Jump to content

simonjackson1964

Mitglieder
  • Gesamte Inhalte

    23
  • Benutzer seit

  • Letzter Besuch

  1. Finding Object References

    Answered my own question... Exporting the events to a .html file and opening that in the browser. Then <CTRL> + F to search for the string I need to find. I found where a point was being changed that was causing derailments!
  2. Coal wagons, loaded and unloaded.

    And the joke is on me... I switched to using the Falns 81 80 D DB hopper wagon It's a great rendering of it, by the way! I have a train of 18 of these guys that gets hauled from a coal mind to a power station and back. So, filling at the power station, all working. I made a little rectangle of ... Well, if I was doing this for real, I would have used plasticard, so whatever the virtual equivalent of that is - painted it with coal paint (Hey, get me a can of tartan paint? No problem! Computers are the solution to old jokes!) Popped it in the wagon at the top, linked them, and then copied the wagon 17 times. The load sequence works perfectly, dropping coal into the wagon, the when that stops the coal "card" becomes visible and hey presto! The only thing was, that, as I was watching from very close to as the wagons passed beneath the camera, I spotted a dark shadow in each one. Oops, they are already loaded. Oh well, too late now. Besides, I had to look really close to realise it. And then I took the train down to the power station to unload it... So, I knew one of those two animations opened the doors at the bottom, but not speaking (or reading) German, I had no idea what the other one did.. Until I tried it. Well look at that! It empties the wagon. I still think my coal layer is more realistic, but if only I had realised this at the start I could have saved myself the trouble! Moral of the story: Always check wa=hat all the animations do before you start!
  3. Finding Object References

    I apologise if this has already been suggested - I'm quite new here. Something that I think would be really useful would be a feature where I could search for all references to any object across all the events. It would make it much easier to track errors in event coding - for example when copying an event group multiple times, it's easy to forget to change a reference. Hunting through every event in every group can be somewhat tedious. Another feature that would be really handy for testing and debugging events would be a real-time display of variable values. If this exists, I haven't yet found it. The only way to check the values of variables is to open the event wizard, and go to the "Active Variables and Timers" tab, but doing so automatically pauses the simulation. It would be handy to be able to monitor maybe a specific variable or two, to see whether they get changed when they should.
  4. At this rate it will take ten times as long...

    I keep adding little tweaks to the layout... Like I just put black smoke rising from the power station's chimney, and white steam from the cooling towers! Does anyone else find that building the layout and getting it all working the way you want is actually more fun that operating it? I find the frustration to be exhilarating, and then the joy of figuring out the solution and getting it working. Like, when I first started, I had a real problem with railcars. The train has two locomotives, one front and one back. And I found that whenever the rear loco hit a slow section of track, it would take off in the opposite direction... Of course I worked out why fairly quickly. It's going backwards. Give it a speed of +20 and it will start going forwards! I couldn't figure out a solution and couldn't understand why there are no "dummy" locos, like there are in "real" models. But, my solution to the problem of having a single loco on this layout that doesn't go around the loops but shuttles back and forth between the coal mine and the power station provided the answer. Because this loco needs to go backwards, but needs to be controlled by the same block signalling as all the others, the obvious solution was a couple of local variables giving it's main speed and slow speed, and then two more pairs, for positive and negative values that get set to the "master" pair just before it joins the main line. (Until that point, it will be under user control!) But of course it was obvious that I needed to have the same two variables on all the locos so that they were all controlled the same way... And of course, my trailing locos do NOT have them so no matter how many events they trigger they don't have a value to be set into the block speed variable. Speed remains at zero and the driving loco just drags them along! I was really pleased when I figured that out...!
  5. At this rate it will take ten times as long...

    That looks better than I came up with.... I was trying to use those before, they're the animated length ones which is really weird! But I hadn't spotted the "connect" feature. I'll give it a go. Ah, but they don't have the "Connect" feature... What I came up with may not be elegant, but it works!
  6. At this rate it will take ten times as long...

