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simonjackson1964

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  1. So, I figured it would be quite clever if an electric train pulls into the station and all the doors slide open. the train waits for a few (scale) minutes - i.e. ten seconds - then closes the doors and heads off up the track. So I can make the first car in the train (the one driving) open the doors, but I can't figure out the iteration to make it do the rest. It should be "For every vehicle on a track/contact" or "For every vehicle in a train/group" (Not the exact wording but you know which I mean...) But the only animations I can get at are (non-existent) ones fr the track contact that triggers the event. In fact, I don't seem to be able to reference vehicle animations at all, directly. I had to go into the code editor and fiddle with it to get it to do just the front coach. Surely this is a bug? Surely the whole point of the two iterations I mention above is to be able to play the animations on every car/wagon in a train?
  2. Oh and that's totally the wrong car... This is the one: Although I think an apology is owed to any Italians using 3MBS, as it's listed as a Lamburgini Miura, not a Lamborghini Miura. But there is just about room behind the engine for a set of golf clubs.
  3. Personally I'm really impressed. I have no idea how you did that. What I do know though is when I opened the LOD-1 versio, it opened itself in a program I have never used called "Windows 3D Builder" - where I was expecting to see it ask me to search for a program. The program opened the .glb file, but gives a message: "One or more objects are invalidly defined. Click here to repair." I "click here"and it "Repairs" it somehow that is beyond me. I cal say without a doubt though that the bag and clubs are separate, so maybe it's the clubs that are causing the problem?
  4. Hi Doug. That would be great, thanks. This is what I have so far... The guy is just one of the standard figures The flag, pin, hole and ball are resized primitives, and the number is a label, that can (obviously) be edited. This was just a "test board", so there's no height variation, which would make the bunkers/sand traps look more realistic
  5. Would it be possible for someone to create a few scenic features to simulate a golf course? Items needed: Pins (flags) to mark the holes Golfers - people in LOUD clothing, in a variety of positions, swinging golf clubs. Caddies - People carrying golf bags or wheeling golf trolleys. Golf bags / Trolleys on their own Golf carts - small electric buggies The actual course itself would be relatively easy to model, using different textures of grass, sand and water. But I have no experience making model people or objects... I did try putting a pin together using a road sign post and a primitive, bit it looked wrong. Any assistance would be appreciated. Thanks Simon ======================= Wäre es jemandem möglich, einige landschaftliche Merkmale zu erstellen, um einen Golfplatz zu simulieren? Benötigte Gegenstände: Stifte (Flaggen) zum Markieren der Löcher Golfer - Menschen in lauter Kleidung, in verschiedenen Positionen, schwingende Golfschläger. Caddies - Personen, die Golftaschen oder rollende Golfwagen tragen. Golftaschen / Trolleys alleine Golfwagen - kleine elektrische Buggys Der eigentliche Kurs selbst wäre mit verschiedenen Texturen aus Gras, Sand und Wasser relativ einfach zu modellieren. Aber ich habe keine Erfahrung damit, vorbildliche Personen oder Objekte herzustellen ... Ich habe versucht, eine Stecknadel mit einem Straßenschildpfosten und einem Grundelement zusammenzusetzen, aber es sah falsch aus. Jede Unterstützung wäre dankbar. Vielen Dank Simon Disclaimer - translated using Google Translate / Haftungsausschluss - übersetzt mit Google Translate
  6. Not really... Right now the canal is the least of my worries. I'm trying to find out why the trains do random things when I don't have the monitor window open but behave the way they are supposed to when I have it open... But that is a story for another thread...
  7. It's also useful for ships, passing through locks or under swing bridges...
  8. Oh making things invisible isn't the issue... Actually, I've never figured layers out. I know what they are, but I've never seen a use for them in anything, be it graphics, art work or this... Why complicate things by putting stuff on different layers, when having one layer with everything on means I know where everything is? @hubert.visschedijk Oh...! Ha ha. You mean use an actual locomotive as the dummy and make if invisible? I was trying to use the "Dummy-Lok" item. Hmm... Won't work for me because the ships all turn invisible when they leave the visible stretch of canal and turn visible again when they re-enter it, so unless the loco is small enough to fit right inside the ship without being seen, it will look really weird! Also the cornering isn't an issue because most of the ships vanish before they hit the corner.
