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  1. 18 minutes ago, SualokinK said:

    Hello everyone,

    The police force has now been released and is available in the catalog.

    @Neo: Thank you for that.

    Kind regards
    SualokinK

    Hi Klaus

    Great news, congratulations and many thanks to @Neo too.

    Pete

    Hallo Klaus

    Tolle Neuigkeiten, herzlichen Glückwunsch und vielen Dank auch an Neo.

    Pete

  2. 42 minutes ago, Eggu said:

    Seems I did not understand your question in full detail.

    I tried to answer  your question 

    1) yes, you can activate one set of instructions by putting these instructions in one module, and then activate/deactivate the complete module with the proper action (activate/deactivate action/module).
    2) you can put another set of instructions in a second module and can deactivate/active this module in the the same way, but in reverse (one module active, the other inactive, and vice versa).

    Regards Eggu

    Thanks Eggu, now that makes total sense. I can implement that without a problem, I think. Why is it that the obvious answer is always right in front of you but you just don't see it until someone points it out.

    Anyway, thanks again for getting back so quickly with the right solution.

    Pete

  3. 25 minutes ago, Eggu said:

    You can activate/deactivate a complete module manually, and by using an action event too.

     

    deactivate-Modul.jpg.752abc71e1b4018e56390b588832a72d.jpg

    Hi Eggu

    Thanks for that although if I'm absolutely honest I don't really understand quite what you are suggesting for the action event. To activate or deactivate manually is not an issue as can be seen in the screenshots above.

    Kind regards

    Pete 

  4. On 5/5/2024 at 1:21 PM, Goetz said:

    would a replacement track work for you?

    Berthing Experiment double track move.mbp 7.71 kB · 5 downloads

    replacementtrack.thumb.jpg.8fa518b759d06c9df81643c2bf7b544e.jpg

    kind regards
    Goetz

    Good morning Goetz

    I wonder if I might trouble you once more in order to pick your brains, so to speak.

    Berthing the ship is now sorted and working perfectly. I have two distinct parts to the unloading and subsequent loading of said container ship. 

    The first part has the ship arriving, docking and then discharging 10 containers after which it loads 12 containers before going on its merry way.

    The second part has the same ship returning, docking and then discharging the 12 containers before loading the 10 ready to begin the round trip all over again.

    So far so good. In an effort to try to distinguish between the 2 trips I introduced both a switch and separate trigger for each different arrival. So let us say that arrival 1 triggers switch 1 with the condition that the trigger is in position 2 ( the trigger is an SX1 that moves between two stops stop 1 and stop 2).

    Unfortunately this does not work while both sets of instructions in the EV are "live". If I deactivate one set of instructions then all is perfect and visa versa.

    So my question to you, with your vast knowledge of these matters., is can I program in my EV to deactivate one set of instructions whilst the other is running and then reverse this action, or do I need to rethink my EV. I have attached three screenshots of the EV to show how the process is set to work.

    Kind regards 

    Pete

    Screenshot EV1.jpg

    Screenshot EV2.jpg

    Screenshot EV3.jpg

  5. Hi Phil

    I commiserate with your problem. I have always found it necessary to play catchup with the latest program/my computer performance, but I think Neo has a good point. Check to see which GPU you are using for MBS. My computer has 2. The first  GPU 0 is the Intel UHD, I don't use that for MBS. the second is GPU1 a Nvidia GeForce RTX4070 12GB and it is this one that I use for MBS. My computer also has 32GB of RAM. When running MBS I find that the graphics card fluctuates between 4% and 60% which gives me an fps range between 35 and 60, which is fine for the large layouts that I tend to work on. I also have 2 year old laptop with only 8GB of RAM and a much older NVidia GeForce graphics card. Both have Windows 11 but if I try to run my layouts on the laptop then performance is absolute rubbish in comparison.

    The point I make is that the higher the spec of your computer the better it will run MBS.

    Hope this helps

    Kind regards

    Pete 

  6. 1 hour ago, Roter Brummer said:

    Hallo zusammen,

    ich habe mein Bespiel so erweitert, dass das Container-Schiff sehr sanft am Kai anlegt. Ein bisschen Ausschmückung durfte auch nicht fehlen.;)

    Schiffsanleger 2.mbp 35.56 kB · 5 downloads

    Hello everyone,

    I have extended my example so that the container ship docks very gently at the quay. A bit of decoration was also a must.;)

    HG
    Brummi

    Hi Brummi

    Great solution. It's amazing that one problem can be solved in so many different ways but I suppose the basics are all very similar. The added scenery is a nice touch.

