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Passenger Activities
FLR
post Jul 23 2008, 03:10 PM
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Is it possible to create passenger activities with AG?
Thanks,
Fred
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jrmeindl
post Jul 23 2008, 05:14 PM
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QUOTE(FLR @ Jul 23 2008, 04:10 PM) *
Is it possible to create passenger activities with AG?
Thanks,
Fred


No, not really. AG is really set up for producing switching work orders. I have used it as a starting point though and then used the Activity Editor to finish it off. You can use it to fill the sidings and set up some traffic and pick a path. I usually choose the longest path, or one that has passes some or all the stations. I usually select at least one siding to work and then generate the activity Once that is done, I use the AE to edit out the work, change the consist, set up the station stops and fiddle with trains schedule. Save the activity and you should be ready to go. You should have some experience with the AE since it is not always for the faint of heart.

Jim
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FLR
post Jul 23 2008, 07:33 PM
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Thanks for your reply. Yes, I have had some experience with AE - - mostly bad. I have been using the trial and error method - - mostly error. I think I'll skip passenger train activity for awhile.
Regards,
Fred
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ssstump
post Aug 20 2008, 10:37 PM
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Howzabout something like this?

First, I really like freight switching, etc, so I find AG to be way cool.

But, now and then, I like to sit back, relax, and enjoy a more leisurely activity, such as hauling a romantic old string of 1940's passenger coaches across Cajon Pass with my shiny F3. It would be even better if the world didn't look 'abandoned' though.

I tried last night to create such an activity, but it turned into more work than fun. I ended up with no cars behind me (except in my imagination), and a bad report on what I did not pick up and set out. ;-)

What about an option to just populate my 'world' and let me choose my consist?

No work order required. Just a world that is alive, where I can choose to start from here and go to there with the consist of my choice. :-)



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nbeveridge
post Aug 21 2008, 06:06 AM
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QUOTE(ssstump @ Aug 20 2008, 10:37 PM) *
Howzabout something like this?

First, I really like freight switching, etc, so I find AG to be way cool.

But, now and then, I like to sit back, relax, and enjoy a more leisurely activity, such as hauling a romantic old string of 1940's passenger coaches across Cajon Pass with my shiny F3. It would be even better if the world didn't look 'abandoned' though.

I tried last night to create such an activity, but it turned into more work than fun. I ended up with no cars behind me (except in my imagination), and a bad report on what I did not pick up and set out. ;-)

What about an option to just populate my 'world' and let me choose my consist?

No work order required. Just a world that is alive, where I can choose to start from here and go to there with the consist of my choice. :-)



Did you try specifying cars in train at start, then choose a destination track, but do not choose any tracks to work? AG should perform "rail car fill" all along the way and have a work order (which you can ignore) that merely dumps the starting train at the destination. Once the activity is generated, you can use CB or whatever to set up the player train as you desire.


--------------------
Norman
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ssstump
post Aug 21 2008, 09:53 AM
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Thank you for your reply.

Yes I did try that, but the only paths in the Cajon Pass EB template that seem to have tracks that want/provide passenger cars have a Max Cars (starting train) for path, set to 0 by the designer, so I have to get the cars from a track.

When I choose Source Track and a Final Destination track (no working tracks) that appear to provide/want passenger cars, (PSGR), I only get freight cars. For instance:

FSCY Santa Fe Coach Servicing # PICKUP 33185 0 FC_SPOOL SPL DEST: Coach Yard #2
FSCY Santa Fe Coach Servicing # PICKUP 33185 1 US2Freightcar1 AUTO DEST: Coach Yard #2
FSCY Santa Fe Coach Servicing # PICKUP 33185 2 US2DbleHgtFrghtBl TOFC DEST: Coach Yard #2
FSCY Santa Fe Coach Servicing # PICKUP 33185 3 NEcoilCR STL DEST: Coach Yard #2
FSCY Santa Fe Coach Servicing # PICKUP 33185 4 cb-bn1 LMT DEST: Coach Yard #2

I tried modifying a couple of other tracks to provide/want PSGR with same results.

I was gonna try adding new passenger cars with a different key to the csv file, and then change tracks to that key, but that's when I realized I spend WAY more time trying to create what I want to do, then doing it. haha

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jrmeindl
post Aug 21 2008, 11:41 AM
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QUOTE(ssstump @ Aug 21 2008, 10:53 AM) *
Thank you for your reply.

Yes I did try that, but the only paths in the Cajon Pass EB template that seem to have tracks that want/provide passenger cars have a Max Cars (starting train) for path, set to 0 by the designer, so I have to get the cars from a track.