  9. Actually that's brilliant. Thanks. Separate the track into blocks and not allow a ship to enter until the previous one has left... I'm using track contacts and counters to control the bridge anyway, in the same way as a level crossing (Actually there's a conflict there that causes everything to stop sometimes, but it's mostly because I have a temporary "return loop" on the end of the double track...) Of course the biggest issue with that is that water traffic does tend to bunch up. The speed limit of 15 knots on most European ship canals translates to 27.78 kph. The fact that the hevier vessels will take longer to reach that, and have to go astern to slow that much sooner means that the lighter ones will be stuck behind them unable to overtake. Talking about prototype here, by the way. I grew up not far from one of England's biggest inland waterways, the Thames, and spent many a happy hour watching the boats go through the locks - I've even spent time on a boat. (Quick and related anecdote: I once watched a bargee bring a heavily laden barge to a halt using the bow line, his own muscles and a row of bollards. He literally wrapped the rope around each bollard in turn and pulled until it was about to pull his arms off then took the rope off that bollard and on to the next one. Each time he slowed that barge a little but more until finally it stopped. Centimetres from the back of the little hire-boat that I was on...!) Signals are used on waterways, mostly for narrow stretches of canal (there is a stretch of the Kennet and Avon through Reading that has a one-way at a time signalling system), and for entrance to tidal basins and the like. The thing is, the length of canal that's visible on the layout is quite short, and any signals would need to be invisible on the invisible portions of the track, so I'd probably just use the track contacts. Visible are two Rhine barge heading under the bridge, that just happened to be there when I paused and saved last. The "red string" of the virtual track disappears off to the left because it is swinging arsound in a great big square so the same ships dount leave and come straight back in - also gives time for the bridge to close and let trains across. You can also see the temporary return loop, that is there so I can test out things like making sure the trains will cross the bridge. The layout is modular and I'm still working on this module before starting on the next one... If people are interested I'll put screenshots in somewhere more appropriate. Simon
  10. Hmm... The trikiest part is linking the ship to the dummy loco. My advice to anyone else trying this: Put the ship in an open area of "sky" away from the baseboard, and position the dummy loco directly above an obvious fixed point like the masthead or navigation light. Then you can select the ship, click "Link To" button, and move your mouse to where you know you put the dummy. Then keep wiggling it until the pointer changes to a finger. Click to establish the link. Then select the dummy loco from the objects list and drag it to the track. Personally once it's locked on, I test the direction, make sure it's going the right way, and make sure the ship is also going the same way (something, frankly, I do with every vehicle, even steam locos, but especially with diesels or electric locos.) My question now is: is there a way to stop the "dummy" ship running over or being run over by the other ships if they have to stop and wait for a lock or a swing bridge?
  11. Oooh, right... yes. Dummy vehicle on track and link the ship too it the same way the same way as I'm doing for cargo and drivers of road vehicles. I have a variable "Set Invisible" on every vehicle with cargo or people. Cargo and/or people are grouped into a named group, and the group is linked to the vehicle and named in the variable. Then when "a vehicle enters a track/street with the keword "Vanish"" it sets the vehicle and the linked object group invisible. Vice versa when leaving a track/street with the keyword "Reappear". Much better than having multiple tracks... (Sorry Dad) Thanks Hubert.