    Kind regards

    Pete

     

    Hallo Brummi

    Großartige Lösung. Es ist erstaunlich, dass ein Problem auf so viele verschiedene Arten gelöst werden kann, aber ich nehme an, die Grundlagen sind alle sehr ähnlich. Die hinzugefügte Kulisse ist eine nette Idee.

    Mit freundlichen Grüßen

    Pete

  7. To @Phrontistes, @Herman

    Hi Guys

    Thanks for the kind words, the screenshots show roughly half of the layout. Incidentally Herman this is the layout that started as the trial for rotating people for which you so kindly sent me the Lua script. The layout is called "On The Move" in which everything that can move does move. Its proving to be quite a challenge at times, but still lots of fun.

    I think I have just about sorted the berthing issue by using a dummy track section. Just a few more experiments to go and if all does go well then I'll post the full solution.

    Kind regards

    Pete

  8. Hi to all for your replies, @Eggu,@Phrontistes, @Goetz and @Roter Brummer

    Many thanks to you all for taking the trouble to reply to my question.

    I had already realised that the simple solution was to move the track on which the ship moved rather than move the ship itself. My issue there is that the port area in my layout is principally a narrow inlet, see attached screenshots, and the track in and out will be used by two other ships. I have managed to modify the track to allow the ship to berth on it's own but unless I can solve the side movement without having to move the track itself then my only solution is for the vessel to back out so far before connecting to the main track in order to proceed along the inlet to the basin area where it can turn ready to set forth on its journey.

    The irritation thus far is that the basic principle of operation works but it requires this final minor twitch of the ship in order to ensure it is perfectly aligned on the main track. If Lua code is the answer then I will have to look into that but whatever solution I come up with need to work every time and not just some of the time. During my deliberations I found that when the ship stopped on the main track the x,y,z, position might vary minutely one time to another. So too after the side movement with SX2, upon returning to the main track  the x,y,z,  positions could be different again and I can't explain this.

    One thing that I will try is to add a dummy track in parallel to the main berthing track. As the main track moves to berth the ship the dummy moves with it to replace the main track ready for either of the other two ships to navigate the inlet. When I want to return the container ship to the main track the dummy will  be replaced by the main section.

    I'll let you all know if this works.

    Once again many thanks for your thoughts.

    kind regards

    Pete

    Screenshot 1.jpg

    Screenshot 2.jpg

    Screenshot 3.jpg

  9. Hi

    I'm a little puzzled about the following:

    A vessel pulls into port, stops. It is then moved sideways to the berth and stops. After a period of time, in this experiment 10 seconds, it is then moved back to the original track and given the instruction to continue on its merry way. All works perfectly upto the point of its continuation of its journey. Once back on the main track it simply refuses to move unless it is given the most minor of nudges.

    My conclusion is clearly that I have got something wrong but having spent several hours experimenting I am still no further on. I'm hoping that a fresh, and more experienced set of eyes, might be able to show me the errors of my ways.

    Puzzled Pete

    Berthing Experiment.mbp

  10. 42 minutes ago, SualokinK said:

    Hello everyone,

    the  sprinters and the 7.5 t delivery trucks have now been released.

    Many thanks toNeofor that.

    Kind regards
    SualokinK

    Hi Klaus

    That's great, many thanks to you firstly for actually doing all the hard work in producing such great models and secondly to Neo for accepting all of the additions and modifications into the catalogue. It now feels that the catalogue is beginning to offer a little more continuity between models with such as personnel  suited to different situations with many more models. It allows we mere mortals with no ability to create actual models to use our imagination to a greater extent when using those created by others.

    Brilliant.

    Cheers

    Pete

    Hallo Klaus

    Das ist großartig. Vielen Dank an Sie, erstens für die harte Arbeit, die Sie bei der Herstellung solch großartiger Modelle leisten, und zweitens an Neo, der alle Ergänzungen und Änderungen in den Katalog aufgenommen hat. Ich habe das Gefühl, dass der Katalog jetzt ein wenig mehr Kontinuität zwischen den Modellen bietet, mit Personal, das für verschiedene Situationen geeignet ist, und mit viel mehr Modellen. Es erlaubt uns Normalsterblichen, die nicht in der Lage sind, echte Modelle zu erstellen, unsere Vorstellungskraft in größerem Umfang zu nutzen, wenn wir die von anderen erstellten Modelle verwenden.

