Frank Zappa
          It's my railroad and I'll do what I want! Historically accurate attitude of US Railroad Barons.
          Forever, ridin' drag in railroad knowledge.
          Audi, Vide, Tace, Si Vis Vivere In Pace

          Comment


            #6
            I totally forgot about TrackViewer. Can check the path in TrackViewer while simulate the activity in Open Rails? I can't remember about this. Oh the Options Menu are the same as what the manual for CN Ruel Subdivision have setup. So I did not change anything and leave as is.

            Cheers,

            John

            Comment


              #7
              I've heard someone else mention the issue with location-linked passing paths. Can someone here explain the difference between the old and new? We still assign passing paths to specific trains, because we want certain ones to take a siding and others not. How does ORTS' new system work by comparison?

              Cheers,
              Jason@TrainSimulations

              Comment


                #8
                Originally posted by geepster775 View Post
                You need to follow the precise options panel smorgasbord as outlined in the documentation for the route. They make their activities to rely upon MSTS style passing paths, rather than the newer ORTS style meet logic. Which kinda sucks when others build activities with the ORTS passing logic checkbox on. Once I made my options exactly as their docs show, the standoffs on Seligman stopped happening.

                With that checkbox on, all paths for player and AI should be programmed to hold the main and, provided passing paths are set, the OR application decides which train to deviate into the siding. If you use the ORTS logic you should not be building paths that deliberately put the player train into the siding unless there is a specific need to do industry work off that siding.
                In my previous response to this post by geepster...I made an error...geepster was probably referring the the "Location-linked passing path processing" options [experimental options] and NOT the "extended AI train shunting" option [simulation options] --- so John, try unchecking the location link passing path option if you have it checked.
                Cheers, Gerry
                "A mind is like a parachute. It doesn't work if it is not open." Frank Zappa
                It's my railroad and I'll do what I want! Historically accurate attitude of US Railroad Barons.
                Forever, ridin' drag in railroad knowledge.
                Audi, Vide, Tace, Si Vis Vivere In Pace

                Comment


                  #9
                  For the record, I always had location-linked passing path processing checked on while designing and testing the Mullan activities, and I never had any weird issues.
                  ~Sean Kelly~
                  SP Shasta Route for Open Rails: https://www.trainsimulations.net/sp-shasta
                  MRL Mullan Pass for Open Rails: https://www.trainsimulations.net/mullanpass

                  Comment


                    #10
                    Gerry -- No worry and the " Location-linked passing path processing " options have been unchecked in the box for long time also I did leave the check in the box for " Extended AI train shunting " option as well. I am not sure how to force the player train stay on main tracks instead of going to siding with no meet in TrackViewer or Dispatcher Viewer. Will that work or not? Or I might have to run again with the beginning of the same activity and see if that work or not.

                    Let me know about this.

                    John

                    Comment


                      #11
                      Hi John,

                      The extended AI train shunting option should have been checked by default. When we packaged the CN Ruel Sub route, we set the installer up to set that parameter in the user registry. It is required because the AI trains will blow their horns at specific crossings. To get them to do this, it requires setting up specific waiting points in the AI train path. If the AI shunting option isn't checked, they will just stop at the waiting point and freeze, because they won't know what to do.

                      Cheers,
                      Jason

                      Comment


                        #12
                        Hi Jason,

                        I have Extended AI train shunting with a checkmark in the box in Options Menu since got your route installed last year. The only thing is about " Location-linked passing path processing " confused me because some of the members said to uncheck the box for this and Sean Kelly mentioned his message that he always had location-linked passing path processing checked on while designing and testing the Mullan activities. Now I need to know about this part because two different routes under the same name with Trainsimulations as a payware route.

                        Anyway what I will plan to do is to re-run the activity again and see if that makes the difference.

                        Cheers,

                        John

                        Comment


                          #13
                          Hi John,

                          When testing Mullan, I had that option checked on, but Jason had it checked off, and it worked fine for both of us. However, some people have experienced problems on Ruel when that option is checked on. To be safe for now, you should have location-linked passing path processing turned off when running activities on Ruel, and for Mullan, it should work either way.
                          ~Sean Kelly~
                          SP Shasta Route for Open Rails: https://www.trainsimulations.net/sp-shasta
                          MRL Mullan Pass for Open Rails: https://www.trainsimulations.net/mullanpass

                          Comment

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