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raf.sonneville

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  1. 12 minutes ago, HaNNoveraNer said:

    If you will use "signal with keyword changes to green" you have to store the train in a variable in the signal to access the train.
    Maybe you could also use "route is activated" then store the train in the route.

    You must use "for all vehicles in a train" instead of "on a track" then.

    Regards
    Thomas

     

    Thanks for the help, i will try that.

  2. You are right, in real life the doors close before leaving. In 3DTS the train leaves when the signal turns green, and speed is set by the settings of the signal, "accelerate to".

    I think all i can do is leave the doors open for some time, then close them, and then let the train wait with closed doors until the signal turns green.

    Anyway, thanks a lot for all your help.

    Regards

     

  3. Hi Goetz

    Sorry to disturb you again

    I tried your layout and works fine.

    Then i tried this on my layout with nearly 30 trains and it works wonderful.

    Whatever train that stops at a signal the doors open.... however...

    The doors don't close when th train leaves, and the reason is that I am using automated routes, the trains stop at a signal and stand therewaiting until the signal is turned green by the automated routes.

    This means that the command "For all vehicles on a track/contact" does not work because I cannot not use a trigger there.

    If a put this command within the command for a signal changing to green then I cannot select at" Vehicle" on the right the trigger option, so the train leaves when the signal goes green but the doors don't close.

    Can you once more help me on this please.

    Thanks so much

    Regards

     

  4. Hi Goetz

     

    Thanks for the effort, but thats what im doing now. I check if for instance Loco1 hits a track contact and then open and close its according doors.

    But i have a layout with over 30 trains (all self created belgian trains with ketchup)  and i have to do that for every train hitting that rail contact. This means a lot of commands.

    What i want is that with one command it works for all trains using keywords to execute their according opening and closing procedures.

    Thanks a lot.

  5. Hi 

     

    Who can help me with either commands or LUA script

     

    I have two trains running "Loc1" and "Loc2", and each train has two keywords:

     

    LOC1 = keyword             "Module1" which refers to an user-defined event called "Loc1OpenDoors"

                 second keyword "Module2" which refers to an user-defined event called "Loc1CloseDoors"

    LOC1 = keyword             "Module1" which refers to an user-defined event called "Loc2OpenDoors"

                second keyword  "Module2" which refers to an user-defined event called "Loc2CloseDoors"

     

    Now I want that when a trains hits a track contact the train stops and its corresponding event "Loc1OpenDoors" or "Loc2OpenDoors" is called,

    and when the train leaves the contact, the corresponding event "Loc1CloseDoors" or "Loc2CloseDoors" is called.

    I know that you can set this with a command that when a train hits a contact according to the trains name you can run its according event, but if you have 20 trains running then you have to do that for each train. Lot of work, lot of commands, which slows down the program.

     

    Thanks in advance for the help.

    Raf

     

     

  6. Thanks Bahnland for al the help for making my own signals with animation.

    I made:

    - a platform clock

    - platform number selectable options from platform 1 to 15

    - station name board

    - anouncement board of all the trains leaving

    - anouncement board of train leaving on specific platform, selectable options between 18 possibilitis

    - belgian signal

    - speed annoucement signals, selectable speed varies from 10 to 140 km/h

    all signals are able to move forward-backward, left-right, up-down

    pic1.jpg

    pic2.jpg

    pic3.jpg

    pic4.jpg

    pic5.jpg

  7. Hi Bahnland

    I was able to make already 7 different belgian signals.

    The only question I have for you is that in the explanation you sent me in figure

    "Bild / Figure 05:  Signalbegriffe im 3D-Modelleditor  /  signal indications in the 3D model setup"

    1119304151_BA06Signalbegriffe.thumb.jpg.f81ee5088fdba88c1b28c90ed5b5611f.jpg

    the lights seem to have a glowing effect, how do you do that?

    Thanks.

    Regards

    Raf

    Picture of my signals

    Picture.jpg

  8. Hi

    When I treid bringing your examples in 3DTS the first error message I got was

    "missing file _Custom.png"

    do I in the X file have to change

      TextureFilename {"_Custom.png";} 

    into 

      TextureFilename {"_Signaltextur_L.png";}   ?

     

    I renamed this and i could import the signals

    with the "Blinksignal rot" signal I can only adjust the height, no blinking light

    with the "ADBPA" signal it changes the green and yellow lights on its own and I can do nothing

     

    is this correct?

    Thank you

  9. Hi

     

    I am trying to construct Belgian signals. I made the variations in Sketchup and was able to bring them in 3DS.

    I am trying anything to get these variations within one signal so I can set it from within events, but no success yet.

    How to do this? Can you maybe send me sample files of a simple signal working with lights? Possibly also with blinking lights.

    Thank you

    Regards

    signal.jpg

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