    Brillant.

    Prost

    Pete

     

  11. 15 minutes ago, Goetz said:

    Hello Pete,

    The roads should have no switch points.
    There shouldn't be anything which you could set to a correct position.

    Just ensure that you have a sufficient number of waypoints. I recommend one contact behind each exit of all crossings or junctions.
    Now you can write a list of waypoints to follow for any vehicle. More waypoints speed up the transfer of the list, because the denser grid results in fewer options at each junction, making path finding significantly faster.

    Kind regards
    Goetz

    Thanks Goetz

    I think I was already warming to that particular solution although it will mean making quite a number of changes at places where the road splits to sent vehicles through different portals to different destinations but with careful planning I am sure there are preformed road sections that can be made use of instead of the self created junctions.

    Where the problem would arise is when there are road sections with laybys, for example at a station, I don't think there are pre set sections that are suitable so I might have to stay with my manually constructed junctions in order to cope so that taxis and buses can enter and exit independently. This, so far, has not presented an issue as every vehicle using such junctions is set on a round trip. I'll just have to make sure that any vehicle with its route set in my EV stays away from those particular road sections.

    So, time to make some changes. Thanks once again

    Kind regards

    Pete

  12. Hi to all my fellow members

    Whilst I realise that much has already been said on the subject of setting road routes I would appreciate clarification on one aspect.

    Setting a road route using the gizmo in the speed control is very straight forward. If there are no additional junctions, for example splitting the road into two to send different vehicle through different portals, then setting the route either by this method, assuming it is a basic round trip route is simple. If there are additional junctions to cope with as per the above then that too is straight forward just so long as you have already pre-set these junctions to the correct setting for a through route. That said once that route has been applied any vehicles assigned to that route will automatically set the correct junction position when reached.

    Now for my dilemma. If the route is not a round trip then it is necessary to program this route in the EV, see attached screenshot. In order to set this route it is necessary to ensure that any additional junctions are also set to the correct position for said route. So far all is well. However, if other vehicles have followed their own pre-set routes then the ones for the vehicle with the route set in the EV will not automatically set themselves from the start.

    My question therefore is can this be remedied in the EV as a whole route or does it have to be split into sections with the start of each section setting the junctions for the next section etc.

    I hope the above is clear enough

    Kind regards

    Pete

    EV.jpg

    The EV route.jpg

  13. 10 minutes ago, Dad3353 said:

    220hotwheels : This is true of cars that stop behind each other, but not for the case of a meeting between two cars at a junction at the same time. Just as one goes by, the car 'sticks' to the preceding one, and never lets go, whatever the state of couplings, braking etc. In 'real life', the second car would simply collide with the first, and send it spinning across the road, but not here. If I can't stop them arriving at the same time at the junction (hence the traffic light idea...), I could maybe devise something to separate them, if I could detect this coupling. It seems not to be possible to do this, though. The System knows that they're coupled, and treats them as if they were one single vehicle, but I know of no way of detecting this. For the moment, it's looking as if traffic lights (visible or not...) could be the only answer, if this 'coupling' cannot be detected.

    Dies gilt für Autos, die hintereinander anhalten, nicht jedoch für den Fall, dass sich zwei Autos gleichzeitig an einer Kreuzung treffen. Sobald man vorbeifährt, „klebt“ das Auto am vorausfahrenden Auto und lässt es nie los, unabhängig vom Zustand der Kupplungen, Bremsen usw. Im „echten Leben“ würde das zweite Auto einfach mit dem ersten kollidieren und es ins Schleudern bringen auf der anderen Straßenseite, aber nicht hier. Wenn ich nicht verhindern kann, dass sie gleichzeitig an der Kreuzung ankommen (daher die Ampel-Idee...), könnte ich mir vielleicht etwas einfallen lassen, um sie zu trennen, wenn ich diese Kopplung erkennen könnte. Dies scheint jedoch nicht möglich zu sein. Das System weiß, dass sie gekoppelt sind und behandelt sie, als wären sie ein einziges Fahrzeug, aber ich kenne keine Möglichkeit, dies zu erkennen. Im Moment sieht es so aus, als könnten Ampeln (sichtbar oder nicht...) die einzige Antwort sein, wenn diese „Kopplung“ nicht erkannt werden kann.

