Just confirmed that Baldwin, thank you. I unticked the Auto tune, and that did trick!
I have other, smaller issues that I need to find out how to correct, but won't clog up this thread.
I have done a little bit of fiddling with the FA parameters on the Jub crew, and find that using the standard of 0 0 for position has no effect on the crew position, so what exactly the 3.0 is doing I have no idea. That first figure of 0.25 is supposed to be the height offset, but does not work in OR. Probably because the standard for any FA is 0 0 not 0.25 3.0 0. If you remove the FA positioning data from the line and load a consist using the Jubilee you get to see exactly how long the FA is. Approximately the length of the engine. So when you use that 0.25 the program reads that as the first position point of the FA, 0.25 meters above the front of the FA. If you load any of the crew shapes in Shape File Viewer you get to see exactly where they are positioned with regard to the centre of the display base, or load the early Jubilee tender, then pick a crew. The Lib_1 Jubilee crew by default are actually a long way behind the tender in SFV, and when used in OR they are at the right height, but nearly 2 meters behind the tender.
Beer is not a matter of life or death, it is much more serious than that.
There is NO Call On or Approach Control in regards UK semaphore signalling in the real world.
The clue is in the name of the system "Absolute Block", the signals are either on or off.
With a preceding Distant signal at the start of the section to advise of the condition of the first Home or Outer Home signal in that block.
Sorry, but it looks to me that you do not know how UK semaphore signals are supposed to work.
Approach Control : check rule 39A :
"For semaphore signalling, rule 39A applied which states that for a sequence of signals which had no intermediate or combined distant signal (generally, the sequence of signals as controlled by one box), if the last signal in this sequence could not be cleared, all preceding signals had to be kept at 'danger' at the approach of the train and could only be cleared if the speed of the train was sufficiently reduced."
Distant signals : usually, a box had only one distant signal, and this reflects the state of ALL signals as controlled by that box, so not just the home but up to the starter. Obviously, with rule 39 above, generally preceding signals could not clear anyway so neither could the distant. And, of course, there were many advanced distant signals making things even more complicated.
So the sequence Distant (on-caution) Home (off) Starter (off) Advanced (on) is fully correct - except that, likely, Home and Starter should be ON and cleared only on approach.
But - getting back to the topic - the sequence as shown is the result of what has been defined in the signal script. And yes, how OR interprets that may differ from what happened in MSTS - not least because of actual errors in the MSTS processing. The most obvious error in MSTS was incorrect use of SignalNumClearAhead - and it might well be that error which creates the difference in your example.
MSTS used the highest value for SignalNumClearAhead as defined for any signal in sigcfg.dat and applied it to all signals, whereas OR - correctly - uses the actual value as defined per signal. Clearly that makes a difference. But that is not an error in OR!
The problem this may cause is easily corrected by changing the SignalNumClearAhead values in sigcfg.dat. So, check your sigcfg.dat, set SignalNumClearAhead for all signals to the highest value as defined anywhere in that file, and the signals will work the same as in MSTS. Then, check the manual on how you can actually improve the working in OR.
Otto, The option for 3rd rail is a box that can be ticked in the same place as the option to use the catenary. This is also the place where speed limits are set etc.
I ask about OR because you do not have any option to replace the hard coded shapes for the OHEL or catenary. The Hard Coding for a generic 3rd rails was not completed in MSTS as no rail appears. Only the catenary wire between the rails.
Will OR have dynamic weather like the 2003 MSTS 2 promised??? How about moving people on the platforms, streets, etc. Moving cows and other animals, And working turntables????????
How about moving people on the platforms, streets, etc.
Oh God! Not the zombie-like humanoids who inhabit the platforms in TS20XX. It's like a scene from "The Walking Dead" in there!
Originally posted by NW 2156
Moving cows and other animals,
Isn't this a train simulation?
Although, I must admit that herds of panic-stricken sheep stampeding across a paddock as they flee the Iron Horse has a certain appeal.
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
Seagoon, It gets better, This is a my lame attempt at quoting the link.
Quote:
There are even scripted events by the side of the track. Running one route we saw a few trucks parked by the side of the track. A small group of men were digging a few holes nearby. The environmental are made denser through the addition of extra trees, towns, mailboxes, fire hydrants and a host of other objects.
Maybe OR code be coded to run such scripts that would allow everyday life of railway and construction men to be displayed along the ROW.
The people and animals were animated in the Rail Simulator or RS program, Which is rumored to be a version of the MSTS 2 from 2003.
I personally, Want to see dynamic weather and time along with animated trees and bushes that respond to some influence from wind and weather and time of day. Improved animated rivers and lakes along with falling water ability would be cool.
I am thinking the guys at OR might be able to pull it off eventually. They claim to have trains moving around under the control of the computer doing switching moves or some such.
I personally, Want to see dynamic weather and time along with animated trees and bushes that respond to some influence from wind and weather and time of day. Improved animated rivers and lakes along with falling water ability would be cool.
One Single animated Tree would require a significant amount of memory and processing power, compared to one static tree. The requirements grows exponentially for a local area... Then if one were to try to do that with a forrest...forget it. Then you still have the trains and such for the sim to process... If you got 1 FPS on the most advanced gaming computer shipping tomorrow... you would be lucky...
