Changes to MP signalling and Train Control First phase now committed
#11
Posted 17 December 2013 - 07:20 AM
I've found MP useful for testing during development, and it's a cardinal rule not to install signals until the track is done.
There are also several switching routes which don't have signals at all (presumably Dave's Goose Island will be one of them?).
#12
Posted 17 December 2013 - 08:09 AM
#13
Posted 17 December 2013 - 08:59 AM
JTang, on 17 December 2013 - 05:23 AM, said:
There isn't a single signalling system anywhere in the world where you can throw a switch once a signal has been cleared over that switch.
If the setting of a switch has to be changed but a signal has allready been cleared over that switch, then first that signal has to be reset.
That is not a restriction specific to OR, but a normal, standard, universal rule.
In another thread somewhere it is clearly stated that "OR is a simulator, and not a game".
That goes for physics, scenary etc. - but also for signalling.
Just try any of the signalling simulators that are available (there are plenty of these, some for free), and you'll see what I mean.
Regards,
Rob Roeterdink
#14
Posted 17 December 2013 - 09:02 AM
eolesen, on 17 December 2013 - 07:20 AM, said:
I've found MP useful for testing during development, and it's a cardinal rule not to install signals until the track is done.
There are also several switching routes which don't have signals at all (presumably Dave's Goose Island will be one of them?).
Please read the first paragraph again - all in good time.
To get a train out of "Wait Dispatcher" mode if there are no signals need some direct control of the train - and that is not available yet.
Regards,
Rob Roeterdink
#15
Posted 18 December 2013 - 12:28 AM
MP IN OR IS A GAME, AND MAKE IT FUN IS ESSENTIAL.
IWe must maintain a level of flexibility that none euroean style of railroading can be achieved.
#16
Posted 18 December 2013 - 01:39 AM
JTang, on 18 December 2013 - 12:28 AM, said:
MP IN OR IS A GAME, AND MAKE IT FUN IS ESSENTIAL.
IWe must maintain a level of flexibility that none euroean style of railroading can be achieved.
You'ld better read this.
And I quote in particular :
Quote
Furthermore, it has nothing to do with european style or not : just try TrainDispatcher3 (a USA signalling simulator), and you'll find that it is not possible to (re)set a switch after a signal has been cleared over it.
Regards,
Rob Roeterdink
#17
Posted 18 December 2013 - 03:27 AM
Although may be unrealistic, directly throwing a switch is a feature we should preserve.
Maybe we can try this, if a switch is changed, the signals guarding it will be changed to system control, thus will be properly updated.
#18
Posted 18 December 2013 - 05:38 AM
Also, if the "hobby dispatcher" can´t cope with what has to be done, he can in the end decide to have one or the other trains wait at a STOP indication for some time, until he got the other mess sorted. Shouldn´t be too much of a problem :victory:
Cheers, Markus
#19
Posted 18 December 2013 - 09:25 AM
roeter, on 17 December 2013 - 09:02 AM, said:
To get a train out of "Wait Dispatcher" mode if there are no signals need some direct control of the train - and that is not available yet.
Thanks, Rob, and yes, I did see that. Not knowing how long it will be for the next phase, it's going to be an ongoing problem for the short term if I update versions, and I won't get the benefit of fixes if I don't update.
Not the end of the world by any means, but still a "damned if I do, damned if I don't" type situation.
I do like the fact that it does seem to be getting a little closer to being able to do a warrant via the radio.
#20
Posted 18 December 2013 - 11:33 AM
eolesen, on 18 December 2013 - 09:25 AM, said:
Not the end of the world by any means, but still a "damned if I do, damned if I don't" type situation.
Ditto.