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simonjackson1964

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  1. I'm trying to put a cable car and/or a chair lift on a mountainous layout, because I think it would look cool, and also give a reason for the railway to go half way up the side of a mountain and stop! (Ski sloaps will probably follow. But there are many problems associated with the cable car / chair lift set centred on item 576399B5-366A-4C43-BD67-3A21B25C087D Circulating cable and Chairlift stations. To start with, the "cable" that is a fixed part of the station is not a track, it's just a static part of the model. To make the cars go into the station, it is necessary to put an actual track (the "flexible string" that is part of the set works nicely) into the correct place on the station, one on each side. Easy enough with the chair lift as the fake cable is there as a guide but really difficult with the cable car station. Then there is the problem of the U bend around the wheel. The so-called "Flexible String" is about as flexible as a steel girder. I have found using two lengths of virtual track, setting the radius to 9.4mm and the angle to 90° then joining them together will create a suitable loop. But why could this not be incorporated into the model to begin with? On the subject of the cable and the motors, "The normal variations are for use with vertically aligned track..." Right? Turn the track through -90° in the y plane and the car hangs vertically when suspended from a "normal" motor, but when it hits the wheel at the end, because this is using a normally aligned track to negotiate the 180° bend, the car flies out horizontally as though under centrifugal force. Obviously this can be overcome by flipping the car's visibility off and replacing it with one on a "horizontal" motor, but that involves faffing about to line them up, and a special event to handle the change over. The easiest solution is to ignore the instructions regarding sagging cables (I wasn't able to sag a cable anyway) and just use the track normally. But never mind sagging, just having the cable go up a mountain creates another problem: The chair in the centre is hanging vertically. in the horizontal station. The one to the right will hang vertically on the way up, and the one at the rear will be vertical on the way down. When they start going up... And on the way back down... Let's hope the safety harness holds on that front chair, hmm? Again this could be handled by toggling visibility, but why isn't there an animation that can be used to rotate the car to keep it vertical? That would be far more sensible than to have three different cars on the one motor - six if your cable is oriented vertically! I'm also having issues with the things that sit on the ends of the mast T attachment - I suppose if I was using vertical cable I would be able to bend it to shape? Tried that and the cable snapped to the locking point and put itself the right way up! But my biggest issue is, shouldn't the rollers be under the cable? The drive wheel in the station rotates anti-clockwise, meaning the cars will travel on the right. But the rollers on the mast attachments also rotate anti-clockwise by default meaning that the tops are going the wrong way. Sure, reverse the animation and they go the right way, but this is something that should be fixed. Never mind the fact that the two wheel attachment seems to want to embed itself in the middle of the pylon, rather than attach to the end. Bit of a rant there, sorry. But I am getting very frustrated with this whole thing. Any obvious solutions I've missed? Any offers to fix the models? Greatly appreciated. Cheers Simon Ich versuche, eine Seilbahn und / oder einen Sessellift auf eine bergige Anlage zu stellen, weil ich denke, dass es cool aussehen würde, und auch einen Grund für die Eisenbahn anzugeben, auf halber Höhe eines Berges zu fahren und anzuhalten! (Skipisten werden wahrscheinlich folgen. Es gibt jedoch viele Probleme im Zusammenhang mit dem Seilbahn- / Sesselliftsatz, der auf Artikel 576399B5-366A-4C43-BD67-3A21B25C087D umlaufende Kabel- und Sesselliftstationen zentriert ist. Zunächst ist das "Kabel", das ein fester Bestandteil der Station ist, keine Spur, sondern nur ein statischer Teil des Modells. Damit die Autos in die Station einfahren