  12. The four vessels shown above are all sitting locked onto a virtual track a little way beneath the surface of the water. The collier at the front is about right. The tramp steamer (actually listed as a fishing boat, but she looks a tramp steamer to me) is sitting so high out of the water, she might actually capsize from the weight of her superstructure. The third ship is the empty collier. I couldn't find any lifeboats to put around her, but she's clearly going down... And lastly, the passenger ship, once again sitting at just about the right depth. Is there any way this could be sorted out so that all water vehicles with engines latch onto the virtual track at the same height? I'm not meaning the decks, that would actually be unrealistic, but maybe 1 mm below the plimsoll line? Maybe have empty cargo ships sit higher that laden ones... In fact on the big container ship they could be animated to set the "keel depth" depending on how many containers are sitting on the deck. (Best translation Google would give me) Die vier oben gezeigten Schiffe sitzen alle auf einer virtuellen Spur etwas unter der Wasseroberfläche. Das Kohleschiff vor uns ist ungefähr richtig. Der Trampdampfer (eigentlich als Fischerboot aufgeführt, sieht für mich aber wie ein Trampdampfer aus) sitzt so hoch aus dem Wasser, dass er aufgrund des Gewichts seiner oberen Struktur umkippen könnte. Das dritte Schiff ist das leere Kohleschiff. Ich konnte keine Rettungsboote finden, die ich um sie herum stellen könnte, aber sie geht eindeutig unter ... Und schließlich das Passagierschiff, das genau in der richtigen Tiefe zurück ist. Gibt es eine Möglichkeit, dies so zu arrangieren, dass alle motorisierten Wasserfahrzeuge auf der virtuellen Route auf derselben Höhe einrasten? Ich meine nicht die Decks, das wäre unrealistisch, aber vielleicht 1 mm unterhalb der Plimsoll-Linie? Vielleicht sind leere Frachtschiffe weiter oben als beladene ... Tatsächlich könnten sie auf dem großen Containerschiff animiert werden, um die "Kieltiefe" abhängig von der Anzahl der Container auf dem Deck anzupassen
  13. I timed the TT rotation at about 6 seconds, set the delay to 7, and away it goes. Hmm, I never thought of using that, I always assumed it was for cranes and barn doors and the like. Anyway, it's working now, thanks. Now for the next bit.
  14. Ahah... Yes. I just loaded a v5 layout that does the same thing in a simpler way, and that worked fine at v6. The delay is 10 seconds... In truth, the reason for the short delay is because the loco has to cross the same double slip to get to the siding as the returning shuttle train uses to get from the main line to the bay platform, and on my initial manual attempts the mainline wasn't as long as it is now, and I ended up with a crash. So time being of the essence the deferrals are as short as I could make them... But that does make sense! I might slow the loco down a bit more on entry too. or use the "Set Current Speed" to stop it, because I think the TT is turning before the loco has stopped! Thanks for the help guys! Ahah ... Ja. Ich habe gerade ein v5-Layout geladen, das auf einfachere Weise dasselbe macht und das in v6 gut funktioniert hat. Die Verzögerung beträgt 10 Sekunden ... In Wahrheit liegt der Grund für die kurze Verspätung darin, dass die Lok den gleichen Doppelschlupf überqueren muss, um zum Abstellgleis zu gelangen, den der zurückkehrende Shuttle-Zug verwendet, um von der Hauptstrecke zum Bahnsteig zu gelangen, und bei meinen ersten manuellen Versuchen versucht die Hauptstrecke war nicht so lange wie jetzt und ich endete mit einem Absturz. Die Verschiebungen sind also vorerst so kurz, wie ich sie machen könnte ... Aber das macht Sinn! Ich könnte die Lok auch beim Einfahren etwas langsamer machen. oder verwenden Sie die "Aktuelle Geschwindigkeit einstellen", um sie zu stoppen, da sich der TT meiner Meinung nach dreht, bevor die Lok angehalten hat! Danke für die Hilfe Jungs!
  15. A steam train pulls into a bay platform, and stops. The carriages it is hauling are uncoupled. another engine is sitting in a connected siding and reverses onto the train. This new locomotive is coupled up, and as soon as all the passengers are aboard, it sets off on its way back to where the train came from. As soon as the departing train is clear, the locomotive that pulled the train in reverses back out into the siding the second engine was sat in, and from there makes its way to the turntable, reversing on due to the way the sidings are connected. Once on, the table swings around through 180° and the locomotive reverses off, now heading back the way it came, and parks up in the siding to await the return of the coaches. Seems fairly straight forward? In fact pretty standard practice in the age of steam, if no run-around track was available (In fact, before electrification, they did the same with diesel locomotives). And I have managed to automate the entire process except for one really annoying bit! The locomotive simply refuses to leave the turntable unless I manually set a speed for it. I've tried everything! This is the current event (of many different variations) The loco leaves the track that connects to the turn table. First I check if it's actually on the turntable, because if it's going back the other way I don't want to do any of this. The boolean "Just Turn Around" is telling the event that this locomotive is not heading for the loco shed or the coaling line. So far I'm not doing anything else but I believe in forward planning. So first action, stop the loco. The previous event that heads it in this direction sets the speed to -20 so it stops on the table. I set the variable that pulled me in to this option false, just in case that was somehow bouncing back in and setting the speed to zero - I put that there when I was using a track contact to trigger the event. Wait 2 seconds for the loco to get stopped, then swing the turntable around I only have settings 0 to 7, so 4 is a 180° turn. The boolean "Loco Turning.Turning" tells the track contact just beyound the next set of points to toggle them and send the loco back the way it came in. Two second delay for things to stop moving, and then set the trigger locomotive's speed to -30 so it reverses back out the way it reversed in. Everything works fine, except that last action. I've tried it with two different locos, I've tried it without the time delays, I've even tried putting an event in to check if the loco stops and restarting it. That was interesting because the event triggered and must have attempted to do the restart, because it reset a variable designed to stop it restarting the train any other time... But the locomotive stubornly refused to move. There is something somewhere that is setting it's speed to zero repeatedly. And it has got to be in that event, because when I give in and set the loco's speed manually , Off it goes, and as I said the rest of the events work fine, bouncing the loco from one to the next as it hits the track contacts.
