Hi Scott: Thanks so much for the detailed description for adding AI traffic to an activity. Your protocol, & especially the effort it took to put it together is sincerely appreciated. It appears that I was probably wrong in my earlier assumption that the problems were associated w/the Service Editor b/c I was following the included steps exactly. Although I have only had a chance to briefly review your protocol, but it looks like my problems are occurring in the TE, & the saving in entries. I hope to do a more thorough review tonight or tomorrow, & will undoubtedly have follow-up questions.
Thank you again for the great work. It is much appreciated & I'm sure will benefit others who are also struggling w/this issue. H
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Activity Editor - Issues Loading Traffic in Simulation
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Originally posted by Winterhawk76 View PostSo I am clearly doing something wrong or out of sequence. I deleted both the original Service & Traffic folders, closed TSRE, created new folders in the main route directory, created 2 new services & traffic entries, entering each one @ a time, following the sequence described in the TSRE5 manual. Both entries show up in both folders. After saving and re-starting the RE, both entries show up in both the service & traffic windows. However, the only boxes checked in the service window are for the service that matches the name of the activity. The service also appears in the Activity usage window @ the lower right.
The second service only has a single check under the "Any" column, and does not show up in the Activity usage window.
Have tried this approach multiple times since making the original post using different consists & paths w/the same result. Its clear that the problem is not w/the RE, but its unclear what I might be doing to cause the error(s).
RE: My example is a working [Activity] that has one player train and three AI trains defined - no static consists.
OK - let's start from the beginning - before even getting into the TSRE Activity Editor -
Step 1: Create the [Consists] you plan to use in TSRE Consist Editor or whatever app you prefer.
Step 2: Create the [Paths] you plan to use in ORST Track Viewer or whatever app you prefer.
Then open TSRE and hit [F4] to get to the TSRE Activity Editor - Keep in mind EVERY train needs a [Service] which is nothing more than a [Path] + [Consist]… This means both Player and AI Trains - so let's click on the Sevice Editor and create everything you plan to use in the activity.
Step 3: Click on the [Service Editor] and Create a [New Service] for each train - including the player train in your activity.
Image1 by Scott B, on Flickr
Step 4: Once complete click on the [Traffic Editor] and give your Traffic a name.
Step 5: Click [Add New] for each AI Train and define the start time.
Keep in mind the start time also affects the order - or priority - given to [Path] overlaps or meets.
Image2 by Scott B, on Flickr
NOTE: What Goku was speaking of - is the VERY LAST thing you want to do before saving your activity - ANYTIME you mess with traffic - is reselect the traffic file from the dropdown list where the RED ARROW is pointing - and SELECT the traffic file you are working on... If you don't do this your changes will be ignored... Then SAVE the Activity immediately after...
Image3 by Scott B, on Flickr
You can click on any of the lines in the [Service Editor] or [Traffic Editor] and modify them at any time... You'll see the flags update appropriately when you add your services to the traffic table...
This is the other reason I prefer work in public forums - if I take the time to put together something helpful - it might help more than one person and I'm sure others are in the same boat...
Hope this helps...
Regards,
ScottLast edited by scottb613; 02-06-2020, 18:42.
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So I am clearly doing something wrong or out of sequence. I deleted both the original Service & Traffic folders, closed TSRE, created new folders in the main route directory, created 2 new services & traffic entries, entering each one @ a time, following the sequence described in the TSRE5 manual. Both entries show up in both folders. After saving and re-starting the RE, both entries show up in both the service & traffic windows. However, the only boxes checked in the service window are for the service that matches the name of the activity. The service also appears in the Activity usage window @ the lower right.
The second service only has a single check under the "Any" column, and does not show up in the Activity usage window.
Have tried this approach multiple times since making the original post using different consists & paths w/the same result. Its clear that the problem is not w/the RE, but its unclear what I might be doing to cause the error(s).
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Hi JM,
Hah - my apologies - but it really is easier to work in the forum where others have input - now you've got it straight from the guy who created it - and I can confirm that does work - that bit me for a while when I started out with TSRE...