können, muss eine tatsächliche Spur (die "flexible Schnur", die Teil des Sets ist, funktioniert gut) an der richtigen Stelle auf der Station platziert werden, eine auf jeder Seite. Einfach genug mit dem Sessellift, da das gefälschte Kabel als Leitfaden dient, aber sehr schwierig mit der Seilbahnstation. Dann gibt es das Problem der Übung am Lenkrad. Die sogenannte "flexible Saite" ist etwa so flexibel wie ein Stahlträger. Ich habe festgestellt, dass die Verwendung von zwei virtuellen Spurlängen, wenn der Radius auf 9,4 mm und der Winkel auf 90 ° eingestellt und dann zusammengefügt werden, eine geeignete Schleife ergibt. Aber warum konnte dies nicht zunächst in das Modell aufgenommen werden? Zum Thema Kabel und Motoren: "Die normalen Variationen gelten für vertikal ausgerichtete Schienen ..." Richtig? Drehen Sie die Spur in der y-Ebene um -90 ° und das Auto hängt vertikal, wenn es an einem "normalen" Motor aufgehängt ist, aber wenn es am Ende auf das Rad trifft, da dies eine normal ausgerichtete Spur verwendet, um die 180 ° -Biegung zu überwinden. Das Auto fliegt horizontal wie unter Fliehkraft. Offensichtlich kann dies überwunden werden, indem die Sicht des Autos ausgeschaltet und durch einen an einem "horizontalen" Motor ersetzt wird. Dazu gehört jedoch, dass man sich in einer Reihe befindet, um sie auszurichten, und ein besonderes Ereignis, um die Umstellung zu bewältigen. Die einfachste Lösung besteht darin, die Anweisungen zum Durchhängen von Kabeln zu ignorieren (ich konnte ohnehin kein Kabel durchhängen) und die Schiene einfach normal zu verwenden. Aber es macht nichts aus, wenn das Kabel einen Berg hinaufführt, entsteht ein weiteres Problem: Der Stuhl in der Mitte hängt senkrecht. in der horizontalen Station. Der rechte hängt vertikal auf dem Weg nach oben und der hintere senkrecht auf dem Weg nach unten. Wenn sie anfangen zu steigen ... Und auf dem Rückweg ... Hoffen wir, dass der Sicherheitsgurt an diesem Vordersitz hält, hmm? Auch dies könnte durch Umschalten der Sichtbarkeit behoben werden. Warum gibt es jedoch keine Animation, mit der das Auto gedreht werden kann, um es vertikal zu halten? Das wäre weitaus empfindlicher, als drei verschiedene Autos an einem Motor zu haben - sechs, wenn Ihr Kabel vertikal ausgerichtet ist! Ich habe auch Probleme mit den Dingen, die an den Enden des Mast-T-Aufsatzes sitzen - ich nehme an, wenn ich ein vertikales Kabel verwenden würde, könnte ich es biegen, um es zu formen? Versuchte das und das Kabel schnappte zum Verriegelungspunkt und stellte sich richtig auf! Aber mein größtes Problem ist, sollten sich die Rollen nicht unter dem Kabel befinden? Das Antriebsrad in der Station dreht sich gegen den Uhrzeigersinn, was bedeutet, dass die Autos rechts fahren. Die Rollen an den Mastbefestigungen drehen sich jedoch standardmäßig auch gegen den Uhrzeigersinn, was bedeutet, dass die Oberseiten in die falsche Richtung weisen. Sicher, kehren Sie die Animation um und sie gehen den richtigen Weg, aber dies sollte behoben werden. Es ist egal, dass sich der Zweiradaufsatz in die Mitte des Pylons einbetten möchte, anstatt am Ende zu befestigen. Es ist ein bisschen scherzhaft, sorry. Aber ich bin sehr frustriert über diese ganze Sache. Irgendwelche offensichtlichen Lösungen, die ich verpasst habe? Irgendwelche Angebote, um die Modelle zu reparieren? Sehr geschätzt. Prost Simon Alle Übersetzungsfehler sind die Schuld von Google Translate!
  2. The answer to this is to use a keyword on the track contact, say "Hay bale Contact", and an object variable called (say) "Hay bale" also on the contact which contains the object id of the bale you want to appear. This can be set by simply clicking on the bale when you create the object variable. Select both the contact and the bale, copy and paste both, and this will automatically populate the new track contact's variable with the corresponding new bale. Your event then looks like this: I use "Upon Leaving" because that lets you put the bale on top of the contact that triggers it. If you ise "Toggle" on the visibility state, you can use the same event for both vehicles, as long as the visibility is correct to begin with, and a separate event on the following vehicle will make the bale appear in the wagon. (not sure about this one, but with the above as a starting point, I expect you can work something out?)
