disappearing loose consist in DW W. Colton activity
#11
Posted 01 February 2015 - 12:04 PM
#12
Posted 01 February 2015 - 11:32 PM
BLW_1946, on 01 February 2015 - 12:04 PM, said:
I'm not sure about this, but do bounding boxes have the same effect on OR as in MSTS. I don't believe you need all the bounding box corrections in OR. I may be way off base here.
Concerning the flipping - yep that does seem to do it. Why? - don't know here either.
#13
Posted 02 February 2015 - 06:32 AM
At this point, I have exited the B Yard and returned control to dispatch. The reverse point still shows behind me in Track monitor. If I move forward without the CRTL+M, I can't get the signal ahead. If I get on ok from dispatch, I get an error upon re-entering the main. I've tried numerous variations, but this has been the only result I've been able to get since the first couple of run-throughs. It has to be something that I'm doing wrong. I'll keep trying...
(Looking at the activity in the MSTS Activity Editor, there are 4 reverse points: one on the Cargill siding, the second on the third main just outside the north entrance to the B yard, and two more that are very close together, on either side of the switch to track 653. If the problem lies within the activity, I suspect that it may involve those points, which may unnecessarily complicate the activity.)
#14
Posted 02 February 2015 - 07:43 AM
Regards,
Rob Roeterdink
#15
Posted 02 February 2015 - 09:25 AM
Quote
I realize that the second reversal point is the issue, but I'm not sure how to trigger it. I've tried several different avenues and variations, and I'm either off route or the running in the wrong direction. Fortunately, I don't give up easily.
#16
Posted 02 February 2015 - 11:49 AM
Running OR in windowed mode Ctrl+9 to engage the dispatch window; then Alt+Tab to bring it onscreen.
This window will allow you to see the player path (in red) and determine where the path is going and best place to stop (as you would have to in real ops) and throw switches.
Tab through signals works in both auto and manual modes.
#17
Posted 02 February 2015 - 03:00 PM
#18
Posted 02 February 2015 - 05:54 PM
#19
Posted 02 February 2015 - 06:14 PM
I think the reverse point to make the tanker drop should be moved further away. I made it through there using a combo of manual and auto, stopping & switching back to auto at just the right moment to trigger the reverse point.. You gotta go slow, it's probably more a matter of luck than anything else. The path at that point is just not drawn far enough.
Trouble is that particular reverse point can only be moved a short distance before it encounters a switch and of course will go no further. You'd have to redraw the whole path to put that reverse point in the proper place.
I'm going to move it as far as I can without redrawing the path and rerun the activity.
I remember reading somewhere here at Elvas (? - maybe someother forum) of a way to remove reverse points without redrawing the whole path. I cannot find it.
I thought it was one of the OR team members. Maybe that's wishful thinking, and it was some other path point.
#20
Posted 02 February 2015 - 09:05 PM