    Douglas

    Hi Douglas

    Is it possible to set the stop for the vehicle on the junction leg a little further back from the main route so that this does not happen, incidentally I use traffic lights everywhere and find it the easiest way to control all junctions.

    Pete

  14. 27 minutes ago, Dad3353 said:

    For random traffic movement, that not an issue. I can use Routes if I want specific destinations (such as bus routes, with bus-stops etc...), but for general traffic, it doesn't matter to me where each individual car is going, no more, when standing on a street corner in real life (or waiting for a bus...) do I know or care where the street traffic going. It's the animation in the street that I'm after, not control of every vehicle.
    I'm looking at traffic lights as a possible solution to this 'coupling', although they would be quite out of place in a rural part of the layout. In towns, acceptable, but for the moment I have no better solution. In the countryside, I could render the traffic lights invisible, I suppose, but it would look odd to see cars stopping for no apparent reason. Hmm... If it stops the coupling, it might be worth it, for want of a better answer.

    Bei zufälliger Verkehrsbewegung ist das kein Problem. Ich kann Routen verwenden, wenn ich bestimmte Ziele möchte (z. B. Buslinien, mit Bushaltestellen usw.), aber für den allgemeinen Verkehr ist es mir egal, wohin jedes einzelne Auto fährt, nicht mehr, wenn es darauf steht Eine Straßenecke im wirklichen Leben (oder das Warten auf einen Bus...) Weiß ich, wohin der Straßenverkehr geht, oder ist es mir egal? Mir geht es um die Animation auf der Straße, nicht um die Kontrolle über jedes Fahrzeug.
    Als mögliche Lösung für diese „Kopplung“ schaue ich mir Ampeln an, obwohl sie in einem ländlichen Teil der Anlage eher fehl am Platz wären. In Städten akzeptabel, aber im Moment habe ich keine bessere Lösung. Auf dem Land könnte ich die Ampeln vermutlich unsichtbar machen, aber es würde seltsam aussehen, wenn Autos ohne ersichtlichen Grund anhalten würden. Hmm ... Wenn es die Kopplung stoppt, könnte es sich lohnen, da es keine bessere Antwort gibt.

    Douglas

    Hi Douglas

    When you use the word "coupling" do you mean that, vehicle 2 (behind vehicle 1) joins vehicle 1 when both set off. If so then have you made sure you have set auto accelerate/decelerate to on, see attached screenshot. This ensures that vehicle 2 stops a small distance behind vehicle 1. As vehicle 1 set off so too does vehicle 2 but it keeps a respectful distance behind vehicle 1 and goes its own way once past the junction.

    Just a thought.

    Cheers

    PeteScreenshot2024-04-18131859.jpg.9b854cb28cc10a5033aa4fba29319636.jpg

  15. Hi Douglas

    I do fully understand the point that Goetz has made about routes, they are basically designed for trains, however, and this might just be a pure fluke, but I was having problems with cars loading onto a car transporter. The problem was solved by setting "routes" in addition to the more traditional method for vehicles, so that I could activate or deactivate them in the EV when necessary. This solved my problem and I am the first to admit that it might simply be by chance, there may well be no meaningful reason for this.

    That said I applied the same philosophy to your layout, see attached screenshot. Since doing so I have had no issues with the buses deviating from their routes. No logic but it seems to work.

    Cheers

    Pete

    Douglas's test layout.jpg

    test layout for road routes3a.mbp

  16. 12 minutes ago, Dad3353 said:

    Oh dear oh dear oh dear. What have I started..? I must thank you ( Hawkeye, 220hotwheels, Goetz...) for your patience and replies. I have, now, a bigger problem : I have looked at the solutions offered above, and understand absolutely nothing of how these work..! I see that they do, indeed, make the buses go from WP to WP, but how I could do this on my own, I have no idea. It looks very much like Black Magic; I see no Events, no Routes, no method from Step 1 (bare layout, with 1 bus...), Step 2, decide where Bus1 has to go, Step 3 how to get it there, Step 4 where to go next, Step 5 how to get it there, Step 6, how to get it back to Step 1 to start again. My apologies for being the idiot in the corner who didn't pay attention (too busy fiddling around with animations...), but I've certainly 'missed the bus' when it comes to these Routes.
    220hotwheels : Pete, I didn't understand your comment on 'right side of the road' for the WP; surely it's for the bus to do whatever it takes to approach the WP from whatever side it's on..? It'll make more sense to me once I understand how you do this, of course, but I'll have to start again, with an empty layout, and one bus, to go from A, to B, to C and back to A. Now, where did I put that Magic Wand..? Hmm... This might take some time...

