Enhanced trainspotting.
#1
Posted 23 January 2016 - 07:48 PM
Note: The entries below are from the activity file and the new entry which is the last entry should only be used if you are setting up a train spotting activity within the operating range of a crossing.
NextActivityObjectUID ( 32768 )
ORTSAIHornAtCrossings ( 1 )
ORTSSpotterDeactivateCrossing ( 1 )
Edward K.
#2
Posted 23 January 2016 - 10:54 PM
Edward K.
#3
Posted 24 January 2016 - 02:43 AM
edwardk, on 23 January 2016 - 07:48 PM, said:
Before you do anything, why is the crossing being triggered? Is the invisible train too close to it or what? I'm not going to approve new parameters without understanding the actual problem. :)
edwardk, on 23 January 2016 - 10:54 PM, said:
Level crossings, as defined by MSTS's data, is that they should be closing/closed if:
- A train is anywhere within the minimum activation distance.
- A train is moving such that it will be within the minimum activation distance in less time than the warning time.
OR has extended this slightly so that if the train's track reservation runs out before the crossing, the train no longer activates it (this allows you to pull up to a red platform light without activating the crossing just the other side).
What exactly are you proposing to change about this, Edward?
#4
Posted 24 January 2016 - 09:44 AM
James Ross, on 24 January 2016 - 02:43 AM, said:
Level crossings, as defined by MSTS's data, is that they should be closing/closed if:
- A train is anywhere within the minimum activation distance.
- A train is moving such that it will be within the minimum activation distance in less time than the warning time.
OR has extended this slightly so that if the train's track reservation runs out before the crossing, the train no longer activates it (this allows you to pull up to a red platform light without activating the crossing just the other side).
What exactly are you proposing to change about this, Edward?
As you know right now, the crossings operate based on both player and AI train being within proximity of the crossing. This issue stood out the most running a trainspotting activity. The invisible player train in this situation is sitting off a siding as a spotter with the the gates activated. Unfortunately, I did not have the complete picture of how the crossings are operating when I first posted since my first post indicated possible changes concerning an entry into the activity file. The only operation that I am looking into changing is the gates being activated when sitting just before the crossing and not moving. Crossings under MSTS operate as they should and do not display the same issues indicated above.
Note: Although I can't rule out the first change that I first posted about yet, I will only use it if I have to.
Edward K.
#5
Posted 24 January 2016 - 10:55 AM
edwardk, on 24 January 2016 - 09:44 AM, said:
Okay, but we still need to figure out why it is different to MSTS first IMHO. The questions below may be easy or hard to answer, but without doing so we will be just as likely to make things worse overall as we are to make things better. Changing our understanding of data needs to be carefully done. :)
Is the train placed the same in OR and MSTS? If the train is within the minimum activation distance, why does it not trigger in MSTS? If the train is not within the minimum activation distance, why does it trigger in OR?
#6
Posted 24 January 2016 - 11:54 AM
regards,
vince
#7
Posted 24 January 2016 - 01:54 PM
James Ross, on 24 January 2016 - 10:55 AM, said:
Is the train placed the same in OR and MSTS? If the train is within the minimum activation distance, why does it not trigger in MSTS? If the train is not within the minimum activation distance, why does it trigger in OR?
James,
For starters the way the crossings are operating under MSTS is correct. If the crossing sensors do not detect movement within a period of time, the crossing operation is cancelled. This little fact was evidently forgotten in OR. The level crossing operation in OR is using the MinimumDistance value and the WarningTime value from the level crossing property. Regular operation appears to be fine.
Note: Key tests are performed within the Update portion of the code. It is here where the train is added to the crossing list which means the gates are activated or removed from the crossing list which would deactivate the crossing.
Edward K.
#8
Posted 25 January 2016 - 11:29 AM
Edward K.
#9
Posted 25 January 2016 - 12:07 PM
edwardk, on 25 January 2016 - 11:29 AM, said:
Please remember to explain what the behavioural changes are before asking for approval, as I currently have no idea what is getting changed. :)
#10
Posted 26 January 2016 - 09:31 AM
Phil