When using multiple car spawner lists, only the default car spawner vehicles (i.e the default carspawner.dat in the main route directory) respect level crossings. Any additional car spawners added in the additional carspawner.dat in the OPENRAILS directory do not stop at level crossings. Tested by using same level crossing settings, but merely swapping out car list.
Tested in X 1.3.1-331 as well as the latest New Year MG
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Alternate Car Spawner Vehicles Do Not Stop at Level Crossings
#4
Posted 05 April 2021 - 12:32 AM
#5
Posted 05 April 2021 - 04:57 AM
I have had cars fail to stop at level crossings in the past, but it's a very inconsistent behavior, and hard to replicate. This has been going on for quite some time, but I've never been able to isolate a cause
#6
Posted 05 April 2021 - 09:25 AM
Csantucci, on 05 April 2021 - 12:32 AM, said:
This works here, see picture: the presence of the yellow post busses shows me that it is an extension car spawner.
ExtCarSpawnCross.jpg
ExtCarSpawnCross.jpg
Hi,
I believe I managed to pinpoint the cause. Any alternate car spawner set faster than speed 35(m/s) does not stop at the level crossings. The default car spawner items still respect the level crossings regardless of the speed.
Screenshot below: the car spawner on left (with road vehicles) is the default spawner, while the planes are the additional list. You can see the planes are still passing thru. Both are set up same way (frequency 10, speed 36)
https://i.ibb.co/z66x6WP/Open-Rails-2021-04-05-07-18-52.png
I do think 35m/s (130kmh) is more than enough for most folks, but for context, I have track crossing an airport runway, and as a bit of an easter egg i've included planes taking off on the runway defined as an alternate car spawner. I had set the speed to 40m/s when this bug became apparent.
#7
Posted 05 April 2021 - 12:33 PM
I've seen it at slower speeds than that. Most of my county roads are at or about 27m/s, and dirt roads considerably slower than that, and I've seen it at both. The problem is, I'll see it at that crossing, and then if I run through that same crossing on a different occasion, the cars will stop. It so inconsistent I haven't been able to pin down a cause
#8
Posted 05 April 2021 - 12:59 PM
I've now set the CarAvSpeed to 40 for a standard and an extended car spawner, and in both of them vehicles stop at the level crossing.
#9
Posted 05 April 2021 - 01:34 PM
Csantucci, on 05 April 2021 - 12:59 PM, said:
I've now set the CarAvSpeed to 40 for a standard and an extended car spawner, and in both of them vehicles stop at the level crossing.
Thats very curious. I have been able to consistently reproduce it as as above. I even created a fresh test track & road intersection as shown above, just to validate that it isn't track DB related.
Just for reference, my default carspawn.dat is as below:-
SIMISA@@@@@@@@@@JINX0v1t______ 10 CarSpawnerItem( "c_car.s" 10 ) CarSpawnerItem( "c_van.s" 12 ) CarSpawnerItem( "c_camion001.s" 13 ) CarSpawnerItem( "c_camion002.s" 13 ) CarSpawnerItem( "c_camion003.s" 13 ) CarSpawnerItem( "c_camion004.s" 13 ) CarSpawnerItem( "c_camion005.s" 13 ) CarSpawnerItem( "camionMilitare.s" 13 ) CarSpawnerItem( "austin7logreen.s" 10 ) CarSpawnerItem( "austin7lored.s" 10 ) )
While the extended carspawn.dat is as below (placed in OPENRAILS folder)
SIMISA@@@@@@@@@@JINX0v1t______ 1 CarSpawnerList( ListName ( "Plane" ) 2 CarSpawnerItem( "SC_camel01.s" 4 ) CarSpawnerItem( "bzz-TigerMothBAZ.s" 4 ) )
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