    Oh je, oh je, oh je. Was habe ich angefangen? Ich muss Ihnen ( Hawkeye, 220hotwheels, Goetz...) für Ihre Geduld und Antworten danken. Ich habe jetzt ein größeres Problem: Ich habe mir die oben angebotenen Lösungen angesehen und verstehe absolut nichts davon, wie diese funktionieren..! Ich sehe, dass sie die Busse tatsächlich von WP zu WP fahren lassen, aber wie ich das alleine schaffen könnte, weiß ich nicht. Es sieht Black Magic sehr ähnlich; Ich sehe keine Ereignisse, keine Routen, keine Methode aus Schritt 1 (nacktes Layout, mit 1 Bus...), Schritt 2, entscheiden, wohin Bus1 fahren muss, Schritt 3, wie man ihn dorthin bringt, Schritt 4, wohin als nächstes gehen soll, Schritt 5, wie man es dorthin bringt, Schritt 6, wie man es zurückbekommt, zu Schritt 1, um von vorne zu beginnen. Ich entschuldige mich dafür, dass ich der Idiot in der Ecke bin, der nicht aufgepasst hat und zu sehr damit beschäftigt ist, an Animationen herumzufummeln...), aber ich habe auf jeden Fall „den Bus verpasst“, wenn es um diese Routen geht.
    220hotwheels : Pete, ich habe deinen Kommentar zu „rechte Straßenseite“ für das WP nicht verstanden; Sicherlich ist es Sache des Busses, alles zu tun, um sich dem WP zu nähern, von welcher Seite auch immer er sich befindet.? Es wird für mich natürlich mehr Sinn ergeben, wenn ich verstehe, wie man das macht, aber ich muss noch einmal von vorne beginnen, mit einem leeren Layout und einem Bus, um von A nach B, nach C und zurück zu fahren A. Nun, wo habe ich diesen Zauberstab hingelegt? Hmm... Das kann einige Zeit dauern...

    Douglas

    Hi Douglas

    I think you will understand better if you proceed as follows:

    1/ decide on the route that you wish the bus to take.

    2/ place TC's at appropriate points on the route bearing in mind the 7 junction rule and make sure each TC is pointing in the direction of travel. (you will note on my example that I made sure only the arrow for direction of travel was highlighted.)

    3/ make sure you have a start TC, at which point the bus will stop and then set off., and an end TC that allows you to complete the route. The latter simply needs to be positioned just behind the bus when stopped at the start point, or if there are no other junctions between the last TC(waypoint) and the start TC then the end TC can be positioned anywhere on that section of road but rule of thumb suggests that as close to the back of the bus when stopped at the start point would be best.

    4/ select the bus, click on the route icon, top right of the speed control screen. Then select each TC (waypoint) on the route you desire and simply move from waypoint 1 to 2 to 3 etc. finishing at the end waypoint. If there is a problem with your choice of route, for example too many junctions or an overlap of the same piece of road then the route will not complete and you will get an error message.

    So rather than start again simply go to the test layout 3a, click on bus 1, go to the speed control icon at the bottom of the screen, select the route icon ( this should be highlighted) click it once and the route set will disappear. Make sure the bus is on the start TC and select the bus. Select the route icon from the speed control setting and then begin to select the TC's (waypoints). first select the start TC, then the next and so on until you get to the last TC (the end waypoint). As you select each TC the route will be highlighted in green. If all is set correctly then the whole route will be highlighted at which time you can select "apply" and your route is now set.

    I hope this helps. If there are any aspects that you want clarification on then please let me know.

    Cheers

    Pete

  17. 6 hours ago, Dad3353 said:

    It's becoming a bit more limpid, thanks to the excellent advice and comments so far. A few more mysteries, though, seen in the nxt version of this test layout, attached...

