Elvas Tower: Human dispatching - a trial version - Elvas Tower

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Human dispatching - a trial version Rate Topic: -----

#1 User is offline   Csantucci 

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Posted 29 January 2015 - 08:54 AM

There were some requests whether the dispatcher window could become a way to dispatch trains: force them to start and stop by changing signal state, having them taking other paths by throwing switches. That's a feature I like too.
I have prepared a trial version, that is attached here (simply replace runactivity.exe, runactivityLAA.exe, Menu.exe and ORTS.Settings.dll with the ones included in the .zip file).

I want immediately to state that as of now it does not work exactly as things work in reality, but let's describe the features:

- first of all you must enable the "Human Dispatching" option in the experimental options
- by the dispatcher window you can throw a switch on the path in front of your train (be it AI train or player train). Instead of disappearing or throwing back the switch (as AI trains do in the standard OR version), and instead of going out of control or throwing back the switch (as the player train does), the train follows the new path throwing trailing switches and opening signals if possible and necessary. If such path re-enters the original route later, the original route is followed starting from that point, else the train continues on the path up to track end, and in case of AI trains, differently than in standard OR version, they don't disappear (they however disappear as usually at the end of their original path);
- the signal in front of the switch you throw, if any, does not modify its state due to the thrown switch in front of it (unprototypical, but I hope to correct that), so you have to modify its state yourselves, if needed;
- after a train has passed on a "forced" switch, such switch returns to its natural state, that is it obeys again to the rules of the automatic dispatcher;
- what you don't do manually, will continue to be done automatically by the automatic dispatcher;
- save and resume seems to work correctly, except for the fact that the forced state of a signal doesn't seem to be saved and resumed correctly, but if it is so, it is so also in the standard OR version. I'll have a check on it.

I have tested following situations, for sure only on particular cases, because the combinations are very many:
1) one train following another one is manually diverted to a parallel track and may overtake the first one that gets a forced stop by manually closing a signal; after takeover the train returns on the original path; on the original path it maintains info on stations, waiting points and reverse points
2) one of two trains running in opposite directions and having a colliding path can be diverted to a parallel track;
3) trains can be moved to completely different paths than the original one (however they won't have stops there, if not manually forced by a signal).

I would be happy if someone of you would test a bit this feature, tell me if it works at least partly satisfactorily, if it has bugs or limits and so on.
Attached File  Runactivities1.zip (1.33MB)
Number of downloads: 631

30/1/2015: added missing files in above zip

#2 User is offline   alexmorph3us 

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Posted 30 January 2015 - 03:22 AM

Is it possible that the info regarding station stops may be copied to the alternate path taken at any point in the activity cause that will make it more useful.Especially on single track routes where AI trains may be held in a station waiting for my player train to arrive and I would still like to be able to do the necessary stop there but on a different track without having to collide with the other train.

#3 User is offline   roeter 

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Posted 30 January 2015 - 04:13 AM

The way in which the dispatcher window operates, completely bypasses the proper signalling logic - there are no checks through the signalling if specific actions are allowed, nor are any actions properly activated through the signalling.
This has been a problem right from the start. To extend these problems by introducing new functions in this same way is not a very good idea.
The way this option is now introduced is prone to very serious problems. Letting an AI train run 'wild' without a proper path (just following the main route through all switches) is asking for trouble. There is a very real risk of such trains ending up on tracks where they should not be - e.g. against the direction of traffic. The least of the problems would be that opposite trains are blocked for very long periods, but there is a very real chance of creating deadlocks - especially as the deadlock processing is not properly set up for this new route.
Another problem is that the switches can be thrown without proper checks of the signalling and track section states. This means that by throwing a switch, a train can be brought into the path cleared for another train. This, is turn, could lead to the situation that either train suddenly finds its path blocked, signal falling back to danger right in front of the approaching train and, as worst case, trains going out of control.
Furthermore, the way this control is set up is completely unrealistic. There is no signallig system in the world which allows switches to be thrown if a path has been cleared over that switch. We aim to make OR a realistic simulation in all aspects - please let's keep this line for train control as well.

If it is worthwhile to introduce such functionality, it is worthwhile to do it properly.
That means that any actions must be checked through the signalling logic, and those actions must be activated through the proper signalling control functions.