Also - I have activities without static consists that have AI traffic - so I do not believe a static consist is required...
Regards,
Scott
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Just follow the instructions. Always reselect traffic in activity properties when it is modified. And all your issues are gone.
Simulations does not use trf data, but use the data from .act file. If you don't reselect traffic, activity data is not updated.
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Originally posted by Winterhawk76 View PostI may be wrong, but it seems like the problem may be associated w/the Service Editor in some way. The reason I say that is that I have added the new service, but when I open the editor & highlight the name of the service that corresponds to the activity, the new service does not appear in the "Used by" window at the bottom right of the service editor window. Neither is there a check mark next to the new service in the "Name" window in the upper left when I highlight the service that corresponds to the activity.
I've noticed this too when creating trf files. TSRE seems to not like modifying existing trf data. If you're not seeing the check next to the "used by" its not going to load into the sim. I've noticed that saving, closing the RE, and re-opening sometimes does the trick. If that doesn't work, do this:
1. Write down all your traffic data separately (word doc or something similar)
2. Remove the current trf file from the activity, save the activity, and delete the old trf file.
3. Restart TSRE and create a new trf file, putting all your data in in one time.
When I did it, it worked. You can restart TSRE and open the service editor to confirm. I've noticed that traffic is the only one that has this issue. Editing existing services doesn't cause any problems.
Let me know if this helps!
EK
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I ran across this thread while doing a search for help to resolve a similar issue. I have been attempting to add AI traffic to an activity but cannot seem to do so. The activity functions perfectly when I open the sim...PT spawning in the proper location & loose consists positioned correctly on sidings & spurs. The AI traffic that I have created appears in the Traffic Editor under the Service Info: File Name & Display Name. The consist & path have been used numerous times in this current activity and in other activities, so there is no inconsistency there.
I may be wrong, but it seems like the problem may be associated w/the Service Editor in some way The reason I say that is that I have added the new service, but when I open the editor & highlight the name of the service that corresponds to the activity, the new service does not appear in the "Used by" window at the bottom right of the service editor window. Neither is there a check mark next to the new service in the "Name" window in the upper left when I highlight the service that corresponds to the activity. I have spent more time that I want to admit trying to figure out how to get the activity to recognize the new service, but have yet to do so. So I'm wondering if there is any reference doc or site where I can find a good step by step approach to adding AI traffic.
I have no problem creating activities in the RE or paths in OTRS Track Viewer, but the add'n of AI traffic apparently is beyond my reach @ the moment. Any suggestions would be much appreciated. Hawk
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A little tardy to the party here but I hope this will help some. I have found that to make AI traffic with TSRE5 you have to first open the activity in the AE, then open the Service Editor. Make all of your services for said activity, IE Train 1, Train 2.......etc then click the red X to leave TSRE5, when the dialog box comes up click to save the new services. Restart TSRE5 open the activity in the AE again and open the Traffic Editor and add the traffic. I have found that if you need to change start times TSRE does`t seem to want to, so I have to make a new traffic file. And you don`t have to make new services just use the old services. Also don`t forget to change the traffic name to the new one in the AE.
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Originally posted by R. Steele View PostI've never heard of that...most interesting...will have to investigate this.
I don't think this should be so, working traffic should not be dependent upon the presence of loose consists...don't you agree?
Come to think of it I don't think I explained it 100% accurately. It looks like the .trf file wouldn't save in the activity until there was at least one static consist showing. I'm unsure if this is actually due to some counter-intuitive logic within the editor (seems to the the word of the week) that wouldn't let the .trf file save within the editor or some other root cause. But for the time being I'll write it off as a quirk.
To your initial point, I agree wholeheartedly. Animated traffic shouldn't be dependent on static objects.
EK
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Originally posted by ekeating View PostAll,
Following up on this. I think I may have found the culprit. I was playing around with the activity editor and noticed that traffic will populate in the route only if there is at least one static consist in the activity. I'm unsure if this is actually a "fix" or what. But for the time being I'll take what I can get.
