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

  1. #1
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    Question 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. #2
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    I would ask whoever built the activity, rather than drag the OR team into this

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    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

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    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.

  5. #5
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    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
    bandicam 2020-03-26 13-04-37-014.jpg

    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, R. Steele [Gerry] It's my railroad and I'll do what I want! Historically accurate attitude of US Railroad Barons.


  6. #6
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    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

  7. #7

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    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,
    [email protected]

  8. #8
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    Quote 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, R. Steele [Gerry] It's my railroad and I'll do what I want! Historically accurate attitude of US Railroad Barons.


  9. #9
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    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~

    MRL Mullan Pass for ORTS
    https://www.trainsimulations.net/Pro...LLAN_ORTS.HTML

  10. #10
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    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

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