Basically, there are two ways in which this can be done.
  • An operator takes control of an area, and controls all trains within this area.
    That is quite difficult. The area needs to be defined, which will need a completely new datastructure. On signalled routes, it would mean identifying all entry and exit signals. Also, I think the present dispatcher window display is not really suited for such control.
    I do not think this way of control could be easily introduced.
  • An operator takes control of an individual train. Control can be taken either when the train is stationary, or it can be taken through a signal - the train is taken under manual control when it passes that signal. From that moment on, the train will no longer clear its own path, it is up to the operator to do so. When the train is back on its defined route, control can be released again.
    The route for the train can be set in a proper way - that is, switches can only be thrown if there is no path cleared over that switch. Signals can be requested to clear, but the actual clearing is done through the signal logic.
    Such control can fairly easily be introduced, though it will require new controls in the dispatcher window.


If the latter option is chosen, and is properly worked through the existing signalling logic, it opens up possible extentions which could be very usefull.
Possible further options could be :
  • Allocation of an alternative path.
    An complete, pre-defined (i.e. normal) path could be allocated to a train when taking under manual control. For example, an a quadruple line, the train's own route is on the 'fast' track. If it needs to be moved to the 'slow' track, it can be taken under manual control, switched over to the slow track, and a path using the slow track can be allocated to the train. It can be then be released again, and it has a normal, full working path. Station stops, deadlocks etc. are all processed in the normal way.
  • Allocation of a temporary path.
    This would need the possibility to allocate temporary paths to a specific area, probably to be linked with a signal or node. Such definition and allocation of paths could be added to the track viewer.
    An operator can take control of that signal, and allocate an temporary path to the next train to pass that signal. There is no need for the operator to follow this train. The temporary path is a normal path, so station stops etc. can be processed as normal.
    Such logic can be fairly easily introduced as it is largely similar to the existing Location based passing path processing. Furthermore, such a system would match with similar ideas for provision of alternative paths in the timetable concept.


Finally, in order to be able to have proper manual control, one needs correct information on trains and signalling. The present 'reservation' indication in the dispatcher window - the red line in front of a train - is completely useless. It is simply a line drawn a fixed distance ahead of a train, and takes no information from - and therefor bears no relation to - the actual state of the track circuit sections.

Before any kind of manual control can be introduced, the first task would have to be to correct the dispatcher display and have it shown the actual track circuit section state.

I hate to be a spoil-sport, but in view of all this I kindly but strongly request to withdraw this experiment.
If this function is required, than lets sit down and work out the proper way of doing it.

Regards,
Rob Roeterdink

#4 User is offline   alexmorph3us 

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Posted 30 January 2015 - 05:44 AM

I agree.But I still think it should be implemented the same way Location linked passing path works but make it possible in real time with the help of Dispatch viewer by allowing you to set up an alternative temporary path between two nodes in a specific area like Rob said for safety reasons.I find it useful in situations where you need to meet your schedule if your train is running late.

#5 User is offline   Guille592 

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Posted 30 January 2015 - 06:17 AM

This happens when changing some points

Quote

This is a log file for Open Rails. Please include this file in bug reports.
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Date/time = 30/01/2015 15:11:41 (2015-01-30 14:11:41Z)
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Memory = 4,0 GB
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Disk = C: (Disco fijo local, NTFS, 465,7 GB, 91,3 GB free)
Disk = D: (Disco CD-ROM, )
Disk = E: (Disco extraíble, FAT32, 3,8 GB, 1,3 GB free)
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OS = Microsoft Windows 7 Home Premium 64 bits (6.1.7601)
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Runtime = 2.0.50727.7071 (32bit)
--------------------------------------------------------------------------------
Version = X2822
Build = 0.0.5507.31374 (2015-01-29 17:25:48Z)
Logfile = C:\Users\user\Desktop\OpenRailsLog.txt
Executable = RunActivityLAA.exe
Argument = -start
Argument = -explorer
Argument = C:\Program Files (x86)\Microsoft Games\Train Simulator Versão Comboios de Portugal\ROUTES\CPV_PV2\PATHS\Campina Portinho.pat
Argument = C:\Program Files (x86)\Microsoft Games\Train Simulator Versão Comboios de Portugal\TRAINS\CONSISTS\1800 + 2Sore + 2Schi + Furg.con
Argument = 12:00
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DataLogTSContents = 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0
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HotStart = True
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Logging = True
LoggingFilename = OpenRailsLog.txt
LoggingPath = C:\Users\user\Desktop
Menu_Selection = (user set) C:\Program Files (x86)\Microsoft Games\Train Simulator Versão Comboios de Portugal, C:\Program Files (x86)\Microsoft Games\Train Simulator Versão Comboios de Portugal\ROUTES\CPV_PV2,
ModelInstancing = False
MSTSBINSound = True
Multiplayer = False
Multiplayer_Host = (user set) 74.50.121.14
Multiplayer_Port = (user set) 20416
Multiplayer_UpdateInterval = 10
Multiplayer_User = (user set) Logi3527
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NoForcedRedAtStationStops = False
OverrideNonElectrifiedRoutes = False
PerformanceTuner = False
PerformanceTunerTarget = 60
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PressureUnit = Automatic
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ReplayPauseBeforeEnd = True
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RetainersOnAllCars = False
ScreenshotPath = C:\Users\user\Pictures\Open Rails
ShaderModel = 3
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ShadowMapCount = 4
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--------------------------------------------------------------------------------
Mode = explorer
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Consist = 1800 + 2Sore + 2Schi + Furg (C:\Program Files (x86)\Microsoft Games\Train Simulator Versão Comboios de Portugal\TRAINS\CONSISTS\1800 + 2Sore + 2Schi + Furg.con)
Time = 12:00:00 (12:00)
Season = Summer (1)
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--------------------------------------------------------------------------------
Loading TRK TDB

