Installed and tested using my GSX's Otto-Yard activity, ORTS had problems with showing all it's Loose Consists, resolved after bug-reporting it and this is what happened, Log attached but not Bug reported: http://www.otto-wipfel.co.uk/video/orts/orts-x-1427-error.wmv Alt-Enter to view Full-Screen.
1) You entered a switch which wasn't lined up. This is a huge break from how MSTS handles activities...
To get around this, toggle into manual mode ( CTRL-M ) while fully stopped, and the brakes won't be applied when you leave the service path or trail thru an unlined switch....
2) If you blow thru a red signal, you'll get the brakes again....regardless if you're in manual or automatic mode
There's been lots of discussion (and a fair degree of opposition) to this enhancement. Hopefully, it will become an option. I use very short paths as well for activities where there's a lot of ad-hoc switching involved. I'm not going to go create long & complicated paths with lots of reversing points. My routes also have locations with spring switches in them, where I can enter a converging path without having to physically line up the points...
So far, the CTRL-M toggle is working, but it's just one more thing I have to remember to do when starting up. I'd prefer to have it be a tick-box from the menu.
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1) You entered a switch which wasn't lined up. This is a huge break from how MSTS handles activities...
To get around this, toggle into manual mode ( CTRL-M ) while fully stopped, and the brakes won't be applied when you leave the service path or trail thru an unlined switch....
2) If you blow thru a red signal, you'll get the brakes again....regardless if you're in manual or automatic mode....
I like this new effect very much; I find that it enhances the realism yet doesn't detract from the overall gameplay.
Bruce
IBM XT i386; 512Kb RAM; 5.25" FDD; 1.4Mb FDD; 5Mb HDD; VGA 256-colour graphics card; AdLib soundcard; DR DOS 6.0; Windows 3.0
I agree with applying the brakes if you run a red, but not in explore which I realise is not yet functional. Brakes is much better than the game shutting down.
Beer is not a matter of life or death, it is much more serious than that.
Unless running PTC (which is currently being developed), no emergency brake application occurs when you run a red signal anywhere in this country. About the nearest to such a thing would be not reseting the alerter. Same thing goes for going through a switch that wasn't aligned properly.
This needs to revert back to normal in the next experimental release.
sigpicJust say NO to Fictional Railroad Foaming...
Having read through this topic; could I suggest that the suggestion is put to the OR team to make this functionality optional, so that UK users get "normal" which works as present and US users get "normal" which works how it was before?
The sim needs to be developed in such a way that normal operating practice is simulated correctly for wherever you are in the world. To start with I would envisage a tick box for UK, US, EU etc, but as the editors are created, it could potentially be built into the route settings.
I just want to touch on the emergency brake system briefly... One of the complaints with other games is that the AI don't obey signals, or don't obey signals correctly. In OR, an extremely complex system is set up to combine track route, signalling, AI, and Activities. In this system, if a train, either player or AI goes off it's route, as in beyond the end of it, passing a red signal, the entire Activity is now invalid. The AI paths are no longer correct, the player train is in the wrong place, and the entire system has to start over and "figure out" how to reset the Activity.
So, North American trains my not have automatic Emergency Stop. However, using GCOR as an example:
Code:
[B]9.5 Where Stop Must Be Made
[/B]When movement is being made beyond a block signal requiring a train to be prepared to stop at the next signal, the stop must be made before any part of a train passes the block signal requiring the train to stop.
If a train overruns any block signal that requires it to stop, the crew must: [LIST][*]Warn other trains at once by radio.[*]Stop the train immediately.[*]Provide flag protection immediately against possible conflicting movements, unless relieved by the train dispatcher or control operator.[*]Report it to the train dispatcher.[/LIST]
In other words: Emergency stop. OR is simply helping out the engineer!
Also, if a train did NOT emergency stop, the result would be a system crash. Or, perhaps, a virtual crash. OR isn't creating a game to play "train wreck." And users really don't want ghost trains running around that you can't interact with, and personally I prefer not getting a "Game Over" because I ran 11 feet past a red signal. I'd rather back up and let the game reset and correct my mistake.
Which leaves Explore mode. Please, be patient. It's one of the latest features to be added, along with MP, and there is a lot of work left to be completed, and a lot of bugs left to squish.
My recommendation, at this point, is to stick to Activities, unless you just want to dabble a bit, but you'll find a lot of things just aren't working well.
I would also recommend reporting those bugs to the OR team, on Launchpad.
What we REALLY don't want the OR team to do at this point is go backwards! And I don't think the OR teams goal was ever to reproduce MSTS, or even .bin, but to create a railroad simulator that works and that everyone can enjoy.
Unless running PTC (which is currently being developed), no emergency brake application occurs when you run a red signal anywhere in this country. About the nearest to such a thing would be not reseting the alerter. Same thing goes for going through a switch that wasn't aligned properly.
This needs to revert back to normal in the next experimental release.
No, it doesn't.
You are conveniently ignoring the fact that "in this country" does not apply to the other 95% of the world......and there are plenty of MSTS/OR users out here who like to operate railways/railroads that are beyond the borders of North America.
Cheers!
Bruce
IBM XT i386; 512Kb RAM; 5.25" FDD; 1.4Mb FDD; 5Mb HDD; VGA 256-colour graphics card; AdLib soundcard; DR DOS 6.0; Windows 3.0
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