EK
I don't think this should be so, working traffic should not be dependent upon the presence of loose consists...don't you agree?
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All,
Following up on this. I think I may have found the culprit. I was playing around with the activity editor and noticed that traffic will populate in the route only if there is at least one static consist in the activity. I'm unsure if this is actually a "fix" or what. But for the time being I'll take what I can get.
EK
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Gerry,
Below I've copied some details from the OpenRails log. I'm not seeing anything specifically related to AI traffic, but maybe it can shed some light on issues.
"------------ ---------- ------------ ---------- ------------ ---------- --------
Mode = activity
Route = MLT's Roger's Pass
Activity = EKRP - CP 302 (C:\1MSTS\ROUTES\RogersPass\ACTIVITIES\EKRP - CP 302.act)
------------ ---------- ------------ ---------- ------------ ---------- --------
Loading TRK TDB SIGCFG DAT ACT RDB
Warning: Track node 37 pin 0 has invalid link to track node 0 in C:\1MSTS\ROUTES\RogersPass\RogersPass.rdb:line 283
Warning: Track node 54 pin 0 has invalid link to track node 0 in C:\1MSTS\ROUTES\RogersPass\RogersPass.rdb:line 408
Warning: Track node 75 pin 0 has invalid link to track node 0 in C:\1MSTS\ROUTES\RogersPass\RogersPass.rdb:line 559
Warning: Track node 78 pin 0 has invalid link to track node 0 in C:\1MSTS\ROUTES\RogersPass\RogersPass.rdb:line 580
CARSPAWN SIGSCR W(repeats) W(repeats) W(repeats) W(repeats) W(repeats) W(repeats) W(repeats) W(repeats) W(repeats) W(repeats) WWWW ENV SIGCFG SIGCFG TTYPE
Warning: System.InvalidOperationException: Category does not exist.
at System.Diagnostics.PerformanceCounterLib.GetCatego rySample(String machine, String category)
at System.Diagnostics.PerformanceCounterCategory.GetC ounterInstances(String categoryName, String machineName)
at System.Diagnostics.PerformanceCounterCategory.GetI nstanceNames()
at Orts.Viewer3D.Popups.HUDWindow..ctor(WindowManager owner) in E:\Documents\Coding\Jenkins\jobs\Open Rails Stable\workspace\Source\RunActivity\Viewer3D\Popup s\HUDWindow.cs:line 94
at Orts.Viewer3D.Viewer.Initialize() in E:\Documents\Coding\Jenkins\jobs\Open Rails Stable\workspace\Source\RunActivity\Viewer3D\Viewe r.cs:line 410
at Orts.Viewer3D.Viewer..ctor(Simulator simulator, Game game) in E:\Documents\Coding\Jenkins\jobs\Open Rails Stable\workspace\Source\RunActivity\Viewer3D\Viewe r.cs:line 311
at Orts.Viewer3D.Processes.GameStateRunActivity.Start (UserSettings settings, String acttype, String[] args) in E:\Documents\Coding\Jenkins\jobs\Open Rails Stable\workspace\Source\RunActivity\Viewer3D\Proce sses\GameStateRunActivity.cs:line 315
at Orts.Viewer3D.Processes.GameStateRunActivity.<>c__ DisplayClass35_0.<Load>b__3() in E:\Documents\Coding\Jenkins\jobs\Open Rails Stable\workspace\Source\RunActivity\Viewer3D\Proce sses\GameStateRunActivity.cs:line 160
at Orts.Viewer3D.Processes.GameStateRunActivity.Load( ) in E:\Documents\Coding\Jenkins\jobs\Open Rails Stable\workspace\Source\RunActivity\Viewer3D\Proce sses\GameStateRunActivity.cs:line 200
at Orts.Viewer3D.Processes.LoaderProcess.Load() in E:\Documents\Coding\Jenkins\jobs\Open Rails Stable\workspace\Source\RunActivity\Viewer3D\Proce sses\LoaderProcess.cs:line 158
at Orts.Viewer3D.Processes.LoaderProcess.DoLoad() in E:\Documents\Coding\Jenkins\jobs\Open Rails Stable\workspace\Source\RunActivity\Viewer3D\Proce sses\LoaderProcess.cs:line 138