  16. Actually, it's fine. It was a lot simpler than I was expecting for some reason! All sorted!
  17. I am trying to do this... Slightly more complex but essentially the same - set the route from a table on the train. Except I can't remember what the event on the track contact looked like. And the video seems to have gone! Help?
  18. Ah... I think I have found a solution... The transparent "container floor" strategically placed on the waggon. Still interested to know if anyone has a simpler solution.
  19. Trying to make a freight terminal. There are plenty of containers, plenty of container waggons, plenty of flatbed lorries. And plenty of cranes that will pick up a container from one place and put it on another. And they all seem to work fine. Except for one problem. As you can see, the crane has placed the container perfectly on top of the flatcar... Except the top of the flatcar is 1m (scaled) above the bed of the flat car. I have looked at every single flatcar available in the catalogue and they all have something sticking up above the load bed. Is there something I'm missing here? And if so please could the solution be in English as I don't speak German.
  20. The above is prototype overhead catenary wires. Note that the wires are all straight. In version 5, with the "non-flexible" bending it was possible to recreate this. At version six, it seems the non-fexible bending has been removed entirely, meaning that the overhead wires curve majestically and unrealistically around with the track. Sure, it's a lot easier to pit them on, but it's now impossible to make it look right. Or maybe I'm missing something?
  21. Something I forgot... If a catenary mast happens to land in the way of a signal or in the middle of a turnout or some other feature that is only on one side of the track. there is a simple solution: Only do this to a mast that has been un-grouped. Select the mast and boom (or booms/hangars) but NOT the catenary wires. The name will show as "Multiple Selection". On the position tab, the rotations will average to zero. In the Z rotation, type 180 and enter. This will reverse the orientation of the mast and boom. Then slide it across the track until the boom locks in place. Etwas, das ich vergessen habe ... Wenn ein Oberleitungsmast zufällig auf dem Weg eines Signals oder mitten in einer Weiche oder einem anderen Merkmal landet, das sich nur auf einer Seite der Strecke befindet. Es gibt eine einfache Lösung: Tun Sie dies nur an einem Mast, der nicht gruppiert wurde. Wählen Sie den Mast und den Ausleger (oder die Ausleger / Hangars), aber NICHT die Oberleitungen. Der Name wird als "Mehrfachauswahl" angezeigt. Auf der Registerkarte Position werden die Umdrehungen auf Null gemittelt. Geben Sie in der Z-Drehung 180 ein und geben Sie ein. Dadurch wird die Ausrichtung von Mast und Ausleger umgekehrt. Schieben Sie es dann über die Schiene, bis der Ausleger einrastet.
