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Adding cars to a Template, Increasing the total Number of cars
Conductor Chris
post Sep 27 2013, 07:57 AM
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I am a relatively new user of Activity Generator and am slowly learning how everything works. I appreciate that the program is here.

I got to thinking I'd like things better if some of templates had more cars in them to reduce the instance of the same car being seen over and over when sidings are populated as "eye candy". I presume that the way to do this is to add cars to the .act file using activity generator.

My first attempt to do this resulted in me breaking something and the activities generated had no random cars added on sidings at all, just the placeholder boxcar used in the .act file. I'm not sure if my errors were from managing to put more cars onto sidings than they could hold or if I did something wrong that involved the two .csv files.

So I am getting ready to go back and do it again, more slowly and testing every step instead of rushing. I have a few questions.

First, is there any limit to the number of cars in an activity file?

One limit is what tracks are available to stuff these cars. If I put cars in the .act file on sidings that are not referenced in the .csv file, will that cause problems? Will it result in more cars placed by activity generator or make no difference? Can I put cars in a long consist that spills out onto the mainline and runs up it for awhile? Is there any limit to consist size?

What about cars used by AI trains? Do they get added into the database of cars used to populate sidings? That might be an easy way to go . . . add more AI trains.

If, instead of using single marker boxcars for sidings, I were to add several cars per siding, does that change how many cars AG will put there? I don't think so right - because that is controlled in the .csv file, right? So in theory, I should be able to add, say, 99 cars that spills out onto the mainline a long way, right? As long as the car in the activity is positioned in the right way, instead of the usual AG pattern of being positioned closest to the switch and pointing towards the end of the siding.

thanks.
Christopher
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jrmeindl
post Sep 30 2013, 06:36 AM
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Chris,

I would suggest that you watch these two videos to get a better understanding on how Activity Generator works regarding car placement and how the cars get in the SWLACT file. Also, take a look at the user's manual. There are things in there that are not covered in the video tutorials.

http://www.skylinecomputing.com/VideoTutor...rial%202-1.html

http://www.skylinecomputing.com/VideoTutor...EventsEDIT.html

As for car placement, you can start a string of cars in the siding and let them cascade down the mainline for the template. I have done that in the past and it will work. It's not the placement of the car, it's the pickup event associated with that car that allows Activity Generator to identify the car and place it in the SWLACT file. When you actually make an activity with Activity Generator, it will only fill the sidings with the number of cars that are allowed by the date in the SWLTDB file. All sidings that you want to work must have a piece of rolling stock on it along with a pickup event for Activity Generator to identify the siding. One car placed on the siding is the minimum requirement. That is why you see only one car placed on the siding. All the rolling stock that I plan to use, I put in one general location. It makes it easier to swap or add cars later if the need arises. Be careful on how many you add to your template. Train Simulator will act funny if you have too many shapes loaded.

Jim
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