  3. Hi Curt Well, I'd be lying if I said there were no gaps, but there are no deliberate gaps. The tunnel in the screen shot is all one long section, and you can clearly see the wall of the tunnel where the light is coming through. The only gaps are where the gradient changes in the tunnel. @BahnLand Definitely inside the mountain. The one at the bottom is the one in the previous shot . That's it in the foreground Move the view a fraction and the sunlight vanishes! Move a bit more, and it's as if someone cut the side off the mountain!
  4. We all know about "The light at the end of the tunnel", (and how the more cynical among us always assume it's the headlight of the train coming the other way!) And in fact that's pretty easy to model... But I seem to have a different problem: It seems the Sun is powerful enough to penetrate the side of the mountain and the wall of the tunnel... The tunnel is solid. What's more, it seems the light is only visible from some angles! I did try capturing a video that shows the patch of light closest suddenly appear as if something has moved out of the way, but I am unable to link it to the post. I know the tunnel walls are single sided and invisible from outside, but that doesn't explain how the light is penetrating the solid ground. I'd also like to know if anyone has a solution, and / or a way of making the tunnels darker, without setting the time to midnight! Wir alle kennen "Das Licht am Ende des Tunnels" (und wie zynisch unter uns immer angenommen wird, dass es der Scheinwerfer des Zuges ist, der in die andere Richtung fährt!) Und tatsächlich ist das ziemlich einfach zu modellieren ... Aber ich habe anscheinend ein anderes Problem: Es scheint, dass die Sonne stark genug ist, um die Seite des Berges und die Wand des Tunnels zu durchdringen ... Der Tunnel ist fest. Außerdem scheint das Licht nur aus einigen Winkeln sichtbar zu sein! Ich habe versucht, ein Video aufzunehmen, das zeigt, dass der am nächsten liegende Lichtfleck plötzlich so aussieht, als wäre etwas aus dem Weg geräumt, aber ich kann ihn nicht mit dem Beitrag verknüpfen. Ich weiß, dass die Tunnelwände einseitig und von außen unsichtbar sind, aber das erklärt nicht, wie das Licht den festen Boden durchdringt. Ich würde auch gerne wissen, ob jemand eine Lösung und / oder eine Möglichkeit hat, die Tunnel dunkler zu machen, ohne die Zeit auf Mitternacht einzustellen! (Google Translate werden alle schlechten Übersetzungen gutgeschrieben!)
  5. I have done something similar. This was created in V5 (but still works in V6!) Worth note: Where the river meets the end of the baseboard, there's an additional rectangle "Ebene" (to use the word our German hosts use) coloured with the same water texture, and turned through 90° on the Y axis, so it is vertical and in the same plane as the edge of the baseboard, thus giving an end to the water itself This one is entirely in V6, but is a work in progress. Partly because I need to clear out all the events and start from scratch... The river is quite shallow and the waterfall is fixed on the mountain module The canal, on the other hand... You can go swimming if you want! Same technique as the end-plate, but set the y-rotation to 180. set te x, y and z coordinates to the same as the surface, linked the two together and presto, the water surface as seen from underneath.
  6. Hi Bahnland Thank you, I appreciate the compliment. But if you knew how much trouble I had just getting the doors to open and close when I wanted them to... (The thread is still near the top in "Problems and Solutions"). I have to say, I hadn't noticed that, but I'll add a half second delay for V2. Danke, ich schätze das Kompliment. Aber wenn Sie wüssten, wie viel Mühe ich hatte, die Türen zu öffnen und zu schließen, als ich wollte, dass sie ... (Der Thread befindet sich in "Probleme und Lösungen" immer noch ganz oben). Ich muss sagen, ich hatte das nicht bemerkt, aber ich werde eine halbe Sekunde Verzögerung für V2 hinzufügen.
