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Thread: Driving Other Consist?

  1. #21
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    Thanks.

    I am using MSTS Activity Editor.

    I have had a (quick) look at the tutorials at steam4me website, but there doesn't seem to be any relevant tutorials for my activity, unfortunately.

  2. #22
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    Hi Peter,

    Here's the thread where Carlo introduced us to the feature - he has demos that are for the default route and stock.

    You really want to be making Paths with Track Viewer because Track Viewer has these features built in - to setup the needed wait points without the need to edit the file by hand.

    http://www.elvastower.com/forums/ind...train-shunting

    Regards,
    Scott

  3. #23
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    Hi Peter,

    Here's another from someone who made tutorials based on the BNSF Scenic Sub free demo route on Elvas - just popped up today:
    http://www.elvastower.com/forums/ind...ng-activities/

    Regards,
    Scott

  4. #24
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    Quote Originally Posted by PeterB View Post
    I am using MSTS Activity Editor.

    One more item to remember, you can add ORTS custom features to Activity (ACT) files that begin with ORTS{customfeature}, but when you use the old MSTS AE to later modify an activity, it will strip out all these ORTS line statements because ancient MSTS editor software doesn't know what ORTS means.

    So be warned when you start adding a bunch of custom ORTS twists and turns to activities, you can no longer use the MSTS AE. Those customizations will not survive the save process.

  5. #25
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    Quote Originally Posted by geepster775 View Post
    One more item to remember, you can add ORTS custom features to Activity (ACT) files that begin with ORTS{customfeature}, but when you use the old MSTS AE to later modify an activity, it will strip out all these ORTS line statements because ancient MSTS editor software doesn't know what ORTS means.

    So be warned when you start adding a bunch of custom ORTS twists and turns to activities, you can no longer use the MSTS AE. Those customizations will not survive the save process.
    Above quote !!!!VERY important point!!! Take notice everyone who reads this thread.
    Cheers, Gerry
    It's my railroad and I'll do what I want! Historically accurate attitude of US Railroad Barons.
    Forever, ridin' drag in railroad knowledge.


  6. #26
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    Thanks for the comments.

    scottb613,

    Thanks for the links. I have had a look at the first link and viewed some "automated" activities, and although interesting, it doesn't really help me as there is no detailed explanation of what "commands" were used in creating these automated activities.

    The second (Elvas Tower) link I can't view the topic, possibly because I'm not a member of that forum.

    However, on reading posts within the first linked topic, it appears that coupling of (AI) trains onto other (player) trains is enabled when either setting double reverse points just before other (player) trains, or by setting a wait point just before the other (player) train and with a wait point value of 60001.

    I've created another test activity using the same player consist but it is stationary and stopped just a bit past the siding where the AI helper locomotives are located. AI helper consist path was set to be same as the player train path.

    First attempt to get the AI helpers to couple to my (player) train failed (with no reverse points nor waiting points set) with the helpers stopping short of my train.

    On second attempt to get the AI helpers to couple to my train, and this time with two reverse point added near my train, the AI helpers again stopped short of my train and failed to couple to my train. Maybe I didn't place the two reverse points correctly?

    On third attempt, by placing a wait point with a value of 60001 near my train, the AI helpers this time successfully coupled to the rear of my train!! And once coupled, the entire train was able to be driven on to complete the activity!

    But it seems a bit of a "Mickey Mouse" way of getting AI trains to couple to other trains! How about incorporating specific coupling commands within Open Rails instead of using vague dual reverse points and unusual wait point values!!

    The other outstanding issue is to have some means of determining when my (player) train has stopped at (or near) a certain location before enabling the AI helpers to move to couple to my (player) train!

    So how to achieve that last part, please!?

    Thank you.

  7. #27
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    Quote Originally Posted by scottb613 View Post
    Hi Peter,

    Here's the thread where Carlo introduced us to the feature - he has demos that are for the default route and stock.

    You really want to be making Paths with Track Viewer because Track Viewer has these features built in - to setup the needed wait points without the need to edit the file by hand.

    http://www.elvastower.com/forums/ind...train-shunting

    Regards,
    Scott
    Scott I tried this activity but OR crashes when loading saying missing track sections and I probably need X tracks or Y tracks. I have the latest versions of both and all other acts in USA2 route run ok. OR log attached.