Warning: Track node 3 pin 0 has invalid link to track node 0 in C:\Program Files (x86)\Microsoft Games\Train Simulator Versão Comboios de Portugal\ROUTES\CPV_PV2\por1.tdb:line 28

SIGCFG DAT ACT RDB CARSPAWN

Warning: Non-existent shape file C:\Program Files (x86)\Microsoft Games\Train Simulator Versão Comboios de Portugal\ROUTES\CPV_PV2\shapes\c_van.s referenced in C:\Program Files (x86)\Microsoft Games\Train Simulator Versão Comboios de Portugal\ROUTES\CPV_PV2\carspawn.dat:line 11

SIGSCR WWWWWWWWWWWWWWWWWWWWWW

Warning: Ignored invalid track node 3 pin [0,0] link to track node 0


ENV SIGCFG SIGCFG TTYPETTTTTTTTTTTTTTTTTTTTWWWWWWWWWWWWWWWWSSSSSSS

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\portinho.s

SSSS

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\bluetruck.s

SSSSSSSSSSSSSSSSSSSS

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\predio2a.s

S

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\golf1.s

S

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\golf2.s

S

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\jeep.s

SSSSSSSSSSSSSS

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\apartamentos2.s

SSSSSSSSSSSSSSSSSSSSSSSSSSS

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\mercbus.s

S

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\ptcabine.s

S

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\sprintervan.s

SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\taxi.s

TRP(default)WSSS

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\oldcar1.s

S

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\oldcar2.s

S

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\oldcar3.s

S

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\oldcar4.s

S

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\oldcar5.s

S

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\oldcar6.s

S

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\oldcar7.s

S

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\oldcar8.s

SSSSWWWWWWWWWWS

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\hiper.s

S

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\boia.s

SSSSSSS

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\circus.s

SSS

Warning: Expected 2 geometry node map elements; got 3 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\ambulancia.s

SSSSSS

Warning: Expected 2 geometry node map elements; got 3 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\obras.s

SSWSSSS

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\viadutomarte2.s

SSSSSWWWWWWWWWWWSWWWWWWWWWWSSSSSSSWSSSWWWWWWWWWWWS

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\campinas.s

SSS

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\predio2ab.s

SSSS

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\antenatmn.s

S

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\antenavoda.s

SSSSSWWWWWWWWWWWSSSSSSSSWWWWWWWWWWSS

Warning: Expected 2 geometry node map elements; got 3 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\voo.s

SWSSS

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\balao2.s

SS

Warning: Expected 4 geometry node map elements; got 5 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\rotodyne.s

SS

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\minas.s

SSSSSSSSSSWWWWWWWWWWSSSSSSSSSSSSSSSSSWSSWWWWWWWWWWWWWWWWWWWWWSWSSSSWWWWWCS

Warning: Expected 10 geometry node map elements; got 11 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\trains\trainset\cp1800\cp1809.s

CS

Warning: Expected 7 geometry node map elements; got 8 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\trains\trainset\cpsorefame\cp10-69_500_ii.s

CS

Warning: Expected 7 geometry node map elements; got 8 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\trains\trainset\cpsorefame\cp10-69_500_i.s

SS

Warning: Expected 1 geometry node map elements; got 2 in sub-object 0 in distance level 0 in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\trains\trainset\cpsorefame\sorefame_in.s

CSS

Warning: Cannot find C:\Program Files (x86)\Microsoft Games\Train Simulator Versão Comboios de Portugal\trains\trainset\CPschindlers\ car sound file ..\sound\pt_sound\genptpassold.sms

