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Activity Generator Update 3.1.1 Posted
sgdavis
post Dec 29 2006, 04:58 PM
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Two of our users reported a problem with version 3.1.0 of Activity Generator.  The problem was with a "File Already Open" error that would come up when saving the activity.


This has been corrected in version 3.1.1.  It is available for your download on the "Patches & Updates" page.


Happy Railroading!


--Steve


 



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sgdavis
post Jan 16 2007, 09:17 PM
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(ARCADIA)

Steve,


When working on my template for NJC West Shore Terminal I have found that for the template to work I have to set the route to STOP AND PROCEED as default. This is due to the complexity and multipal directions the route goes. No mater how you set the paths and usualy after hrs of trouble free switching the dispatcher will let you into a block and not let you out.


Yesterday I was switching N. Bergen yard heading south the block signal at the end of the yard was red, knowing I was operating under "STOP AND PROCEED" I entered the block at reduced speed and bang I was hit with end of game for passing a RED.


This was not the first signal I had incountered during this session, they all let me "STOP AND PROCEED" it was near the end of  3 hrs switching  between West Shore Terminal and N. Bergen yard. 


I restarted the saved game and my second attempt at the block I decided to ask the dispatcher permission and recieved a "OK TO PROCEED".


I guess with MSTS when you see a red it never hurts to ask even if you have the route set to peremissive, don't assume that the SIM follows logic.


Thanks,


Peter


 



Sorry but you're right, the sim doesn't have an intelligent dispatcher.  The way I get around this in my templates is I create specific paths that are programmed, so you generally don't have to convert switches to manaul or signals permissive.  In my video tutorials I show how to create multiple paths for a single template and set up the spurs that can be worked by each path.  If you're going to set signals to permissive you're almost certain to have an AI train collision unless the AI trains run on different tracks or you turn AI off when generating the activity.  But if you set up a player path to go basically where they need to go, then just use the permissive signal feature to duck into some branches, spurs, and protected sidings where AI traffic won't go, then this can work ok.  That's generally what I do.  It won't be easy on the NJ route that's for sure!  You might look at the template I created for the NCR v 4 and see how I handled that.  You need to set switches to manual on that because ALL spur switches off the mainline are automatic/dispatcher controlled, but I generally set up a path to get the player to the basic industries that will be worked and thus signalling works correctly (or at least as correctly as can be with MSTS!).


Thanks,


Steve



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