Elvas Tower: Paths over a single track section don't work - Elvas Tower

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Paths over a single track section don't work Rate Topic: -----

#1 User is offline   Csantucci 

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Posted 20 June 2019 - 07:57 AM

See here http://www.elvastowe...ils-ai-traffic/ .
This refers to activity mode.
Paths over a single track section don't work in one direction. AI trains over such path don't appear or appear on a shorter path.
In the other direction it's OK.
Here a test route (default D9 and consist "1 Dash.con" needed)
Attached File  TestOffsets.zip (8.32MB)
Number of downloads: 286
There are three activities: Testoffsets1.act, Testoffsets2.act, Testoffsets3.act. In all three activities the player train appears on a short track. After 30 seconds an AI train appears on the nearby track and should run up to almost the end of such track.
In first activity the AI train appears, but disappears after few meters.
In second activity the AI train does not appear at all.
In third activity (opposite direction) the AI train run is regular.

I found out this some years ago and then forgot it (also because such paths are rare). Now charland stumbled into that. I believe (but am not sure) that the problem arises within method public TCRoutePath(AIPath aiPath, int orgDir, float thisTrainLength, Signals orgSignals, int trainNumber, UserSettings settings) in Train.cs.
Unfortunately I don't fully understand the logic of such method, and therefore wasn't able to remove the bug.

Bug report entry here https://bugs.launchp...or/+bug/1833577 .

#2 User is offline   roeter 

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Posted 20 June 2019 - 11:43 AM

Problem is already explained here.

For timetable mode, it is corrected by adding the following test in CheckEndOfRoutePositionTT (in TTTrain.cs) :

            // never return end of route if train has not moved
            if (endOfRoute && DistanceTravelledM < 0.1) endOfRoute = false;


There are now so many differences between timetable and activity mode that I no longer work on code which applies to activities only.

Regards,
Rob Roeterdink

#3 User is offline   Csantucci 

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Posted 22 June 2019 - 05:27 AM

This patch
Attached File  Fix-single-track-node-path-bug.diff.txt (1.33K)
Number of downloads: 277
should correct the problem.
In a first phase I'll insert it in the OR NewYear MG version.

#4 User is offline   Csantucci 

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Posted 23 June 2019 - 01:10 AM

Inserted in OR NewYear MG rev. 27.

#5 User is offline   charland 

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Posted 23 June 2019 - 03:16 AM

Morning,

I've been making activities for the FJ&Gv2 for the last few weeks, all start inside and engine house, and the path is just 25 feet long on a single piece of track. As soon as the activity opens one of the first things i do is to go into manual mode and I'll be switching cars for the duration of the activity. Never had a problem with this, is this the same thing you are talking about?

Paul :-)

#6 User is offline   Csantucci 

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Posted 23 June 2019 - 07:18 AM

If the path is for the player train and you switch to manual mode just after activity start you won't see the problem. But here http://www.elvastowe...ils-ai-traffic/ you got the problem for the non appearing AI train.

#7 User is offline   charland 

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Posted 23 June 2019 - 08:00 AM

I was doing the same procedure when my AI traffic wasn't spawning on the isolated south mainline until I added a node and joined it to the rest of the track. But yes, if I don't go into Manual I will not be able to change the switch behind my player train to get on the main track.

Paul

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