hmclay Geschrieben 8. Mai Geschrieben 8. Mai see attached file to see an example of a situation that has been recuring. without putting a defer execution command in front of these commands, they were not executed . occurs frequently in my coding. It's sometimes very difficult to know why a routine doesn't work, and the problem is generating quit a few lines of defer execution. anyone else experiencing this. Didn't seem to happen until I purchased a gaming computer, and now working on a new layout. Thinking the computer will be the suspected problem !
Goetz Geschrieben 8. Mai Geschrieben 8. Mai Hello @hmclay, you may safely remove these delays. They are inserted into the code when you convert a layout from pre V5 days. The purpose was to ensure that the proper order of events from the old event manager is maintained. Kind regards Goetz
Phrontistes Geschrieben 8. Mai Geschrieben 8. Mai (bearbeitet) vor 7 Stunden schrieb hmclay: attached file Why is there no difference between "if" and "else"? The else branch is superfluous. Actually, the whole procedure makes no sense. Bearbeitet 8. Mai von Phrontistes
hmclay Geschrieben Freitag um 00:03 Uhr Autor Geschrieben Freitag um 00:03 Uhr 16 hours ago, Goetz said: Hello hmclay, you may safely remove these delays. They are inserted into the code when you convert a layout from pre V5 days. The purpose was to ensure that the proper order of events from the old event manager is maintained. Kind regards Goetz Goetz ... I had to insert them myself to get the routine to work. If I remove the delays, neither condition is executed. 14 hours ago, Phrontistes said: Why is there no difference between "if" and "else"? The else branch is superfluous. Actually, the whole procedure makes no sense. I do not understand this statement. The whole routine is, when a vehicle (Car) comes to the end of the road (Depot NW), if it is a "Farm" vehicle it is released to the Farm road, if its not, it goes to a "South Entrance" road. Part of an event "Vehicle Enters a Virtual Depot". Maybe there is a better way I'm not familiar with !
Goetz Geschrieben Freitag um 06:32 Uhr Geschrieben Freitag um 06:32 Uhr (bearbeitet) vor 6 Stunden schrieb hmclay: if it is a "Farm" vehicle it is released to the Farm road, if its not, it goes to a "South Entrance" road. We can't see that in your screenshot, hmclay. Both actions look identical to us. vor 6 Stunden schrieb hmclay: I had to insert them myself to get the routine to work. And now I understand why Your screenshot didn't show what triggered this event. When a vehicle enters a depot (which is your trigger event), it isn't immediately ready for exit. Your delay causes the event to be called a second time. And even with a delay of 0, this second call will occur one cycle later. Enough time for the studio to have the vehicle prepared for leaving the depot. Kind regards Goetz Bearbeitet Freitag um 06:54 Uhr von Goetz spelling
Phrontistes Geschrieben Freitag um 06:40 Uhr Geschrieben Freitag um 06:40 Uhr vor 6 Stunden schrieb hmclay: it is released to the Farm road, if its not, it goes to a "South Entrance" Ok. You want different targets, which you can't see in your screenshot. vor 6 Stunden schrieb hmclay: I had to insert them myself to get the routine to work. Unfortunately, the event type is not visible. If the event type is "Train/vehicle enters depot", then it's clear that a short delay is needed.
Leslie Geschrieben Freitag um 12:33 Uhr Geschrieben Freitag um 12:33 Uhr Yes, I checked too. Vehicle can not leave depo at arriving. This must be written by documentation of depo.
hmclay Geschrieben Freitag um 14:51 Uhr Autor Geschrieben Freitag um 14:51 Uhr OK ... thanks to all for the explanation. I though my computer was at fault, but it's normal behavior. I'm just starting to use Depots and Portals ... there is a lot to learn. I though that Depots were used to direct or re-direct objects. so it never occurred to me that the routine would need an additional cycle to "digest" the input ! Also, I used snipit to get the image, so only the code that didn't work was displayed. Guessing I should use print screen ?
Goetz Geschrieben Freitag um 15:14 Uhr Geschrieben Freitag um 15:14 Uhr (bearbeitet) vor 3 Stunden schrieb hmclay: I though that Depots were used to direct or re-direct objects. Actually, that's what portals are for. The job of a depot is to store trains in a form which requires minimal CPU and GPU time. An invisible train still requires tracking. It's still a collision object. It can move, affect switches, be affected by signals etc. None of the above is required of a train in a depot. The train in the depot doesn't even have a location on the layout. This reorganisation must be finished before the train is available again. Typically, you wouldn't notice, because you'll have more than one train in your depot. See proper explanation below from Neo vor 3 Stunden schrieb hmclay: I used snipit to get the image Snipping is fine. Just snip a bit more ... like the line at the top which states what triggers this particular action. Kind regards Goetz Bearbeitet Freitag um 18:46 Uhr von Goetz correction
Leslie Geschrieben Freitag um 16:23 Uhr Geschrieben Freitag um 16:23 Uhr In my case this is a useful effect. When my vehicle enters the depot, another leaves (on other depot). More realistic if it is not the same. Disadvantages: 1 vehicle remains in depot permanently until sg. directs it out.
Neo Geschrieben Freitag um 18:40 Uhr Geschrieben Freitag um 18:40 Uhr The event "vehicle enters a virtual depot" is triggered before the vehicle is actually inserted into the depot to allow operations on the vehicle, because after inserting, the vehicle does not exist anymore on the layout and can not be addressed any further. Kind regards, Neo
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