    1 - Why does Bus3 not pick up its Route from its start point, at 3_1..? If I give it the Route manually, from this same place, it is accepted, but the CP does not attribute the Route. Why is it any different to the two other Bus start points at 1_1 and 2_1..?

    2 - The Route from 3_1 to 3_2 passes necessarily by way of 3_6; this triggers a redirection back to 3_1. As this Bus3_Route is set in a List, I do not have the option of testing the Bus Target. How should this be treated..? Would this involve creation of a more complex Lua script..?

    3 - Why do all of the vehicles halt when any Bus reaches its destination, and then start again after this pause..? Is this normal, or is there something hidden I've not seen causing this..?

    It's all making more sense now, and the List notion makes things much easier. Nevertheless, I don't doubt that there are many more details and pitfalls ahead. Thanks in advance for illumination; meanwhile...

    Have a splendid day

    Dank der bisherigen hervorragenden Ratschläge und Kommentare wird es etwas klarer. Es gibt jedoch noch ein paar weitere Geheimnisse, die in der nächsten Version dieses Testlayouts zu sehen sind, beigefügt ...

    1 - Warum holt Bus3 seine Route nicht von seinem Startpunkt bei 3_1 ab? Wenn ich ihm die Route manuell von demselben Ort aus gebe, wird sie akzeptiert, aber der CP weist die Route nicht zu. Warum unterscheidet es sich von den beiden anderen Busstartpunkten bei 1_1 und 2_1?

    2 – Die Route von 3_1 nach 3_2 führt zwangsläufig über 3_6; Dies löst eine Umleitung zurück zu 3_1 aus. Da diese Bus3_Route in einer Liste festgelegt ist, habe ich keine Möglichkeit, das Busziel zu testen. Wie soll das behandelt werden? Würde dies die Erstellung eines komplexeren Lua-Skripts erfordern?

    3 - Warum halten alle Fahrzeuge an, wenn ein Bus sein Ziel erreicht, und fahren nach dieser Pause wieder los? Ist das normal oder gibt es etwas Verborgenes, das dies verursacht, was ich nicht gesehen habe?

    Jetzt ergibt alles mehr Sinn und die List-Idee macht die Sache viel einfacher. Dennoch zweifle ich nicht daran, dass noch viele weitere Details und Fallstricke auf uns zukommen. Vielen Dank im Voraus für die Aufklärung; in der Zwischenzeit...

    Ich wünsche Ihnen einen wunderschönen Tag

    Douglas

    _Test_Facility for Road Routes 03.mbp 20.11 kB · 3 downloads

    Hi Douglas

    I've redone your layout in it's simplest form to hopefully show you how the road routes work. I've removed your EV and just set the 3 actual routes. Each bus will now run from the start and end at the final stop, the black CP. To get this to run automatically just add a start and stop instruction in your EV, I've done one as an example with bus 1. The main thing to remember with road routes is that a vehicle can only pass over each part of the route once and that all CP's must be set on the correct side of the road and pointing in the right direction for each route. Some of your CP's were on the wrong side of the road.

    Perhaps my way of setting routes is too simplistic but thus far it works well for me, and I have some quite complex routes on my layouts. Just remember that if you introduce multiple junctions then before you can set your route you will need to make sure that all junctions are set for your intended route, after that it's a piece of cake, so to speak.

    Any questions then feel free to ask.

    Enjoy your day.

    Cheers

    Pete

    test layout for road routes3a.mbp

  18. 19 minutes ago, Dad3353 said:

    Pete...

    I see that your solution has worked, in that the offending CP is no longer triggered, but, firstly, I have no idea how you got that new route to come into being, and, secondly, it would all be for nothing if that CP was, for any reason, triggered later. I don't really need the Bus to get to WP1; I really need to understand why the CP didn't obey what I thought was a valid instruction. Our friend Goetz has replied, with an explanation and a cure, which works well, but stimulates further questions which I'll bother him with.
    I'd like to know, just the same, what you did (in words of less than one syllable, please...) to establish that new route, and wonder what, if anything, those extra CP that have appeared are for. I knew that there would be a 'learning curve' to this 'Routes' novelty; I didn't expect it to be quite so opaque, though. More stuff to ruminate; it's all good for the little grey cells, I'm told. Thanks; onward and upward...