When I choose Source Track and a Final Destination track (no working tracks) that appear to provide/want passenger cars, (PSGR), I only get freight cars. For instance:

FSCY Santa Fe Coach Servicing # PICKUP 33185 0 FC_SPOOL SPL DEST: Coach Yard #2
FSCY Santa Fe Coach Servicing # PICKUP 33185 1 US2Freightcar1 AUTO DEST: Coach Yard #2
FSCY Santa Fe Coach Servicing # PICKUP 33185 2 US2DbleHgtFrghtBl TOFC DEST: Coach Yard #2
FSCY Santa Fe Coach Servicing # PICKUP 33185 3 NEcoilCR STL DEST: Coach Yard #2
FSCY Santa Fe Coach Servicing # PICKUP 33185 4 cb-bn1 LMT DEST: Coach Yard #2

I tried modifying a couple of other tracks to provide/want PSGR with same results.

I was gonna try adding new passenger cars with a different key to the csv file, and then change tracks to that key, but that's when I realized I spend WAY more time trying to create what I want to do, then doing it. haha



Those particular sidings are really not all that long to start a train on. It looks like the longest one can hold about 10-12 cars. When designing the templates, I wanted to give users the ability to "switch and transfer" passenger cars from the coach yards. They were never intented to be used to start passenger trains since AG does not really have the ability to create passenger activities. Also, if I recall corrrectly, AG will never place passenger cars in any of the yards, only on the coach sidings. Norm's answer is what I would do to create a passenger activity with one little addition. In the case of Cajon, I would start my train at one of the ends and pick one track as my destination at the opposite end to creat the activity. I usually go to the Activity Editor to change out the consist for that activity to the passenger train of my liking. The only drawback is the activity will not end when you get to the destination since you swapped out the cars which will have different ID's. If you know how to add a Location Event you can use one to end the activity at end of the train's path. In speaking with Steve while creating the templates, I had asked about using Location Events. Unfortunately they can't be used since AG stips them from the activity if they are in Activity Template during the creation process.

Jim
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ssstump
post Aug 21 2008, 12:35 PM
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QUOTE(jrmeindl @ Aug 21 2008, 01:41 PM) *
Those particular sidings are really not all that long to start a train on. It looks like the longest one can hold about 10-12 cars. When designing the templates, I wanted to give users the ability to "switch and transfer" passenger cars from the coach yards. They were never intented to be used to start passenger trains since AG does not really have the ability to create passenger activities. Also, if I recall corrrectly, AG will never place passenger cars in any of the yards, only on the coach sidings. Norm's answer is what I would do to create a passenger activity with one little addition. In the case of Cajon, I would start my train at one of the ends and pick one track as my destination at the opposite end to creat the activity. I usually go to the Activity Editor to change out the consist for that activity to the passenger train of my liking. The only drawback is the activity will not end when you get to the destination since you swapped out the cars which will have different ID's. If you know how to add a Location Event you can use one to end the activity at end of the train's path. In speaking with Steve while creating the templates, I had asked about using Location Events. Unfortunately they can't be used since AG stips them from the activity if they are in Activity Template during the creation process.

Jim


Thanks a lot guys! I appreciate all the effort you put into helping a newbie. I now have the train of my choice on Cajon with traffic!

I tried Norm's suggestion last night, but every time I started the Acticity Editor, it immediately crashed. When I read the latest post, I thought, well - okay, I'll try one more time and voila! Must of been a hang up somewhere cuz this morning I lost electric, so the computer was restarted.

I assumed those coach tracks were designed for switching as you said, but I was just trying to make it work somehow. I still don't understand why it gave me freight cars to pick up on the track tho.

Anyway - I'm a happy camper. :-)

Maybe a suggestion for future AG - A tool to allow me to just pick the path and consist I want to drive and off I go to do whatever I want without a work order or anything, but I have traffic to spice things up above 'Explore Route' :-)

Again - Thanks
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ssstump
post Aug 21 2008, 12:45 PM
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P.S.

The CP map provided with the template is superb! I hardly ever get lost. ;-)

Nice work Jim and Don.
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jrmeindl
post Aug 21 2008, 04:32 PM
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QUOTE(ssstump @ Aug 21 2008, 01:45 PM) *
P.S.

The CP map provided with the template is superb! I hardly ever get lost. ;-)

Nice work Jim and Don.



Glad you were able to get something that worked for you.

Don and I worked on the siding names, siding markers and mileposts. Map wizard Craig Kawahara provided the special edition map for the AG edition of Cajon. Without Craig's map, Cajon would be a difficult route to navigate.

Jim
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