    Nick
    Attached Files Attached Files
    Regards,

    Nick


    Dell Desktop. Intel i5 3.3 CPU. 8GB RAM. Nvidia GTX 1050Ti 4GB graphics. Windows Pro 64bit. RailDriver. Partridge in a pear tree...

  8. #28
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    Hi Folks,

    While I've used most of the features in Advanced AI Shunting - I'm certainly no expert.

    Here's why you - want - to use Track Viewer. Not only do you get a great menu to edit wait points - that will not erase changes - you can do it at native screen resolutions. It's a far better way to create paths.

    Double Reverse Points are not specifically involved with connecting or disconnecting cars - it's all the Wait Point.

    As far as meeting your train at an unknown time - perhaps you could use Triggers? Maybe set a timed Wait Point to a time you're sure your train will be where it needs to be. Another new feature in ORTS is that I believe AI Trains can trip Triggers - haven't messed with that myself.

    I recall downloading one of Carlo's "Helper Activities" that demonstrated said operation - probably from some thread - it worked - and started my endeavors with the feature.


    Track Viewer Wait Point Menu
    Image1.jpg


    Here's the relevant part of my "Helper" Path File - showing what it looks like. This path does some local switching - then connects to the rear of the player train - pushes up the hill - disconnects - does some local switching - then returns down the hill to where it started. I forget if the "disconnect" from player train is triggered in Helper Path or Player Path.