    Okay, thanks. that looks an awful lot easier... I guess with junctions, the best thing is to run one way, then reposition the train at the post before the junction and run it the other way... What about multiple tracks though? I mean obviously with a double track, you just run the catenary down both sides. But what about three or even four tracks...? Prototype, of course... That's the Midland Mainline But this is what I want to electrify... I already discovered that the tunnel mouth and signals are too low, I have my work-around for those already. But basically I need a gantry that will span four tracks and two platforms, that I can hang the contact wires from. Suggestions appreciated? I suppose as an interim I could fit the masts between the tracks...
  7. ... To electrify my layout as Network Rail took to electrify the Great Western line! Seriously, can someone come up with a spline base overhead catenary system please? I just spent two hours trying to put those damn wires in the right places, and every time I move one it decides it wants to turn itself through 180 degrees. I found I had to individually position each component, and manoeuvre it into place millimetre by millimetre. If I tried to drag it, it decided it wanted to be somewhere other than over the piece of track I wanted it over. In the end I gave up. I'll just use diesels.
  8. Adding and subtracting to (& from) variables

    That seems to work, thanks!
  9. Adding and subtracting to (& from) variables

    Thanks, that's really helpful. You should put that post into the FAQ, or somewhere that is isn't ultimately going to get lost. I think I know what I was doing wrong. Let me try it again...
  10. Adding and subtracting to (& from) variables

    Hi Andy. It's gone 11 pm so I'll have another crack at it tomorrow evening. You said the syntax I'm using is correct? Is it $My_Variable + 1 , or just +1, and if the former, should it have the spaces either side of the +? I've tried various combinations, but it's difficult to keep track of what I've tried! The other question that is begged by this, is can I add two variables together? [$Value_1 + $Value_2]
  11. I'm missing something simple here... It ought to be ACTION [Set Variable]; Variable Name [My_Variable]; Value [$My_Variable + 1] Or even ACTION [Set Variable]; Variable Name [My_Variable]; Value [+1] But that doesn't seem to work for some reason... Incrementing a counter should be a basic function, but I can't seem to figure out how to make it happen. I create the variable manually to ensure it is there. I let it increment, then go back to check... And it's gone. It's not even there with a zero value, it just isn't there at all! Actually this seems to be a weird "feature" of the system. Refer to a variable in just one place and it vanishes. It seems that to have a variable recognised by the program you need to check its value somewhere that you aren't setting its value? Anyway, point is, I would like to be able to increment values, and can't seem to find out how. Simon
  12. Coal wagons, loaded and unloaded.

    Yeah, thanks. I realised that after trying to do it using "vehicle enters track" events on six lengths of track triggered by the loco hitting the track! Couldn't figure out why it didn't work in the direction I wanted it to but did in the other one... Tried it again, having a fair idea suddenly what was wrong. Sure enough, as the lead wagon (being pushed) hit the first track length, BINGO, there was the coal! So, I am going to use the numerical order of the wagons, a variable that counts 1 to 3, but is set to 0 when not loading the wagons, and a variable that counts 1 to 6... Somehow. Details still being worked out in my head! Thanks for the tip!
  13. Coal wagons, loaded and unloaded.

    Nope, tried that too. It didn't work either! (The invisible car, I mean).
  14. Coal wagons, loaded and unloaded.

    So... Follow-up question... HOW? I have my empty wagons (I decided to use a hopper wagon rather that the open wagon, as it has a more realistic emptying action). I have my coal textured mesh, linked to each wagon. The wagons are numbered (1-18) and the coal meshes have the corresponding number. The coal moves with the wagon, no trouble at all, whether visible or invisible. My issue is, how do I make the coal become visible as the wagon passes under the coal hopper? I've tried creating an event for when the wagon enters the track length that is under the hopper, but it doesn't do anything. I suspect this is because the wagon is not defined as a "vehicle". I typed the wagon name into "User Defined" vehicle, but it doesn't seem to do anything. The only way I can think of doing it is to make sure my coal wagons are always in the same order, and put six track lengths the same length as the wagons in front of the coal run, and have a variable that is set 1 to 3, so that as the loco pushing the wagons enters each section it triggers the event for wagons 1, 7 & 13, then 2, 8 & 14, 3, 9 & 15, etc, and which wagon is dependent on the variable. I don't like that idea, because it mucks up my track geometry. If it's the only way I guess I'll bite the bullet and do it. Unless I attach an invisible car to each wagon?
  15. Coal wagons, loaded and unloaded.

    Thanks Max. That seems easy enough. It just seems a shame when someone has gone to all the trouble of actually doing it for me but not made it obvious how to change the state...! You'd have thought they would have realised that people will want to do this and made an easy way to make it happen. Simon
×