Elvas Tower: Switch position indication reversed - Elvas Tower

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

Switch position indication reversed RMD East Route Rate Topic: -----

#1 User is offline   spud 

  • Conductor
  • Group: Status: Inactive
  • Posts: 365
  • Joined: 05-May 10
  • Gender:Male
  • Location:Pensacola
  • Country:

Posted 05 May 2013 - 10:14 AM

Noticed that with the RMD East route in OR the switch indication are reversed from MSTS indications. Switch aligned for divergence shows straight through indication straight through traffic indicate divergent route.
see screen shots

Attached thumbnail(s)

  • Attached Image: Open Rails 2013-05-05 12-34-42.jpg
  • Attached Image: Open Rails 2013-05-05 12-35-02.jpg


#2 User is offline   eric from trainsim 

  • Waste Disposal Engineer
  • Group: Private - Open Rails Developer
  • Posts: 1,580
  • Joined: 30-October 10
  • Gender:Male
  • Simulator:ORTS
  • Country:

Posted 05 May 2013 - 10:22 AM

The track monitor has it correct, so it could just be a problem with the rotation on the switchstand.

I had a lot of problems getting add-on switchstand animations to behave. It's one of the reasons I converted over to Scalerail.

#3 User is offline   James Ross 

  • Open Rails Developer
  • Group: Status: Elite Member
  • Posts: 5,491
  • Joined: 30-June 10
  • Gender:Not Telling
  • Simulator:Open Rails
  • Country:

Posted 05 May 2013 - 01:48 PM

I believe these switch stands make use of out-of-bounds frame numbers and when I fixed them to animate at all, and I did question whether I'd got the handling of these out-of-bounds values right. (Comment 11 of bug 1096831.)

If they're backwards, I'll have to work out what the right way to animate these is.

#4 User is offline   rdamurphy 

  • Open Rails Developer
  • Group: Private - Open Rails Developer
  • Posts: 1,199
  • Joined: 04-May 06
  • Gender:Male
  • Location:Thornton, CO
  • Simulator:MSTS - OR
  • Country:

Posted 05 May 2013 - 09:26 PM

View PostJames Ross, on 05 May 2013 - 01:48 PM, said:

I believe these switch stands make use of out-of-bounds frame numbers and when I fixed them to animate at all, and I did question whether I'd got the handling of these out-of-bounds values right. (Comment 11 of bug 1096831.)

If they're backwards, I'll have to work out what the right way to animate these is.


James, if you need one, I can send you one...

Robert

#5 User is offline   steved 

  • Superintendant
  • Group: Status: Elite Member
  • Posts: 1,855
  • Joined: 19-December 09
  • Gender:Male
  • Location:South of here
  • Simulator:ORMG
  • Country:

Posted 26 June 2014 - 06:28 AM

While I'm not an expert at signal scripts I decided to take a look at the sigconfig.dat for the RMD East.

About half way down I found this,

SignalType ( "SwitchLamp"
SignalFnType ( DISTANCE )
SignalLightTex ( "ltex" )
SemaphoreInfo ( 0.5 )
SignalFlags ( SEMAPHORE )

SignalDrawStates ( 2
SignalDrawState ( 0
"Reverse"
SemaphorePos ( 1 )
)
SignalDrawState ( 1
"Normal"
SemaphorePos ( 2 )


and changed it to this,

SignalType ( "SwitchLamp"
SignalFnType ( DISTANCE )
SignalLightTex ( "ltex" )
SemaphoreInfo ( 0.5 )
SignalFlags ( SEMAPHORE )

SignalDrawStates ( 2
SignalDrawState ( 0
"Normal"
SemaphorePos ( 1 )
)
SignalDrawState ( 1
"Reverse"
SemaphorePos ( 2 )

I swapped the Normal and Reverse states in the SignalDrawStates.

All is well!
Now I have to figure out a way to speed up the switchstand animation for the Monon.

Steve

#6 User is offline   Jovet 

  • Open Rails Developer
  • Group: Status: Elite Member
  • Posts: 2,250
  • Joined: 14-January 08
  • Gender:Male
  • Location:Omaha, Nebraska.
  • Simulator:MSTS/Open Rails
  • Country:

Posted 05 July 2014 - 11:02 AM

View Poststeved, on 26 June 2014 - 06:28 AM, said:

Now I have to figure out a way to speed up the switchstand animation for the Monon.


The SemaphoreInfo value (earlier in the SignalType entry) determines the number of seconds to pass between frames of animation. In the code you posted, it's 0.5 so the game will take half a second to move from frame #0 to frame #1. (Frame numbers are determined by the SemaphorePos values.) So, lower that value to make it faster.

#7 User is offline   asteph627 

  • Fireman
  • Group: Status: Active Member
  • Posts: 186
  • Joined: 09-February 13
  • Gender:Male
  • Location:Louisiana
  • Simulator:open rails
  • Country:

Posted 09 December 2015 - 08:33 PM

Thanks steved. It worked perfectly!

AJ


View Poststeved, on 26 June 2014 - 06:28 AM, said:

While I'm not an expert at signal scripts I decided to take a look at the sigconfig.dat for the RMD East.

About half way down I found this,

SignalType ( "SwitchLamp"
SignalFnType ( DISTANCE )
SignalLightTex ( "ltex" )
SemaphoreInfo ( 0.5 )
SignalFlags ( SEMAPHORE )

SignalDrawStates ( 2
SignalDrawState ( 0
"Reverse"
SemaphorePos ( 1 )
)
SignalDrawState ( 1
"Normal"
SemaphorePos ( 2 )


and changed it to this,

SignalType ( "SwitchLamp"
SignalFnType ( DISTANCE )
SignalLightTex ( "ltex" )
SemaphoreInfo ( 0.5 )
SignalFlags ( SEMAPHORE )

SignalDrawStates ( 2
SignalDrawState ( 0
"Normal"
SemaphorePos ( 1 )
)
SignalDrawState ( 1
"Reverse"
SemaphorePos ( 2 )

I swapped the Normal and Reverse states in the SignalDrawStates.

All is well!
Now I have to figure out a way to speed up the switchstand animation for the Monon.

Steve


#8 User is offline   Fred 

  • Engineer
  • Group: Status: Active Member
  • Posts: 614
  • Joined: 23-April 12
  • Gender:Male
  • Location:MP44.2 Worcester, MA
  • Simulator:MSTS
  • Country:

Posted 18 January 2016 - 08:04 AM

Sorry to bump an old thread but I had the same exact problem GN Marias pass 4.

If you have an "Openrails" sub-directory in your route folder be sure to change the sigcfg.dat in that folder as well as the cigcfg.dat in your route folder. I keep two copies of cigcfg.dat so that the MSTS route editor doesn't crash.

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users