Elvas Tower: Hybrid Route (Electric and Diesel) - Elvas Tower

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Hybrid Route (Electric and Diesel) Rate Topic: -----

#1 User is offline   OldWildTrain 

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Posted 23 August 2017 - 09:56 AM

Just a thought, or a curiosity, but I'm really interested to know how much we can realize in MSTS (especially with TSRE5 tool).

I know that basically MSTS doesn't permit to create an hybrid route, but you must chose if a route will be electrified or only Diesel, but is really true?
Probably here only the advanced users can answer me, but there is no solution to hide a wire where no necessaary? Is the wire related to the tracks or it will putted automatically by the simulator? If the wire is related to the tracks, is not possible to make a clone, for example of the Xtracks A section, and modify the source of each piece in order to hide the wire?

Probably I'm saying alot of bulls**t, but I've already said these are only thoughts.

#2 User is offline   Goku 

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Posted 23 August 2017 - 10:10 AM

You can hide the MSTS wire in OR.

#3 User is offline   OldWildTrain 

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Posted 23 August 2017 - 10:28 AM

Thanks for your answer Goku. But if you hide the MSTS wire in OR, you will hide the wire for the whole route, is right?
If I want for istance a route 50% with wire and the other 50% without wire, what is the best solution (if exist)?

#4 User is offline   ArkansasRailfan 

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Posted 23 August 2017 - 10:44 AM

I'm not aware that you can do 50% wire, and 50% without wire... interesting discussion to say the least!

#5 User is offline   copperpen 

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Posted 23 August 2017 - 11:36 AM

There is a utility called Hidewire that will do exactly what you are looking for. Build the route then take the wires down for the juice free zone. Last I saw the utility was over at Trainsim.com

#6 User is offline   ebnertra000 

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Posted 23 August 2017 - 12:21 PM

There are several, mostly European, routes that use gantry sets that have wires built into them so that only electrified lines have wires. The gme-installed 'wires' are still above all tracks, but at a height of 600m or some other absurdly large figure. The only problem is that electrics can run anywhere, whether they're supposed to or not

#7 User is offline   Ernst 

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Posted 24 August 2017 - 09:33 AM

Hi OldWildTrain,

An other method to hide pártially the wire:

1. Search for the corresponding "world" files in MSTS-WORLD-directory where you want to eliminate the wire.
2. In each "world" file look for all (or if needed only where you need it)TrackObj-SectionInx and put it to 150. Bingo, no wire anymore. Don't forget to save the Files.

Hope it is somewhat helpful for your task.

#8 User is offline   Goku 

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Posted 24 August 2017 - 09:40 AM

View PostErnst, on 24 August 2017 - 09:33 AM, said:

2. In each "world" file look for all (or if needed only where you need it)TrackObj-SectionInx and put it to 150. Bingo, no wire anymore. Don't forget to save the Files.

This solution can be used only when you don't want to edit these tracks in the future.

#9 User is offline   PTrains87 

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Posted 01 February 2021 - 09:42 AM

Hello everyone, hope I won't go against the rule if I'm "refreshing" such old thread as this is an interesting topic and I was interested as well to have such solution.
So before to even try what Ernst said, I have opened "world" tile in NotePad and I've noticed that not all the single pieces of tracks doesn't have the same TrackObj-SectionInx value.

For example I have those 3 examples below:

Quote

TrackObj (
UiD ( 5 )
SectionIdx ( 7 )
Elevation ( 0 )
CollideFlags ( 39 )
FileName ( A2t100mStrt.s )
StaticFlags ( 00200180 )
Position ( -430.306 177.384 750.581 )
QDirection ( 0 -0.0173135 0 -0.99985 )
VDbId ( 4294967295 )
)

TrackObj (
UiD ( 18 )
SectionIdx ( 22040 )
Elevation ( 0 )
JNodePosn ( -5560 14285 -416.783 177.384 1020.55 )
CollideFlags ( 39 )
FileName ( A1tPnt7_5dRgtMnl.s )
StaticFlags ( 00200180 )
Position ( -416.783 177.384 1020.55 )
QDirection ( 0 -0.0609096 0 -0.998143 )
VDbId ( 4294967295 )
)

TrackObj (
UiD ( 20 )
SectionIdx ( 38037 )
Elevation ( 0 )
CollideFlags ( 39 )
FileName ( A1t25mStrt.s )
StaticFlags ( 00200180 )
Position ( -411.835 177.384 1021.16 )
QDirection ( 0 -0.0609096 0 -0.998143 )
VDbId ( 4294967295 )
)


As you can see the SectionIdx has 3 different values, so what does it mean? Also why putting 150 in there make it disappear the wire? Can somebody explain to me this?
I will appreciate it!

#10 User is offline   Genma Saotome 

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Posted 01 February 2021 - 11:14 AM

The value of the SectionIdx() does two things: It is put into the .tdb to identify each track shape and it points to the tsection.dat file where the dimensional information is stored. Put the two together and you can draw a track path.

The whole sequence looks like

Select track shape name in editor ----> Find corresponding name in tsection.dat ----> return SectionIdx number to World file -----> write entry there ----> write .tdb entry too.

The neat thing is the shape file name is only needed in the first two steps... once that's done it is sort of irrelevant, which means at some later time you can go in to the world file entry and change the value of Filename() to any other shape name and everything will still work, even if the new name is a building or tree... the game software doesn't care. That trick is often used to substitute with a shape that has all the same dimensions but is textured differently.

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