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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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prr4ever
post Jan 14 2007, 10:59 AM
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Activity Generator does not change signals and switches to permissive or manual in my generated activities (latest version of AG)


 


Dave

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nbeveridge
post Jan 14 2007, 11:20 AM
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Have you reset the route to the default condition after generating the activity?  The condition of the signals and track switches changes in the route, not in the activity itself.  This means that if you change the route to permissive and manual, then this condition will apply to ALL activities, even those not generated by AG, as long as the route is not reset to default.  Further, once the route is reset to default, then this will apply to ALL activities, even those generated by AG while the signals were set to permissive and the track switches were set to manual.


 



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sgdavis
post Jan 14 2007, 05:13 PM
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(prr4ever)

Activity Generator does not change signals and switches to permissive or manual in my generated activities (latest version of AG)


 


Dave



As Norm correctly said this feature changes the switches and signals for a ROUTE not for a specific activity.


Another thing, I think I mentioned it in "known issues":  if you save an activity, and exit it, then change the switches, then reload the saved activity, sometimes the switch or signal you're looking at won't change because it is being recalled from the binary save file.  In this case it often works to back up until you're seeing (in the F4 "track monitor) the switch and/or signal behind you, then go the other direction (i.e. back in the original direction).  This often causes MSTS to recalculate the signal state and then the switch becomes manually controllable.  Please note that the switches don't LOOK any different -- they don't get the "switch stand" added or anything like that.  They just work when you press "G" (for the switch ahead) or "shift-G" (for the switch behind) -- whereas if they are automatic/dispatcher controlled switches, pressing these keys does nothing.


Similarly for signals: changing the signals to permissive will NOT cause the AI dispatcher to say "OK to Proceed".  Rather, when viewing the signal in the F4 "track monitor" you'll see "STOP AND PROCEED" instead of "STOP" spelled out for the aspect, and you can pass these at restricted speed.


Which route, which activity please?  If this advice doesn't solve your problem, I'll check out that route and activity with Activity Generator to see if I can duplicate your issue.  Also I hope this helps.


Thanks,


Steve



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post Jan 15 2007, 07:50 AM
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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


 

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sgdavis
post Jan 16 2007, 09:17 PM
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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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post Jan 17 2007, 03:50 PM
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Steve,


I do have paths set and have found that the way this area of the route is set up I still have "RED" stops on the some of the paths when using normal signal mode that won't change and when I back up train hopping to  "Reset" the block signal in the one I just left is also "RED".


This is not a big problem for this area as I did not add any AI trains but could be a problem if I want to add some overhead trafic. As you know this area is just one big fun switching puzzle and running it in a single train mode offers so much switching action that you don't miss the added AI trains.


I did have the route set for permissive but this one "RED" block signal that I ran into forced me to ask permission or it would not let me pass.


The track monitor for this block did not say "Stop and" only "Stop" which in the future will be a flag for me to ask to pass.


I don't feel this is a problem with any of your programs just an observation to give others something to think about if the run into the same "problem".


I have noticed that some people want to point fingers and want an instant fix when there may not be a solution.


Thanks keep up the good work.


Peter

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sgdavis
post Jan 18 2007, 09:49 PM
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Thanks Peter.  That's curious.  You're right that route is a GREAT switching puzzle!  I was going to create a template for the route but since you have started on that project I'm leaving it to you.  When you get it done I'll check it out (or I can check it in progress if you'd like) -- maybe I can help with some of these signal problems.


If a player path goes beyond a signal you really SHOULDN'T see a red.  If you do then the route's signal script isn't working correctly.  If on the other hand you are running "off path" to do switching then, yes, you'll see red signals.


Thanks,


Steve



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AT RR
post Feb 23 2007, 08:06 AM
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Steve,


Good morning, I had to change my handle from Arcadia to AT RR could not log on, it may have been due to the site being hacked.


My question is I'm using AG 3.1.1 on an old CNJ East template. The route was set up as only one region. When I crunch a switch list some times I get a good "world" fill but most of the time only the cars needed for that switch list will show. I go back to AG and reset up the switch list and some times if I de-select and re-select the fill buttons the cars will come back.  I'm using default settings and fills and a world fill of 250 to 300, anything over that I run into "send don't send" probelms with this route. 


I have tried reloading AG but with no impact. I have also seen this sometime on the NYC route I'm working on.


Has anyone else seen this? I'm going to try some other things this week end to see if I can shed some light on what is going on. 


Thanks


Peter



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sgdavis
post Feb 24 2007, 09:44 AM
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(AT RR)

Steve,


Good morning, I had to change my handle from Arcadia to AT RR could not log on, it may have been due to the site being hacked.


My question is I'm using AG 3.1.1 on an old CNJ East template. The route was set up as only one region. When I crunch a switch list some times I get a good "world" fill but most of the time only the cars needed for that switch list will show. I go back to AG and reset up the switch list and some times if I de-select and re-select the fill buttons the cars will come back.  I'm using default settings and fills and a world fill of 250 to 300, anything over that I run into "send don't send" probelms with this route. 


I have tried reloading AG but with no impact. I have also seen this sometime on the NYC route I'm working on.


Has anyone else seen this? I'm going to try some other things this week end to see if I can shed some light on what is going on. 


Thanks


Peter



Peter,


It's not a problem with AG so no need to reinstall.  Try a higher setting on the sliders or other adjustments in the "fill world" screen.  Like the activities that are generated, the fill is also randomized so sometimes you'll get more fill, sometimes less.


I'm sorry that I don't know much about this particular template, I didn't create it and haven't tried running it.


Thanks,


Steve



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nbeveridge
post Feb 24 2007, 01:08 PM
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It is becoming clear that some users do not fully understand that the randomizer applies to the "fill world" just as much as to the pick ups and set outs.  It is entirely possible, though not too likely, that even with the max settings for "fill world" you may not have very many cars placed in the world as eye candy.  In this case, just as with a "max" train which does not fill up, simply rerun AG until you get what you want.  It only takes a few tries and a few minutes.


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sgdavis
post Feb 24 2007, 04:06 PM
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Thanks Norm.  The reason for this is MSTS has limited capacity, and if we always filled the spurs to maximum then only a few tracks would be filled.  What is usually happening if you can't see any cars in the "world" is, they are being placed somewhere else in the route where you don't see them.  Norm and I are continually looking for ways to make the simulations look as realistic and "alive" as possible and full of cars etc. without causing MSTS to crash, which happens at different levels depending on the complexity of the route, whether you're running MSTS BIN, your computer's RAM, and a lot of other factors.


Thanks,


Steve



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