    Ich sehe, dass Ihre Lösung funktioniert hat, da der betreffende CP nicht mehr ausgelöst wird, aber erstens habe ich keine Ahnung, wie Sie diese neue Route zustande gebracht haben, und zweitens wäre alles umsonst, wenn dieser CP wurde aus irgendeinem Grund später ausgelöst. Ich brauche den Bus nicht wirklich, um zu WP1 zu gelangen; Ich muss wirklich verstehen, warum der CP einer meiner Meinung nach gültigen Anweisung nicht Folge geleistet hat. Unser Freund Goetz hat geantwortet, mit einer Erklärung und einem Heilmittel, was gut funktioniert, aber weitere Fragen anregt, mit denen ich ihn belästigen werde.
    Ich würde trotzdem gerne wissen, was Sie getan haben (bitte in Worten mit weniger als einer Silbe ...), um diese neue Route zu etablieren, und frage mich, wozu die zusätzlichen CP, die aufgetaucht sind, wenn überhaupt, dienen. Ich wusste, dass es bei dieser „Routen“-Neuheit eine „Lernkurve“ geben würde; Allerdings hätte ich nicht erwartet, dass es so undurchsichtig ist. Mehr Dinge zum Grübeln; Es sei alles gut für die kleinen grauen Zellen, wurde mir gesagt. Danke; vorwärts und aufwärts...

    Douglas

    Hi Douglas

    I added the two extra CP's to provide continuity for the full route. I then set the bus at the start and set the route from there to waypoint 1, 2 3 end and the back to the start but used the new CP at the back of the start point to finish the route. Once you set the bus in motion it follows your EV. I hope that is sufficiently clear. If not then I'll sort out a more meaningful explanation tomorrow morning, I'm tied up now for the evening.

    Cheers

    Pete

  19. 1 hour ago, Dad3353 said:

    I know they've been available for quite some time now, but this is my first attempt to understand and use them, on road layouts. To this end, I have a simple test layout, attached below...
    I have not found much information at all on this subject, as most is based on rail use, so my questions may be rather ignorant, so apologies in advance. Here's my first issue...
    I have set up a series of destinations for a Bus on my layout; each contact point (CP...) sends the Bus to its next Waypoint (WP...). Once at the End, the Bus is sent to the Start, to start the whole train of events again. From the Start, the first destination (WP 1...) is reached by passing over the CP for WP 3, which is triggered, and sends the Bus to End. I've tried to make the CP understand that there is a Condition, that if the Bus is on its way to WP1, let it continue, otherwise, set to End. It doesn't seem to work; I obviously have not understood something.
    How may the Bus pass over a CP and not have its Route changed if the condition is not met, please..?

    Ich weiß, dass sie schon seit geraumer Zeit verfügbar sind, aber dies ist mein erster Versuch, sie zu verstehen und auf Straßenplänen anzuwenden. Zu diesem Zweck habe ich ein einfaches Testlayout, das unten beigefügt ist ...
    Ich habe zu diesem Thema überhaupt nicht viele Informationen gefunden, da sich die meisten auf die Nutzung der Schiene beziehen, sodass meine Fragen möglicherweise eher unwissend sind. Ich entschuldige mich daher im Voraus. Hier ist meine erste Ausgabe...
    Ich habe auf meiner Anlage eine Reihe von Zielen für einen Bus eingerichtet; Jeder Kontaktpunkt (CP...) sendet den Bus zu seinem nächsten Wegpunkt (WP...). Am Ende angekommen wird der Bus zum Start geschickt, um den gesamten Ablauf der Ereignisse erneut zu starten. Vom Start aus wird das erste Ziel (WP 1...) erreicht, indem der CP für WP 3 überfahren wird, der ausgelöst wird und den Bus zum Ende sendet. Ich habe versucht, dem CP klarzumachen, dass es eine Bedingung gibt: Wenn der Bus auf dem Weg zu WP1 ist, soll er weiterfahren, andernfalls wird er auf Ende gesetzt. Es scheint nicht zu funktionieren; Ich habe offensichtlich etwas nicht verstanden.
    Wie kann der Bus über einen CP fahren, ohne dass seine Route geändert wird, wenn die Bedingung nicht erfüllt ist?

    Douglas

    _Test_Facility for Road Routes 02.mbp 18.66 kB · 1 download

    Hi Douglas

    I'm not sure if the attached helps but your bus should complete it's route successfully, I hope. There is another option if you need to stick to your precis route.

    Cheers

    Pete

     

    test layout for road routes.mbp

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