  7. Actually, on the prototype, there is never a free block between trains during rush hour. At least, not in this country! What looks like a free block is actually the length of the block normally being several times longer than the train. The reason obviously being to give the ATP system time to stop the train before it ploughs into the back of the one in front, should the driver fail to stop at the signal. In the situation you show above , going left to right, Block 3 is clear and thus the signal to enter that block would be green. However normal operation would mean that the train would enter block and turn that signal red before the back of the train has left block four. Thus there would be a block that appeared to be empty between the one train showing entering one block and the next train entering the block it just left. This, of course, assumes modern automatic signalling. With manually pulled signals, it is entirely down to the signalman to determine which train is in which block... That said, a quick check reveals that the London Underground uses a "rolling block" signalling system where each contact point clears the signal two or three back, but the fixed blocks are actually shorter than the trains.
  8. Thanks Doug. Yes, I know it needs road traffic. I've mot had good experiences with cars though. They do weird things fo no reason, and I've never been ableto figure out a way of making them behave at junctions... Then again if I took the "priority" signs off the junctions, then everything stopping even on the main road would probably be realistic...! I spotted the doors on that tower opening and closing while I was fiddling with the landscape - You're referring to the brick tower in the corner, right? I didn't have the heart to turn them off! Hmm. The third person was actually sittingin another market stall that I took off because it looked wrong. But if you count the lady selling coffee, that's three still...! Road and cars are still something of a challenge and I think sending passengers up and down in lifts and making them get on and off the trains is a bit ambitious, but my plan of using the fast clock to make people visible or invisible, and use the same technique as on the trains to let cars in from hidden loops... Would probably work.
  9. Danke. Ich freu mich, dass es dir gefällt. Thank you. I'm glad you like it.
  10. Hallo zusammen. Nach vielen Monaten voller Qualen und Fehlstarts und einer ganzen Menge halbfertiger Layouts habe ich endlich eines hochgeladen! Als Referenz habe ich zuerst Version 3 heruntergeladen, als die Dampfmaschine im Symbol war! Das Layout heißt also auf Englisch Talstraße oder Valley Road, und es ist recht einfach, nur eine einzige Gleisschleife, die den Anschein einer geraden zweigleisigen Hauptstrecke erweckt. Es ist über Kopf mit einer einzigen Station elektrifiziert. Der Unterschied besteht darin, dass die Strecke erhöht ist, wie viele städtische Massentransits auf der ganzen Welt. Aber natürlich muss es an beiden Enden eine Tunnelmündung geben, um den Geigenhof zu verbergen, daher der Name der Station in der Mitte: Valley Road. Die Straße, die unter / entlang der Gleise verläuft, ist die gleichnamige Straße. Der Bahnhof ist unbemannt und auf den Bahnsteigen stehen Fahrkartenautomaten. Der Zugang erfolgt über Aufzüge - zwei pro Plattform. Das rollende Material sind alle EMUs der DB-Klasse 420 mit Kraftfahrzeugen der Klasse 421, weil sie gut aussehen und genau das sind, was ich in dieser geschäftigen Metro sehen wollte. Ich habe angenommen, dass die Linie zu mehr als einer Stelle jenseits des Geigenhofs "Down" führt - und möglicherweise auch über den "Up" -Hof hinaus. Es gibt mindestens eine von jeder Lackierung für den Zug und zwei von den meisten. Eines der "cleveren" Dinge, auf die ich ziemlich stolz bin, ist die Änderung der Ziel- (oder Ziel-) Anzeigen an den Antriebswagen an beiden Enden und an den beiden in der Mitte, wenn der Zug den Geigenhof verlässt. Die S1 fährt vom Hauptbahnhof zum Flughafen, die S2 vom Hauptbahnhof nach Erding, die S4 vom Ostbahnhof (der die andere Seite des Hauptbahnhofs in meiner fiktiven Stadt ist) nach Geltendorf und so weiter. Mit ein wenig Hilfe von einigen Leuten im Forum gelang es mir, die Türen auf der Bahnsteigseite zu öffnen, wenn der Zug am Bahnhof anhält, und wieder zu schließen, bevor der Zug abfährt. Ich war