  22. Hi people. (For those who read German I'll provide a translation, but please don't blame me if it's hilariously wrong - blame Google Translate!) I know there is a plug-in that puts up a catenary system on the track, but to be honest, I've not found it easy to use, even once I translated the instructions.Also, any variations need to be added in afterwards, and things like turnouts, signals, station platforms and the like all need to be re-done. And from past experience I have found that linking the actual catenary to the masts can cause what I call "fold-back" on the spline, where it tries to link from the wrong side. After some trial and error however I have come up with a fairly straight forward routine for creating a continuous catenary system manually. The first step is to find a length of track on your layout that is straight. Curves get dealt with later. I'm actually electrifying an N-Guage double track oval (with various complications), so the simplest section is two tracks running side by side dead straight and 30mm separation (using the orange crosses). Second step is to create a single section of catenary. You need one mast, one boom per track and one catenary wire per track. There are masts for two and three tracks, and extra booms will convert into a hangars for the extra tracks. Position one boom per track, making sure they are in line. The booms lock onto the track and everything else locks to them so get the booms right. Then you put the mast, any hangars, and finally the catenary wires on. With the wires, one end will snap to the boom. Set the spline to "flexible Bending" and stretch the wire as long as you want it, but watch out for the "lump in the middle" - if you go too far, it will produce a middle "hanging point". There are ways around this, but I'll get to them. I stop the stretch just short of the hanging point appearing. The other important thing is to keep the wire as straight as possible. Make sure that the white frame-markers have no width. The height stays the same and it's the length you change. Once you have your catenary unit built, select the entire unit - that is, select all the parts of the unit, then click [edit][group]. This will merge the individual parts into a single item. And that's the difficult bit done. Position the group on the track where you want the catenary to start - tunnel mouth, station terminus, whatever. The important thing is that the mast is against the start point. You can always remove it later but the booms are what put the wires in the right place. Now, copy the group and paste a new one into the layout. Move it to the track. The booms with lock it in place automatically. Then slide it along the track until the ends of the wires on the first unit line up with the booms on the new one. One final stage: Select the first group and click [Edit] [release group]. Then select one of the wires and set "Bending". (Important: NOT flexible bending!) Then move the end of the wire next to the new mast sideways until it snaps into place. Repeat with the other wire. If one or both refuses to lock, adjust the position of the new mast until they do. Repeat as necessary. MOST IMPORTANT: Do not release the group on the unit you just placed. You will need this as a group to copy, if you stop to take a break. Curves are a little more complex. you will probably need to shorten the span, depending on the curve radius, Also note that the outer wire will be longer than the inner one. But the catenery system has some variations to help. there are booms designed for left curves and right curves that offset the wire, and there are wires for left and right, and also for the transition from straight to curved. (Note that to transition back you need to use the opposite transition and change the direction.) Junctions are something I've not got to yet, but I expect to deal with them in a similar way, by adding variations of the boom, catenary and mast. I'll let you know in a subsequent post when I get there. Simon ............................................................... Hallo Leute. (Für diejenigen, die Deutsch lesen, werde ich eine Übersetzung bereitstellen, aber bitte beschuldigen Sie mich nicht, wenn es komisch falsch ist - beschuldigen Sie Google Translate!) Ich weiß, dass es ein Plug-In gibt, das ein Oberleitungssystem auf der Strecke installiert, aber um ehrlich zu sein, fand ich es nicht einfach zu bedienen, selbst wenn ich die Anweisungen übersetzt habe. Außerdem müssen später alle Variationen hinzugefügt werden und Dinge wie Weichen, Signale, Bahnsteige und dergleichen müssen alle neu gemacht werden. Und aus früheren Erfahrungen habe ich herausgefunden, dass das Verknüpfen der eigentlichen Oberleitung mit den Masten zu dem führen kann, was ich als "Zurückklappen" auf dem Spline bezeichne, wo versucht wird, von der falschen Seite zu verbinden. Nach einigem Ausprobieren habe ich mir