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a long one car type train
dispatcher
post Sep 16 2007, 03:09 PM
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Since I posted the original question about single car type trains, I have been doing some experimenting. I found if you designate one track in the destination region the same track type as the source track, you can build, in this case, a coal train of any length. Obviously you must be able to afford designating one track to just one car type. In my case, the designation yard had plenty of 40 car and more tracks so I was able to designate one to coal loaded only.


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AT RR
post Sep 18 2007, 11:16 AM
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Steve,
Good afternoon, I don't know if this is a related problem "bug". When I filled some yard sidings at LV oak island with more than one seed car to get a good car type fill, I was looking for the same type of chem tanker for that one siding. I noticed when I left the world fill at default some sidings will fill to the point they will run down the yard ladder fouling the turnouts but not the path.
The strange thing is when I run the activity it runs fine, one would think if the cars exceeded the siding markers it would crash.
What it looks like is the maximum car pick up /set out setting is multiplying the seed cars by the max setting number.

Peter


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nbeveridge
post Sep 18 2007, 04:48 PM
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QUOTE(AT RR @ Sep 18 2007, 05:16 PM) *
Steve,
Good afternoon, I don't know if this is a related problem "bug". When I filled some yard sidings at LV oak island with more than one seed car to get a good car type fill, I was looking for the same type of chem tanker for that one siding. I noticed when I left the world fill at default some sidings will fill to the point they will run down the yard ladder fouling the turnouts but not the path.
The strange thing is when I run the activity it runs fine, one would think if the cars exceeded the siding markers it would crash.
What it looks like is the maximum car pick up /set out setting is multiplying the seed cars by the max setting number.

Peter


Uhhh . . . what route? What template?

Also, why more than one seed car? [This could lead to an interesting discussion.]

If the seed car is placed such that cars added to the back end will be longer than the end of the siding, then you will have this very thing happen. Sometimes it WILL crash the activity, if the car string is down a spur to a dead end. But down a ladder track, there is nothing in MSTS which would cause a problem until the car string either overlaps another item of rolling stock or runs out of track. Depending on player train movement, you might have track switches cycling under the car string, which may have unfortunate results if you try to move the string. If it blocks a path for an AI train you may get part way through the activity, with the player train at a different location at the time the AI train hits the car string, and have MSTS bomb out on you, and you won't even know why. Steve's instructions for placement of the seed cars is pretty specific (somewhere around page 32 of the AG manual). Placement of a seed car elsewhere will have unexpected results.

I don't even want to imagine all the scenarios possible with more than one seed car per track. Many of them will result in the activity crashing.


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AT RR
post Sep 19 2007, 07:02 AM
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QUOTE(nbeveridge @ Sep 18 2007, 10:48 PM) *
Uhhh . . . what route? What template?

Also, why more than one seed car? [This could lead to an interesting discussion.]

If the seed car is placed such that cars added to the back end will be longer than the end of the siding, then you will have this very thing happen. Sometimes it WILL crash the activity, if the car string is down a spur to a dead end. But down a ladder track, there is nothing in MSTS which would cause a problem until the car string either overlaps another item of rolling stock or runs out of track. Depending on player train movement, you might have track switches cycling under the car string, which may have unfortunate results if you try to move the string. If it blocks a path for an AI train you may get part way through the activity, with the player train at a different location at the time the AI train hits the car string, and have MSTS bomb out on you, and you won't even know why. Steve's instructions for placement of the seed cars is pretty specific (somewhere around page 32 of the AG manual). Placement of a seed car elsewhere will have unexpected results.

I don't even want to imagine all the scenarios possible with more than one seed car per track. Many of them will result in the activity crashing.


Norman,
When I said two or more seed cars I should have said a 2 or more car seed consist not individual cars. It's the same as putting all the extra cars you want to see in the activity on one track so the program will see them. In this case I put a string of tank cars on a north oak island yard track as it next to Doremous Ave which has a string of tank farms. This is route is the Newark Jersey City Railroads. The string is set at one end to fill down the track to the other end. The yard track fills down to the end as it should and then start backing out the starting end.
What is strange as I have used this method many times before as the one stop shopping method and have never seen the problem.
In the past all the tracks have been single ended but the north and south oak island yard tracks are double ended could the program be missing the end (odd) track marker. I think I just answered my one question I have not loaded the latest AG4.2 and remember that one of Steve's updates had to do with the second track marker.

Thanks for yor time.
Peter


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sgdavis
post Sep 19 2007, 07:33 AM
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QUOTE(AT RR @ Sep 19 2007, 08:02 AM) *
Norman,
When I said two or more seed cars I should have said a 2 or more car seed consist not individual cars. It's the same as putting all the extra cars you want to see in the activity on one track so the program will see them. In this case I put a string of tank cars on a north oak island yard track as it next to Doremous Ave which has a string of tank farms. This is route is the Newark Jersey City Railroads. The string is set at one end to fill down the track to the other end. The yard track fills down to the end as it should and then start backing out the starting end.
What is strange as I have used this method many times before as the one stop shopping method and have never seen the problem.
In the past all the tracks have been single ended but the north and south oak island yard tracks are double ended could the program be missing the end (odd) track marker. I think I just answered my one question I have not loaded the latest AG4.2 and remember that one of Steve's updates had to do with the second track marker.

Thanks for yor time.
Peter


It sounds like you have the capacity in your SWLTDB file set higher than the actual siding capacity. Also let me know if AG4.2 helps.


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