versucht, kurz vor dem Schließen eine Warnsirene einzuschalten, aber ohne das leise Summen der Elektromotoren, die beim Wegfahren des Zuges heulten, hätte es sich nicht richtig angefühlt. Andere "clevere" Teile: Insgesamt gibt es 10 Züge, und die Geigenhöfe an beiden Enden haben jeweils 4 Gleise sowie das Gleis, das die ankommenden Züge zum anderen Ende führt, sodass beide fünf Züge halten. Die Gleise werden alle paar Sekunden nach dem Zufallsprinzip ausgewählt (siehe unten). Wenn sich auf diesem Gleis ein Zug befindet, wird dieser freigegeben. Wenn ein Zug am Tunneleingang hält, wird ein zusätzlicher Zug freigegeben, der hilft, Dinge auszugleichen, wenn sie nicht mehr synchron sind. Eigentlich verursachte mir das Probleme mit der Freigabe von Zügen, wenn sie nicht sollten. Ich glaube, ich habe es repariert, aber wenn Sie bemerken, dass ein Zug mit zwölf Wagen durcheinander ist, lassen Sie es mich bitte wissen, denn das sollte nicht passieren! Züge werden automatisch auf die erste verfügbare Spur geleitet, und das Haltesignal hat eine Spuranzeige, die A - E anzeigt (aber nicht C, ich nehme an, dass dies mit etwas anderem verwechselt werden könnte). Und die Timer, die die Züge freigeben, ändern sich, sodass es Spitzenzeiten (ein Zug alle 4 Minuten nach Maß), Nebenzeiten (alle neun Minuten) und späte Nacht (jede halbe Stunde) gibt. Ich bin auch sehr zufrieden mit der Landschaft. Einige Bereiche sind detaillierter als andere. Es gibt nur drei Leute irgendwo ... Wieder dachte ich daran, klug zu sein und die schnelle Uhr zu benutzen, um sie erscheinen und verschwinden zu lassen, aber ... Gleiches gilt für Autos. Das einzige "Straßenfahrzeug" ist ein Bulldozer, der gerade eine heruntergekommene Fabrikeinheit niedergeschlagen hat. Ich wollte Straßenfahrzeuge anziehen, aber es schien einfach zu viel Mühe zu geben. Vielleicht für Version 2? Die ganze Idee war es, eine städtische Umgebung zu schaffen, die im Großen und Ganzen ein Ort ist, an dem man nicht wirklich alleine sein möchte, spät in der Nacht ... Ich würde mich über Feedback und konstruktive Kritik freuen. D8ED1623-8BCD-45D8-95BF-BD62AAAAA700 Google Translate ist schuld an schrecklichen Übersetzungsfehlern!
  11. Hi all. After many months of agony and false starts, and a whole load of half finished layouts, I have finally uploaded one! For a point of reference I first down-loaded version 3 when it had the steam engine in the icon! So, the layout is called Talstraße, or Valley Road in English, and it is quite simple as far as it goes, just a single loop of track giving the appearance of a straight twin track main line. It's electrified overhead, with a single station. The difference is that the track is elevated, like a lot of urban mass transits around the world. But of course there has to be a tunnel mouth at both ends to hide the fiddle yard, hence the name of the station in the middle: Valley Road. The road running under/alongside the tracks is the eponymous road. The station is unmanned, and there are ticket machines on the platforms. Access is via lifts - two each platform. Rolling stock is all DB Class 420 EMUs with class 421 power cars, because they look nice and they're exactly what I was wanting to see on this busy Metro. I have assumed that the line goes to more than one place beyond the "Down" fiddle yard - and possibly beyond the "Up" yard too. There's at least one of each livery for the train and two of most. One of the "clever" bits that I'm quite proud of is the target (or destination) displays change on the drive cars at either end and the two in the middle, as the train leaves the fiddle yard. So the S1 goes from the Central Station to the Airport, The S2 goes from Central Station to Erding, the S4 goes from the East Station (which is the other side of the Central Station in my fictional city) to Geltendorf, and so on. With a bit of help from some folks on the forum I managed to get the doors to open on the platform side when the train stops at the station, and close again before the train moves off. I was tempted to put a warning siren in just before they closed but without the soft hum of the electric motors whining up as the train pulled away it wouldn't have felt right. Other "clever" bits: There are 10 trains in total and the fiddle yards at both ends have 4 tracks each, plus the track feeding the incoming trains to the far end, so they both