Geschrieben 29. Mai29. Mai In the turnout there is 3 kind of line: 1: Sometimes activated, 2: Sometimes not activated, 3: Never commanded. If a vehicle enters the turnout, settings are autochange so activates enter lines, this OK. If inner lines also activated then vehicle can drive thru turnout, this also OK. But if the end there is a 3th kind of line, then vehicle sometimes hangs up at exit. While this lines never commanded so they are always activated (as documentation says). But it is not true, vehicles stops sometimes. How to solve this? Activate these lines is not solution because of possible backward driving.
Geschrieben 29. Mai29. Mai Road tracks have no switches. They may branch at crossings, but without a switch mechanism. The road doesn't determine where the car goes. The car does (with an assigned target point). Rail tracks have switch points. And a switch point guides the train by activating one possible track and deactivating all others. Ergo, roads and rails act differently. Maybe this is what leads to your confusion? There is no third kind of track. It is either active or not active.
Geschrieben 29. Mai29. Mai Looks like the short track piece under the red circle is inactive. That will stop any car. (Unfortunately, it's impossible to tell from the screenshot. All required data is missing and the picture tells nothing useful.) "never activated lines, but it works" - are you sure about that? The original model has all tracks active. Bearbeitet 29. Mai29. Mai von Goetz
Geschrieben 29. Mai29. Mai Hello @Leslie, I can't see a problem within your picture above. with the present demo No problem.mbp your problem cannot be reproduced. Many greetings BahnLand
Geschrieben 29. Mai29. Mai Autor "the short track piece under the red circle is inactive." This is a turnout. Some tracks active, others inactive. But 95% of cases vehicle drive thru without problems. I think I catch the problem: vehicle has auto turnout burst. It seems it works all time when track starts a never commanded piece. Auto burst initializes all that kind then all OK. That case not exists enter piece, and turnout at other position. Vehicle enters, bursts turnout - and this case I think it not initializes other tracks. This may be the reason of malfunction. @Neo is this true?
Geschrieben 29. Mai29. Mai vor 14 Minuten schrieb Leslie: This is a turnout. Some tracks active, others inactive. Beginning with version 7 of the 3D-Train Studio, road turnouts don't have inactive tracks, unless you changed them! Bearbeitet 29. Mai29. Mai von Goetz
Geschrieben 29. Mai29. Mai vor 16 Minuten schrieb Leslie: vehicle has auto turnout burst. Whatever you're trying to say, is lost in translation, Leslie. Same here: vor 15 Minuten schrieb Leslie: when track starts a never commanded piece. I have a hard time guessing what you're trying to say. You may want to try using a translation program. Bearbeitet 29. Mai29. Mai von Goetz
Geschrieben 29. Mai29. Mai Autor I changed this road, created a turnout. All tracks are inactive at begin, except light red. I uploaded layout at "Anlagen" you can check if you want.
Geschrieben 29. Mai29. Mai vor 24 Minuten schrieb Leslie: I changed this road, created a turnout. And in doing so, you created a problem where you wanted to solve another ...
Geschrieben 29. Mai29. Mai Autor This must be. Routes with track contact here are not cost-efficiently. But I think I figured out error: when vehicle enters then changes turnout and uses burst at same time. This causes remove route below itself. This is not problem at continuous line but it is not that. Solution: must separate enter line to 2 pieces and swich only 2nd.
Geschrieben 29. Mai29. Mai vor 14 Minuten schrieb Leslie: uses burst ??? I don't understand "burst" in this context.
Geschrieben 30. Mai30. Mai vor 10 Stunden schrieb Goetz: I don't understand "burst" in this context. "Weichen auffahren" --> "Burst open turnouts"
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