Elvas Tower: Adaptability of Player Train Service in Open Rails - Elvas Tower

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Adaptability of Player Train Service in Open Rails Rate Topic: -----

#1 User is offline   Rohit 

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Posted 14 April 2015 - 10:18 PM

Sir,

As on now, we are making an activity using MSTS editors and tools for Open Rails also. In that the Player Train is permitted to run only in the prescribed path. but in some cases it is noticed that if a slow AI train is in front of the fastest Player Train on the same path, the Player Train must run only behind the slow AI train. If there is a provision to temporarily allot a loop line in the same direction for the AI or the Player Train, then such an indefinite delay can be avoided? Can we include such a "temporary track new track assignment" for the Player Train or AI Train?

#2 User is offline   vince 

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Posted 15 April 2015 - 07:39 AM

Isn't that what defining a Passing Path when writing the activity is used for?

Regards,
vince

#3 User is offline   roeter 

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Posted 15 April 2015 - 10:53 AM

View Postvince, on 15 April 2015 - 07:39 AM, said:

Isn't that what defining a Passing Path when writing the activity is used for?


No, it's not.
Passing paths are only used for trains running in opposite directions, allowing them to pass in loops on single track routes.
As yet, there is no way passing paths can be used for overtaking.

There is no 'flexible' setting which allows overtaking, it will have to be preset, by running the path for the slow train through a loop and make that train wait for the fast train.
In activities, waiting points will have to be used to hold the slow train in the loop.
In timetables, the $wait or $follow command can be used.

Regards,
Rob Roeterdink

#4 User is offline   Csantucci 

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Posted 15 April 2015 - 11:00 AM

A possibility is to pass the player train to manual mode and to throw some switches in front of it so that it takes another track and then returns to the original track, while the slower AI train can be stopped by closing a signal. When the player train returns to its original track, it can be passed back to auto mode. All this is possible with the dispatcher window.

#5 User is offline   Rohit 

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Posted 16 April 2015 - 07:16 AM

Sir, It is a good idea. I have worked on it several times before. But when it is done so, it is said that the train is not back on original route?

#6 User is offline   Csantucci 

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Posted 16 April 2015 - 11:32 AM

Rojit,
I've just tried that. When the player train has been back in its original path I have switched it back in auto node, and it has worked.

#7 User is offline   mirekkr 

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Posted 16 April 2015 - 12:53 PM

Guys,
I hope we're talking about Activity mode (not Timetable).
I dare to disagree to the statement that "it's not possible to overtake a slow train".
It's easy to demonstrate - attached are two activities for the default Marias Pass route.
"Test OT1" shows how Passing Paths ARE used for overtaking another train running in the same direction. Method shown in "Test OT1" is applicable provided the passing path is long enough (compared to the speed difference of both trains). Just sit down in the cab, start Autopilot, and enjoy what happens.
When the passing path is not long enough you've got to use another method - shown in "Test OT2": place a Waiting Point for the slow train. Again, start your train and enjoy the ride (along with flying deer :-)).
(Created and tested on X2995, with "Location Linked Passing = ON".)

Both methods work very smoothly: if you are fast enough, you succeed to overtake; if not, you lose and have to wait.
And ... I'm HAPPY that OR works this way!

Regards,
Mirek

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#8 User is offline   Rohit 

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Posted 16 April 2015 - 10:13 PM

Ok.........Sir..............

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