hold five trains. Tracks are selected at random every few seconds (see below) and if there is a train on that track it is released. If a train stops at the tunnel entrance this releases an extra train , which helps even things out if they get out of sync. Actually that caused me problems with trains releasing when they shouldn't. I think I have it fixed, but if you notice a twelve car train all mixed up, please let me know, because that shouldn't happen! Trains are automatically directed to the first available track, and the holding signal has a track indicator displaying A - E (but not C, I assume this could be mistaken for something else). And the timers that release the trains change, so there is peak (one train every 4 minutes to scale), off-peak (every nine minutes) and late night (every half hour). I'm also quite pleased with the scenery. Some areas are more detailed that others. There are only three people anywhere...Again I was thinking of being clever and using the fast clock to make them appear and disappear but... Same with cars. The only "road vehicle" is a bulldozer that's just finished knocking down a derelict factory unit. I was going to put road vehicles on, but it just seemed too much trouble. Maybe for version 2? The whole idea was to create an urban environment that was on the whole the sort of place you don't really want to be on your own, late at night... I would appreciate feedback and constructive criticism. D8ED1623-8BCD-45D8-95BF-BD62AAAAA700
  12. Alternatively, select a piece of track, then on the properties menu select the "position" tab (with the little x-y-z icon). Copy the content of the z position, then select the baseboard. Paste the value into the z position field. This will ensure your baseboard is at the same height as the track.
  13. Ohhh, right. I seem to remember just seeing that limit and just paying for the full version (4.0). Hmm... I would be interested to see this, because I can't make my layouts put red bars at the ends of the tracks... I can connect tracks to the "wrong" ends of buffer stops... Maybe take a screen-shot and upload it?
  14. Actually, according to the home page, the free version has a limit of 150 objects, so if you're using the free version that could be it.... £42.97 (€49.90) is actually worth the price in my opinion! If you aren't using the free version, then I am not sure, but when you say the "red end", on my version the active ends of splines are blue...?
  15. Hmm... Rats! I forgot that. I had the timers at each end set to auto restart, and with that option set there's no way to specify frequency. I completely forgot that if auto restart is taken off, the "Start Timer" action allows a time to be specified. *Facepalm* Thanks. Next time... I'll leave it as it is for now - as I said, "If it works, don't fix it"!
  16. Sweet are the uses of insomnia.... Couldn't sleep so I had a go at implementing the above solution. Three timers, one called "Peak" running at 16 seconds (4 minutes sim time), one called "Off Peak" running at 32 seconds (8 minutes) and one called Late Night running at 1 minute (15 minutes). Each timer has it's own "When timer expires" event, all three do exactly the same thing: Call both the events (that were originally timer driven, but are now User-Defined) that release a train randomly from one or other fiddle yard. Originally each yard had it's own timer and it's own event. I suppose I could merge them but I can't be bothered! Having the events self contained meant it was easy to just change them from timer-driven to user-defined with no parameters. Now comes the clever bit that makes it all work. Six "Time activated" events. "Start Morning Rush" activates at 07:00 and enables "Peak", Disables "Off Peak". "End Morning Rush" reverses that. at 09:00. At 17:00 "Start Evening Rush" and at 19:00 "End Evening Rush" do the same. And then at 23:00 "Start Late Night" disables "Off Peak and enables "Late Night" while at 05:00 "End Late Night" puts it back the other way. And it works! I haven't run it all the way through a 24hr loop yet, but I ran it from about 10pm to about 10am, enough to see what happens. It's probably not the most elegant solution, but one thing I learned from 18 years in IT is that there is no one right answer, and if it works, don't fix it! Now I must see about getting some sleep, having got that out of my head!