at Orts.Viewer3D.Processes.LoaderProcess.LoaderThread () in E:\Documents\Coding\Jenkins\jobs\Open Rails Stable\workspace\Source\RunActivity\Viewer3D\Proce sses\LoaderProcess.cs:line 109
at System.Threading.ThreadHelper.ThreadStart_Context( Object state)
at System.Threading.ExecutionContext.Run(ExecutionCon text executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
Warning: Unable to access Microsoft .NET Framework performance counters. This may be resolved by following the instructions at http://support.microsoft.com/kb/300956
Information: Allocation for 87,500 particles:
14,000,000 B RAM vertex data
2,100,000 B RAM index data (temporary)
14,000,000 B VRAM DynamicVertexBuffer
2,100,000 B VRAM IndexBuffer
TTTTTTTTTTTTTTTTTTLLLLLLLLLLLLLLLWWWSSSSSSSSSSWWWW WSSSSS TRP(default) S(repeats) SSSSSSSSSSSSSSSWWWWSSW S(repeats) S(repeats) SSSSSSSSSSSSSSSSSS$WWWWSSSSSSSSSSSSSSSWSSSSS$WWWWS WSSSSSSSSSSSS$WWCS
Warning: 4 missing Stream(s) in C:\1MSTS\trains\trainset\SLI_CP_ES44AC\sound\..\.. \MC.SND\MC_ES44V4\K5HLL_ES44ACcab.sms:line 313
Warning: Expected depth 0; got depth 2 at end of file (missing ')'?) in C:\1MSTS\trains\trainset\SLI_CP_ES44AC\sound\..\.. \MC.SND\MC_ES44V4\K5HLL_ES44ACcab.sms:line 536
CSSCSCSCCSCCSCCSCCSCCSCCCCCSCCCCCCCCCCSCCCCCCCCCCC CCCS
Warning: Cannot find C:\1MSTS\trains\trainset\SLI_CP_ENGINES\ car sound file ..\..\Audio_Shack_Sounds\FDL12_OpenRails\Alias\GEV O-12_Eng.sms
Warning: Cannot find C:\1MSTS\trains\trainset\SLI_CP_ENGINES\ car sound file ..\..\Audio_Shack_Sounds\FDL12_OpenRails\Alias\GEV O-12_cab.sms
C(repeats) CCCCCCCCCS
Information: Game.ReplaceState(GameStateViewer3D) GameStateViewer3D
Loader: Time = 00:00:11.1870140 ms
Loader: Expected = 67,054,071 bytes
Loader: Actual = 67,139,549 bytes
Loader: Difference = 85,478 bytes (0.1 %)
Information: Ignored missing animations data in shape c:\1msts\routes\rogerspass\shapes\milepost.s
Information: Ignored missing animations data in shape c:\1msts\routes\rogerspass\shapes\speed.s
Information: Game.PopState()"
EK
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The only help I can offer, is to check the log...when AI trains don't spawn, OR usually has something in the log.
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Activity Editor - Issues Loading Traffic in Simulation
All,
I have recently started using TSRE in an attempt to make new activities. So far my first impressions of both the consist and route editor are extremely positive. The interface and overall construction of both programs are far and away superior to the original MSTS AE. Through some playing around in the activity editor, I've been able to find most of what I could do in MSTS AE.
There is, however, one issue I have come across. I have made an activity with some AI traffic, including a train that is to spawn right before the simulation starts a couple miles from the player spawn location. The activity itself loads fine into OpenRails. However, the AI train that is supposed to be near isn't showing as active in the route when I start the simulation. It is only the player train. Based on what I can tell, there aren't any issues with paths or consists that would interfere with the AI train spawning.
The TSRE version I'm running is 0.6958. Any tips or suggestions to alleviate this issue would be much appreciated!
EK
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