C

Warning: Cannot find C:\Program Files (x86)\Microsoft Games\Train Simulator Versão Comboios de Portugal\trains\trainset\CPschindlers\ car sound file ..\sound\pt_sound\genptpassold.sms

CS

Information: Game.ReplaceState(GameStateViewer3D) GameStateViewer3D

Loader: Time = 00:00:24.1623821 ms
Loader: Expected = 91.307.279 bytes
Loader: Actual = 91.308.342 bytes
Loader: Difference = 1.063 bytes (0,0 %)

Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.Button, Text: See in Game]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.CheckBox, CheckState: 1]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.CheckBox, CheckState: 1]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.Button, Text: Follow]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.Button, Text: Normal]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.Button, Text: Assist]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.CheckBox, CheckState: 1]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.CheckBox, CheckState: 1]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.CheckBox, CheckState: 1]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.ListBox, Items.Count: 2, Items[0]: To Main Route]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.ListBox, Items.Count: 4, Items[0]: System Controlled]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.CheckBox, CheckState: 1]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.Button, Text: Reply to Selected]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.ListBox]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.Button, Text: Compose MSG]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.Button, Text: MSG to All]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.Button, Text: MSG to Selected]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.TextBox, Text: ]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.CheckBox, CheckState: 1]'


Information: Ignored missing animations data in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\jp1perredsp2.s

Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.CheckBox, CheckState: 0]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.Button, Text: Remove]'


Information: Ignored missing animations data in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\cpvblind.s

Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.ListView, Items.Count: 0]'


Information: Ignored missing animations data in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\cppk.s

Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.Label, Text: m]'


Information: Ignored missing animations data in shape c:\program files (x86)\microsoft games\train simulator versão comboios de portugal\routes\cpv_pv2\shapes\cpspeag.s

Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.Label, Text: Res]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.UpDownBase+UpDownButtons]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.UpDownBase+UpDownEdit, Text: 5000]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.NumericUpDown, Minimum = 80, Maximum = 200000]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.Button, Text: View Train]'
Localizing '[LocalizableObjectAdapter: Source=System.Windows.Forms.PictureBox, SizeMode: Normal]'
Localizing '[LocalizableObjectAdapter: Source=ORTS.Debugging.DispatchViewer, Text: DispatchViewer]'
Attached Image: Warning.jpg
Attached Image: Warning.jpg
Attached Image: Experimental.jpg

No "Human Dispatcher" option is to be found on the Experimental or other options.

#6 User is offline   Csantucci 

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Posted 30 January 2015 - 06:43 AM

Sorry Guillermo, I forgot to insert two files in the .zip of the first post. I added them now. Pls. redownload the .zip file and try again.

To alexmorph3us: what you suggest about the possibility of having a station stop translated in the alternate path isn't available either for passing paths, even if it would be a desirable feature (but as everything it requires development effort); so at the moment it isn't either available here.

To Rob: much can be improved and I am ready to discuss things together to find out what could be the best solution, but some points are clear to me:
1) everything is more realistic than having an AI train disappearing because it takes the wrong way on a switch;
2) there are cases where a manual dispatching operation is the only way out from an - unrealistic too - deadlock;
3) what I have made available here is purposedly a trial version (moreover operating only if the related option is checked), and not something that is within the mainstream release of OR, so I had a very respectful approach towards OR; having a concrete trial version is one of the best ways to discuss what can be useful and how to implement it. So I will leave it available as of now;
4) a behaviour similar to the one I have implemented is already available in the MP environment for pathless trains, and - realistic or less realistic - it is used with sufficient effectiveness in MP sessions.

#7 User is offline   Guille592 

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Posted 30 January 2015 - 08:02 AM

Working now, grazie Csantucci, I'll let you know if I get any bugs :)

#8 User is offline   RTP 

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Posted 30 January 2015 - 04:49 PM

It seems that in OR 2.0-2.1 will be included a full CTC.

Please, be patient..

Regards.

#9 User is offline   Metro4001 

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Posted 30 January 2015 - 05:39 PM

I actually encourage the introduction of human dispatching. There have been numerous instances where I needed to reroute an AI train on the fly and couldn't do it because it would vanish. I think most of us would be using this feature to put trains in sidings or route high priority trains around slower ones. To me that is realistic.

#10 User is offline   jpmackay 

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Posted 30 January 2015 - 05:40 PM

Look forward to a full CTC in the near future and no problem to be patient till it's available in Open Rails 2.0 - 2.1.

John

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