QUOTE(prr4ever @ Jan 12 2011, 02:56 PM)
Thanks Jim,
I know well how to edit most files but looking at the .act files for the consist the uid's don't really describe the actual file name of the equipment in the consist. At least not in a manner I can make sense of.
What I really would like to do is be able to have AG load up sidings with loaded and MT coal such as the Pokey or ERD routes. Ditto on other routes that carry a lot of say TOFC or Tanks etc.
I can edit the consists okay with Con Builder but it does seem to change the car ID's and thus not agree with the work orders. Still as much fun but you will not get an activity completion. It is also a real time consumer editing loose consists which are quite random and often lengthy.
You shouldn't ADD cars to the generated activity, just change what's there. Then any software that subs one car for another will work, with the caveat that if AG put a hopper car on a siding, it will still think it's a hopper car, not a tank car even if you put a tank car there.
If this is just about having more cars on the sidings, you can increase the number of cars AG places in the "world" using a setting in AG. Note however that there is a limit, and the more cars in an activity the slower MSTS runs. If it wasn't for this MSTS limit, AG could fill every single siding completely. But we had to compromise with filling as many as we could w/o crashing MSTS. On really long routes/templates things can look sparse since AG tries to spread the cars over the whole area covered by the template.
You can play with the "World Fill Settings" in AG and that may give you the results you want. For instance if you only have it fill the areas you actually have work in, it will be able to put more cars in those areas (since it isn't filling other areas). Again, it is a compromise to deal w/ MSTS capacity. Perhaps the new OpenRails will render that a non-issue?
Thanks,
Steve Davis