    Code:
    TrackPath (
    	TrPathName ( ORTS-CHD-YRD-LO )
    	TrPathFlags ( 00000008 )
    	Name ( ORTS-CHD-YRD-LO )
    	TrPathStart ( "Chad Aux" )
    	TrPathEnd ( Chad )
    	TrPathNodes ( 94
    		TrPathNode ( 00000000 1 4294967295 23 )
    		TrPathNode ( 012c0002 2 4294967295 24 )
    		TrPathNode ( 00000000 3 4294967295 12 )
    		TrPathNode ( 00000001 4 4294967295 25 )
    		TrPathNode ( 000f0002 5 4294967295 26 )
    		TrPathNode ( 00000000 6 4294967295 12 )
    		TrPathNode ( 00000000 7 4294967295 14 )
    		TrPathNode ( 00000000 8 4294967295 13 )
    		TrPathNode ( 00000000 9 4294967295 8 )
    		TrPathNode ( 00000001 10 4294967295 27 )
    		TrPathNode ( 000f0002 11 4294967295 28 )
    		TrPathNode ( 00000000 12 4294967295 8 )
    		TrPathNode ( 00000000 13 4294967295 13 )
    		TrPathNode ( 00000000 14 4294967295 29 )
    		TrPathNode ( 00000000 15 4294967295 30 )
    		TrPathNode ( 00000001 16 4294967295 31 )
    		TrPathNode ( 001e0002 17 4294967295 32 )
    		TrPathNode ( 00000000 18 4294967295 30 )
    		TrPathNode ( 00000000 19 4294967295 29 )
    		TrPathNode ( 00000000 20 4294967295 13 )
    		TrPathNode ( 00000000 21 4294967295 8 )
    		TrPathNode ( 00000001 22 4294967295 33 )
    		TrPathNode ( 000f0002 23 4294967295 34 )
    		TrPathNode ( 00000000 24 4294967295 8 )
    		TrPathNode ( 00000000 25 4294967295 13 )
    		TrPathNode ( 00000000 26 4294967295 29 )
    		TrPathNode ( 00000001 27 4294967295 35 )
    		TrPathNode ( 001e0002 28 4294967295 36 )
    		TrPathNode ( 00000000 29 4294967295 29 )
    		TrPathNode ( 00000000 30 4294967295 13 )
    		TrPathNode ( 00000000 31 4294967295 8 )
    		TrPathNode ( 00000000 32 4294967295 0 )
    		TrPathNode ( 00000001 33 4294967295 37 )
    		TrPathNode ( 00000000 34 4294967295 0 )
    		TrPathNode ( 00000000 35 4294967295 10 )
    		TrPathNode ( 00000000 36 4294967295 11 )
    		TrPathNode ( 00000000 37 4294967295 16 )
    		TrPathNode ( 00000004 38 4294967295 15 )
    		TrPathNode ( 00000001 39 4294967295 38 )
    		TrPathNode ( 9cc20002 40 4294967295 39 )
    		TrPathNode ( 00000000 41 4294967295 16 )
    		TrPathNode ( 00000000 42 4294967295 11 )
    		TrPathNode ( 00000001 43 4294967295 40 )
    		TrPathNode ( 000f0002 44 4294967295 41 )
    		TrPathNode ( 00000000 45 4294967295 11 )
    		TrPathNode ( ea610002 46 4294967295 42 )
    		TrPathNode ( 00000000 47 4294967295 17 )
    		TrPathNode ( 00000000 48 4294967295 1 )
    		TrPathNode ( 00000000 49 4294967295 2 )
    		TrPathNode ( 00000000 51 50 3 )
    		TrPathNode ( 00000000 4294967295 51 18 )
    		TrPathNode ( 00000000 52 4294967295 19 )
    		TrPathNode ( 00000000 54 53 4 )
    		TrPathNode ( 00000004 4294967295 55 20 )
    		TrPathNode ( 00000004 55 4294967295 7 )
    		TrPathNode ( 00000000 56 4294967295 5 )
    		TrPathNode ( 00000000 57 4294967295 6 )
    		TrPathNode ( 00000000 58 4294967295 9 )
    		TrPathNode ( 00000000 59 4294967295 21 )
    		TrPathNode ( 00000000 60 4294967295 22 )
    		TrPathNode ( 00000001 61 4294967295 43 )
    		TrPathNode ( 001e0002 62 4294967295 44 )
    		TrPathNode ( 00000000 63 4294967295 22 )
    		TrPathNode ( 00000000 64 4294967295 21 )
    		TrPathNode ( 00000000 65 4294967295 9 )
    		TrPathNode ( 00000001 66 4294967295 45 )
    		TrPathNode ( 000f0002 67 4294967295 46 )
    		TrPathNode ( 00000000 68 4294967295 9 )
    		TrPathNode ( 00000000 69 4294967295 21 )
    		TrPathNode ( 00000000 70 4294967295 47 )
    		TrPathNode ( 00000000 71 4294967295 48 )
    		TrPathNode ( 00000001 72 4294967295 49 )
    		TrPathNode ( 9cc20002 73 4294967295 50 )
    		TrPathNode ( 00000000 74 4294967295 48 )
    		TrPathNode ( 000f0002 75 4294967295 51 )
    		TrPathNode ( 00000001 76 4294967295 52 )
    		TrPathNode ( 00000000 77 4294967295 48 )
    		TrPathNode ( 00000001 78 4294967295 53 )
    		TrPathNode ( 001e0002 79 4294967295 54 )
    		TrPathNode ( 00000000 80 4294967295 48 )
    		TrPathNode ( 00000001 81 4294967295 55 )
    		TrPathNode ( 000f0002 82 4294967295 56 )
    		TrPathNode ( 00000000 83 4294967295 48 )
    		TrPathNode ( 00000001 84 4294967295 57 )
    		TrPathNode ( 001e0002 85 4294967295 58 )
    		TrPathNode ( 00000000 86 4294967295 48 )
    		TrPathNode ( 00000000 87 4294967295 47 )
    		TrPathNode ( 00000000 88 4294967295 21 )
    		TrPathNode ( 00000000 89 4294967295 9 )
    		TrPathNode ( 00000000 90 4294967295 6 )
    		TrPathNode ( 00000000 91 4294967295 5 )
    		TrPathNode ( 00000004 92 4294967295 59 )
    		TrPathNode ( 00000000 93 4294967295 4 )
    		TrPathNode ( 00000000 4294967295 4294967295 60 )
    	)

    Regards,
    Scott

  9. #29
    Join Date
    Aug 2003
    Location
    Wellington, NZ
    Posts
    448

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    Thanks for the comment!

    I'm looking at various options and trying to experiment with regard to "timing" of my train with the AI helper consist.

    At this stage, not making much progress, but we'll see.

    Carlo could probably answer my question specifically, but he doesn't seem to be active here at this forum at present(?)

  10. #30
    Join Date
    Apr 2003
    Location
    New York, USA.
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    Default

    Hi Peter,

    While the ORTS Developers do play on both sites - it seems that Elvas is the real home to discuss ORTS Development and Features. Might be worth joining over there. I’ve noted Carlo has been a little less active as of late but he still posts over there. Perhaps it might be worth while to start a topic with a title more in line with the current discussion?

    Happy New Year…

    Regards,
    Scott


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