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simonjackson1964

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  1. Hi Pete Have you updated the drivers for your video card and mouse? This can sometimes fix issues like this. Not saying it will - apparently my computer won't load Windows 11, despite being only 6 or so years old. When I tried to install Blender it refused to load, and I was told that I should update my drivers... So I did and it had no effect whatsoever! But it's something to check. heers Simon
  2. True... but it would be nice to have a more elegant way of doing it.
  3. I guess no-one has an answer to this? Everything I've thought of could actually be done better at V5!
  4. Just a small point, but the bus still doesn't stop...
  5. I'm trying think of a way to do something at V7. I'm sure there is an easy way that I'm just not seeing, so I thought I'd ask... In real life, a railway line may have a speed limit of 120 mph (200 kph) but a locomotive towing a long and heavy goods train may well only be capable of 50 mph (80 kph). But then there might be a length of track on which the speed limit is 30 mph (50 kph). What I'm trying to do is put a physical limit on how fast certain trains can go. Same would apply to road vehicles, where the Lambo is capable of 276 km/h (171 mph), while the Trabant can just about get
  6. Ah, right. I had a feeling it was something like that. Thank you. Ah richtig. Ich hatte das Gefühl, dass es so war. Dankeschön.
  7. On a lot of layouts in the catalogue there is a "floor" - a seemingly infinite layer coloured as a grey-green carpet that sits at about z = -1000 . I've tried to find this in the past with no success and have sneakily copied it from other people's layouts. It actually provides a useful point of reference when one accidentally scrolls the view away from the layout. Does anyone know where I can find this? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Auf vielen Grundrissen im Katalog gibt es einen "Boden" - eine scheinbar unendliche Schicht, die wie ein graugrüner Teppich gefärbt ist
  8. @Jud91 Which version are you using? This would be handled differently at V5, V6 and V7. (I don't remember enough about V4 to say). At V5, it's a bit more complex, but you mentioned a deceleration contact - those didn't exist at V5. V6: First store the Object ID of the vehicle, when it arrives at the deceleration contact, in a variable on the associated signal. NB: You will need a variable on the contact with the object ID of the signal: When the signal changes, check to see if there is a stored vehicle. If there is, set its speed according to your track and the
  9. Yes! That one! In fact, at V7 it's even easier, you just select the correct route.
  10. I just needed to put the name of the correct extended variable in. If you look closely you'll see that the name of the variable on the signal is the same as the name of the keyword . Which is not what I had set up. This works: Previously it was trying to find the animation on a Keyword!
  11. You are welcome. When @Goetz first told me what they are and how to use them, I thought, "Meh, can't see them being much use", but now I use them all over the place, to dictate which events run in which circumstances. You can use a single track contact and have a whole raft of keywords on it, that all trigger different events. The important thing is to make sure the events don't conflict with each other! I also use lists and iterations. A track contact at the start of two or more different routes will have a keyword something like "Junction" or "Choose Route", and a list of all the a
  12. If you select the locomotive, then click on the three-bar menu icon at the top-right of the tool ribbon (see below) this opens events & Keywords/variables menu Select "Keywords/Variables", and add a keyword: Give the keyword a meaningful name, such as "London in name". You can then add the same keyword to all locomotives with "London"in the name. Then you select the contact that you want to use to affect the speed. Again, if you want it to happen on more than one contact, create a keyword on that contact, that means something to you. Say "London Train Trigger
  13. Hi folks, I'd appreciate some help on this one, because I'm sure Ive got everything right. DB practice with the 69 type light signals is that when a distant signal is mounted on a main signal post, when the main signal is red (HP0) the distant signal is dark, to avoid possible confusion if the following main signal (that the distant signal is repeating) is green (HP1). So, the game designers have thoughtfully provided an animation on the distant signals to darken them At V6, the following works fine. (It's in my published "Valley Road" layout if you want to see it). H
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