Would it be cool if it could be done, absolutely! I doubt there would be any computer advanced enough, even in the next ten years to run any TrainSim that could do all that.
Love the Waterfall Idea though! While we're throwing out suggestions... How about Tornados... or better yet...
Accumulating Snows!... (with SNOW REMOVAL SIMULATIONS?) Now that is something I would really love to see. Some Rotaries cutting out a path along a route experiencing blizzard conditions!
The option for 3rd rail is a box that can be ticked in the same place as the option to use the catenary. This is also the place where speed limits are set etc.
I ask about OR because you do not have any option to replace the hard coded shapes for the OHEL or catenary. The Hard Coding for a generic 3rd rails was not completed in MSTS as no rail appears. Only the catenary wire between the rails.
Robert
MSTS has no box to tick for 3rd rail, and it does not have an option to use catenary either, just a tick box to turn the wire on or off. There are no hard coded catenary shapes either. Different shapes can be used on different routes. There is also no place in the MSTS Options screens to set speed limits.
Turning to 3rd rail, this requires the use of track shapes that include the third rail or a set of additional shapes to be placed using the route editor. Then use the option to turn the overhead wire off which does not turn the route into a non electric one.
Beer is not a matter of life or death, it is much more serious than that.
Good day Markus, and I thank you kindly for your reply.
I see that the LOD slider was set to 100%.......Is that too much to expect at this time? Do you suggest tuning it down to any certain %?
And, yes - the "Automatically tune settings to keep performance level" is checked.
Thanks much,
OK, so the problems is more likely with the Auto FPS tuner. Try with it turned off and see what happens. The reason is, that the auto tuner can change viewing distances, LOD settings, and I think even scenery object density in order to keep FPS near the target set in the options. With the tuner turned off, that won´t happen, and so we can tell if what you were seeing is caused by the auto tuner or not.
The thing with the LOD slider can only be evaluated after we know how the auto tuner influenced the problem.
EDIT: Sorry, I hadn´t read further than your post. Everything seems fine now - right?
Cheers, Markus
Last edited by markus1996; 04-09-2015, 05:09.
Reason: Add additional info
MSTS has no box to tick for 3rd rail, and it does not have an option to use catenary either, just a tick box to turn the wire on or off. There are no hard coded catenary shapes either. Different shapes can be used on different routes. There is also no place in the MSTS Options screens to set speed limits.
Turning to 3rd rail, this requires the use of track shapes that include the third rail or a set of additional shapes to be placed using the route editor. Then use the option to turn the overhead wire off which does not turn the route into a non electric one.
In my version of MSTS V1.0 if you open a route and click on properties there is a check box that clearly says "Third Rail" But it does nothing. Also you can set the max speed for a route and the restricted speeds.
In my version of MSTS V1.0 if you open a route and click on properties there is a check box that clearly says "Third Rail" But it does nothing. Also you can set the max speed for a route and the restricted speeds.
You mean you RUN a route and where does it show its PROPERTIES you say you can check the above in ?
Otto, the third rail and catenary references are not on the Options page, but are in the RE which was not made clear by NW 2156.
@NW 2156. The option to use overhead or catenary does not generate catenary shapes or third rail shapes. Far I can make out it should only determine if the wire is visible or not, 3rd rail has no overhead collection, OHLE has no 3rd rail collection.
Those trees you link to are just that, animated. Nothing to do with train movement or weather. They were used on the Toddington route before being released.
They claim to have trains moving around under the control of the computer doing switching moves or some such.
No claim, just stating the facts. There is now the capability to have AI perform switching duties in the yard, coupling and uncoupling to cuts, moving cuts around...complete cuts or any number of cars from a cut. Just recently AI whistle sounds have been added.
Quoting from post #15 (scottb613) in this thread: "AI Advanced Shunting features are truly amazing... They just added sounds to activity events including a capability to have AI Trains blow their whistles and horns...." All true.
I have run a couple of Scotts activities for the Cumberland and they are amazing. Quite an improvement over anything OR could do a few months ago. I have an activity for the Cumberland in the library (chadpart3.zip ) that is designed to run in Autopilot.
I also would like to see dynamic weather and some of the other interactive elements and I'm sure the OR will get to it. Now it appears they are occupied cleaning up older bugs and getting ready for V1.0.
Cheers, Gerry
"A mind is like a parachute. It doesn't work if it is not open." Frank Zappa
It's my railroad and I'll do what I want! Historically accurate attitude of US Railroad Barons.
Forever, ridin' drag in railroad knowledge. Audi, Vide, Tace, Si Vis Vivere In Pace
We process personal data about users of our site, through the use of cookies and other technologies, to deliver our services, personalize advertising, and to analyze site activity. We do not share information about our users with anyone. For additional details, refer to our Privacy Policy.
By clicking "I UNDERSTAND" below, you consent to our Privacy Policy and our personal data processing and cookie practices as described therein. You also acknowledge that this forum may be hosted outside your country and you consent to the collection, storage, and processing of your data in the country where this forum is hosted.
Comment