  17. I'm trying to come up with a way to make something happen that is probably not possible. Or at least might require some fancy Lua code or jigging about with User-Defined functions.... So, I have this very simple layout that is a single station on the middle of a section of elevated track the sort of thing you might see in New York, or Tokyo, even London has some. I imagine a place like Munich might...? Anyway there are 10 brightly coloured Urban Mass Transit Vehicles zipping back and fourth between two fiddle yards that each have 4 tracks, and the fiddle yards generate a random number 1-4 to decide which track to release, giving a realistically unpredictable sequence of trains. The release prompt is on a timer. I have set the layout to run on sim-time, with a day = 1:36:00. That's 96 minutes, so 1 hour is 4 minutes. What I would like to do is change the duration of the timer so that between 7:00 am and 9:00am and again between 5:00pm and 7:00pm it releases a train every 15 (real) seconds, and during the day it releases one every 30 seconds, and perhaps between 11:00pm and 4:00am releases one every minute of real time. The best I can come up with is deactivating the event that uses the fast timer and activating a different event that uses a slower timer, both of which call the same user-defined event to actually release the trains... Thoughts?
  18. To quote one of my childhood heroes: I have successfully changed the destination boards on both ends and the two middle drive cars of 6-car EMUs. I hat to use the hasEngine() function that the set vehicle speed action uses to make sure that I only attempted the change on the drive cars and not the two centre pantograph cars that don't have the destination board. But it works!
  19. The final product: The second parameter on the User Defined Event is so I can use the same event to open and close the doors. I went back to the graphical EV because I couldn't get the second deferral to work in Lua. The train left while closing the doors or closed them the left while opening them again... I know it was a bug in my syntax, but I can't be bothered to fix it, because I realised what I was doing wrong in the graphical version, fixed it and it works! (It should be obvious but one of each pair of animations is forward and one is backward). Posting this because I like celebrating my success, but also because there might be someone with a similar issue, and they might see this and think "Oooooh!" First time using a user defined event, and I think I've got the hang of how they work and how useful they can be, too!
  20. Took me a while and a lot of research... I'm still not completely sure what HP2 is for... It indicates that the train should proceed at 40kph (≈25mph) or other speed as indicated. If there is a sharp bend or hazard ahead, surely that would be the track speed... The only use I can think is for turn-outs (points/switches), when set to curve? Which effectively makes it the same as the British junction signal...
  21. IT WORKED Thanks. By the way in case anyone is wondering, the other event, "Blank advance signal", is there to solve a random issue I was puzzling over concerning German signals. British light signals use the amber light as an advance signal to give the state of the next signal - if it is lit the next one is red if two ambers are lit (on busy mainlines only) the next one is single amber and the one after is red. The German pre-signal (diagonal amber and green lights for anyone else not German) will show green if the next signal is green, will show yellow if the next one is red and will show green and yellow if the next one is green and yellow. But this leads to an anomaly. If the main signal the advance signal is attached to is red, but the signal it is repeating is green, you would have a green signal on the same pole as a red one. A bit of research found the answer: "When a distant signal and a main signal are mounted at one post, the main signal is on the upper position. If that main signal shows "stop", the distant signal is dark" - German Signal Aspects and Lineside Signs - DriveHQ So that's what that does - if a signal with a keyword "Distant signal attached" goes to HP0, it calls the animation that turns off the distant, and vice versa.
  22. Thank you. Right, so I have managed to create the user defined event, and call it from the iteration... But it is still only opening the doors on the first car. That explains that. I had a feeling it was something like it, but I wasn't sure of the syntax. I think I will try that first.
  23. @Goetz Have you tried to put the "Play Animation" action in the iteration? It will only allow "Track Contact" In fact try accessing any vehicle animation from any event? Note the absence of a "trigger" option. If you want a vehicle to play one of it's animations when it triggers an event you have to name it explicitly! Which rather defeats the object of those iterations. I did manage to get the first set of doors to open by doing this: But it's only opening the doors on the first car. (The variable "Doors right" is an object level boolean on each car because it's an E.M.U. with the trailing drive unit facing backwards - plus I wasn't certain which way round the centre cars were either.)
  24. Ah yes, but that is not where the problem lies.... There is no way to get at the vehicle's animations...
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