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Thread: Speed Limit 0

  1. #1
    Join Date
    Apr 2020
    Location
    Bengaluru, India
    Posts
    17

    Red face Speed Limit 0

    Hello,

    Okay, so the problem is more complicated than I thought, but this is what happened:

    I decided to try out a default activity for the "IR - South Western Railways" route by Yashas BN. As the activity loaded up and I got ready to depart, I realised that the track monitor gave me two orange lines. Apparently the speed limit was zero, and I hit the speed limit despite not even moving :) It also said Node: No Path.

    So, I opened up the player path in the track viewer. It was perfectly fine, no broken points, nothing of that sort.

    Then, wondering if the route's signals were corrupted, I loaded up the same consist on the same path in explore mode and explore in activity mode. Both times, the speed limit was correct (30 km/h), and not zero. So that ruled out a signal problem, or a maxvelocity problem.

    So I assumed it was an Open Rails issue. I updated my Open Rails from the stable version to the latest testing version. The act loaded up properly, the speed limit was correct (30 km/h), so I started moving. As I covered about a kilometre, I saw an AI train heading my way from the other side, on my track. The AI stopped, and I was given a red. So this was a deadlock. I got frustrated and returned to the stable version.

    Now I was clueless, so I assumed that the default activity had some installation errors or something, so I decided to create my own activity, for a different route (Western Railways v7 by Apurv Soni). The activity loaded, and everything initially worked fine, so I finally thought I could enjoy an error-free simulation. But of course, that wasn't the case. An AI that had covered some distance had stopped somewhere along its way, holding up all the AIs behind it. The HUD said that the AI had a speed limit of- you guessed it - zero. So it couldn't move. Manually clearing its signals from the dispatcher window didn't help. The signals were already clear. Only its speed limit was zero. So I decided that something else was up, I didn't know what.

    I have attached the log file of the first activity (the preinstalled one where the player train is affected). It is apparently too large to attach, so here is a google drive link: https://drive.google.com/file/d/1Koh...ew?usp=sharing

    Nothing in it caught my attention, but I hope the experienced players here will be able to help me out. Thanks in advance!

  2. #2

    Default

    Quote Originally Posted by IndianRailways1601 View Post
    Hello,

    Okay, so the problem is more complicated than I thought, but this is what happened:

    I decided to try out a default activity for the "IR - South Western Railways" route by Yashas BN. As the activity loaded up and I got ready to depart, I realised that the track monitor gave me two orange lines. Apparently the speed limit was zero, and I hit the speed limit despite not even moving It also said Node: No Path.

    So, I opened up the player path in the track viewer. It was perfectly fine, no broken points, nothing of that sort.

    Then, wondering if the route's signals were corrupted, I loaded up the same consist on the same path in explore mode and explore in activity mode. Both times, the speed limit was correct (30 km/h), and not zero. So that ruled out a signal problem, or a maxvelocity problem.

    So I assumed it was an Open Rails issue. I updated my Open Rails from the stable version to the latest testing version. The act loaded up properly, the speed limit was correct (30 km/h), so I started moving. As I covered about a kilometre, I saw an AI train heading my way from the other side, on my track. The AI stopped, and I was given a red. So this was a deadlock. I got frustrated and returned to the stable version.

    Now I was clueless, so I assumed that the default activity had some installation errors or something, so I decided to create my own activity, for a different route (Western Railways v7 by Apurv Soni). The activity loaded, and everything initially worked fine, so I finally thought I could enjoy an error-free simulation. But of course, that wasn't the case. An AI that had covered some distance had stopped somewhere along its way, holding up all the AIs behind it. The HUD said that the AI had a speed limit of- you guessed it - zero. So it couldn't move. Manually clearing its signals from the dispatcher window didn't help. The signals were already clear. Only its speed limit was zero. So I decided that something else was up, I didn't know what.

    I have attached the log file of the first activity (the preinstalled one where the player train is affected). It is apparently too large to attach, so here is a google drive link: https://drive.google.com/file/d/1Koh...ew?usp=sharing

    Nothing in it caught my attention, but I hope the experienced players here will be able to help me out. Thanks in advance!
    Does the route use Indian overtaking signals concept? Frm my own experience, these are still not fully handled out of the box by OR. Ideally you shouldn't need to use them anymore anyway as OR has a fairly decent deadlock processing and prioritization logic built in.

  3. #3
    Join Date
    Apr 2020
    Location
    Bengaluru, India
    Posts
    17

    Default

    Yes, it does (3 signals in a row on the same track section). But when used properly, it hasn't really caused me any problems so far.

    Maybe I can fix this by unchecking the 'Force red signal at station stops' option. But as mentioned before, the signals are clear, but the speed limit is zero.

    UPDATE: Removed a few station stops for the AI in the second activity, and it runs well now. For the first activity, I unchecked the first station for the player service, and it works as well. I'm guessing this has something to do with the overtaking system after all.
    Last edited by IndianRailways1601; 12-06-2020 at 06:33 PM.

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