Loose consist exhaust
#21
Posted 09 February 2015 - 06:46 PM
Thanks to you for at least solving the full throttle loose consist smoke problem for the time being. Better to have no smoke than a supposedly idling locomotive looking like it's at full throttle.
#22
Posted 10 February 2015 - 12:37 AM
#23
Posted 10 February 2015 - 02:15 AM
Edward K.
#24
Posted 10 February 2015 - 02:34 AM
Eldorado.Railroad, on 09 February 2015 - 03:19 PM, said:
I will give this a try later tonight, I just hope that a wait point bug (another recent thread with Rob Roeter at the helm!) will not clobber my test activities. Big thanks for your effort on this bug.
Could you explain exactly what is mean't by this (maybe a an example consist?):
"At this time it would be bit more difficult to have a number of static locomotives with the exhaust indicating as running and shutdown."
Steve
Steve,
The fix right now is actually the way MSTS works. The static locomotives become active when the player train attaches to them. Unfortunately, if I was able to set them up to run, all would have to run. To choose what will run and what won't is the future of OR since this is something that could be set up via a new and improved activity editor.
Edward K.
#25
Posted 10 February 2015 - 03:31 AM
#26
Posted 10 February 2015 - 06:57 AM
#27
Posted 10 February 2015 - 08:29 AM
#28
Posted 10 February 2015 - 08:30 AM
When an AI train is removed, the Train variable for all cars is set to null. Because the viewer may have already 'captured' that car for display, it can happen that car.Train == null, so testing for car.Train.Traintype will cause a crash.
Second : why is the state 'poweron' not used? Surely an engine which has power switched off (so poweron == false) should not emit smoke (if it does, better call the firebrigade). This would be independent of Traintype.
This would help to make this solution more general, for in particular in timetable mode, trains can switch power on and off depending on the required actions. For instance, timetable mode allows trains to be 'stabled' before the first or inbetween duties, and during this time the power is switched off. These trains are not classified as 'STATIC'. At present, power is switched back on 2 mins. before required (re)start.
I suppose this would not work for steam engines, but then steam engines do not 'suddenly' switch power on when another engine is attached, so the present solution does not work for steam engines, anyway.
Regards,
Rob Roeterdink
#29
Posted 10 February 2015 - 02:29 PM
roeter, on 10 February 2015 - 08:30 AM, said:
When an AI train is removed, the Train variable for all cars is set to null. Because the viewer may have already 'captured' that car for display, it can happen that car.Train == null, so testing for car.Train.Traintype will cause a crash.
Second : why is the state 'poweron' not used? Surely an engine which has power switched off (so poweron == false) should not emit smoke (if it does, better call the firebrigade). This would be independent of Traintype.
This would help to make this solution more general, for in particular in timetable mode, trains can switch power on and off depending on the required actions. For instance, timetable mode allows trains to be 'stabled' before the first or inbetween duties, and during this time the power is switched off. These trains are not classified as 'STATIC'. At present, power is switched back on 2 mins. before required (re)start.
I suppose this would not work for steam engines, but then steam engines do not 'suddenly' switch power on when another engine is attached, so the present solution does not work for steam engines, anyway.
Regards,
Rob Roeterdink
There were a number of options that I have been trying to look into. For starters, the poweron command has no affect on the static diesel locomotives. I know it sounds odd since under the MSTSDieselLocomotive constructor, poweron is set to true. Many versions ago, the DieselEngines class was put into use. Before this, both the player train and static locomotives shared the exhaust issue so the DieselEngines class is for the player train.
Edit: Its possible the AI trains are using the DieselEngines class.
Regarding the crashing, Carlos found out about this and corrected this so the crashing you experienced should have been solved. Please let me know if the fix did not solve all crashing issues.
Edward K.
#30
Posted 10 February 2015 - 02:33 PM
gpz, on 10 February 2015 - 03:31 AM, said:
No problems. I came home from work tired and with a headache so my brain was not operating as it should.