jedoch eine ziemlich einfache Routine ausgedacht, um manuell ein kontinuierliches Oberleitungssystem zu erstellen. Der erste Schritt besteht darin, eine gerade Länge in Ihrem Layout zu finden. Kurven werden später behandelt. Ich elektrisiere tatsächlich ein N-Guage-Doppelspur-Oval (mit verschiedenen Komplikationen), so dass der einfachste Abschnitt zwei Spuren sind, die nebeneinander und mit einem Abstand von 30 mm (unter Verwendung der orangefarbenen Kreuze) verlaufen. Der zweite Schritt besteht darin, einen einzelnen Abschnitt der Oberleitung zu erstellen. Sie benötigen einen Mast, einen Ausleger pro Spur und einen Oberleitungsdraht pro Spur. Es gibt Masten für zwei und drei Gleise, und zusätzliche Ausleger werden in Hangars für die zusätzlichen Gleise umgewandelt. Positionieren Sie einen Ausleger pro Spur und achten Sie darauf, dass sie ausgerichtet sind. Die Ausleger rasten auf der Strecke ein und alles andere rastet ein, damit die Ausleger richtig laufen. Dann setzen Sie den Mast, alle Hangars und schließlich die Oberleitungen auf. Mit den Drähten rastet ein Ende am Ausleger ein. Stellen Sie den Spline auf "flexibles Biegen" und dehnen Sie den Draht so lange, wie Sie möchten. Achten Sie jedoch auf den "Klumpen in der Mitte". Wenn Sie zu weit gehen, wird ein mittlerer "Aufhängepunkt" erzeugt. Es gibt Möglichkeiten, dies zu umgehen, aber ich werde sie erreichen. Ich stoppe die Strecke kurz vor dem Aufhängen. Die andere wichtige Sache ist, den Draht so gerade wie möglich zu halten. Stellen Sie sicher, dass die weißen Rahmenmarkierungen keine Breite haben. Die Höhe bleibt gleich und es ist die Länge, die Sie ändern. Wenn Sie Ihre Oberleitungseinheit erstellt haben, wählen Sie die gesamte Einheit aus, dh wählen Sie alle Teile der Einheit aus und klicken Sie dann auf [Bearbeiten] [Gruppe]. Dadurch werden die einzelnen Teile zu einem einzigen Element zusammengeführt. Und das ist das Schwierige. Positionieren Sie die Gruppe auf der Strecke, auf der die Oberleitung beginnen soll - Tunnelmündung, Stationsendpunkt, was auch immer. Wichtig ist, dass der Mast am Startpunkt anliegt. Sie können es später jederzeit entfernen, aber die Ausleger bringen die Drähte an die richtige Stelle. Kopieren Sie nun die Gruppe und fügen Sie eine neue in das Layout ein. Bewegen Sie es auf die Spur. Die Ausleger verriegeln es automatisch. Schieben Sie es dann entlang der Schiene, bis die Enden der Drähte an der ersten Einheit mit den Auslegern an der neuen übereinstimmen. Eine letzte Phase: Wählen Sie die erste Gruppe aus und klicken Sie auf [Bearbeiten] [Freigabegruppe]. Wählen Sie dann einen der Drähte aus und stellen Sie "Biegen" ein. (Wichtig: NICHT flexibel biegen!) Bewegen Sie dann das Drahtende neben dem neuen Mast zur Seite, bis es einrastet. Wiederholen Sie dies mit dem anderen Draht. Wenn sich einer oder beide weigern, zu verriegeln, passen Sie die Position des neuen Mastes an, bis dies der Fall ist. Bei Bedarf wiederholen. WICHTIGSTES: Lassen Sie die Gruppe auf dem Gerät, das Sie gerade platziert haben, nicht los. Sie benötigen dies als Gruppe zum Kopieren, wenn Sie eine Pause einlegen. Kurven sind etwas komplexer. Abhängig vom Kurvenradius müssen Sie wahrscheinlich die Spannweite verkürzen. Beachten Sie auch, dass der äußere Draht länger als der innere ist. Das Oberleitungssystem bietet jedoch einige Variationen. Es gibt Ausleger für linke und rechte Kurven, die den Draht versetzen, und es gibt Drähte für links und rechts sowie für den Übergang von gerade zu gekrümmt. (Beachten Sie, dass Sie zum Zurückübergehen den entgegengesetzten Übergang verwenden und die Richtung ändern müssen.) Kreuzungen sind etwas, was ich noch nicht muss, aber ich erwarte, dass ich auf ähnliche Weise damit umgehen kann, indem ich Variationen des Auslegers, der Oberleitung und des Mastes hinzufüge. Ich werde Sie in einem späteren Beitrag informieren, wenn ich dort bin. Simon
  23. Gotta watch those sneaky initial values! It is great fun. My first real working layout was at V4, and was a two track end-to-end with reversing loops and a fiddle-yard at one end, a decent size station and a working coal mine and power station coal depot. All fully automated except for the start buttons, it had an 18 waggon coal train that had the wagons filled at the mine by a shunter, then when all three rakes of 6 waggons were full, the main loco collected them and took them down onto the main line (which was on continuous running so the coal train sometimes had to wait for a slot to pull into), then along to the power station where the coal waggons opened at the bottom and dumped the coal out. There was another manual intervention to make the loco run around the train and take it back empty to the mine... Unfortunately there was a loss of function when V5 came out and I couldn't get it to work without a total "re-wire". I currently have three "Active" layouts - one called double loop and branch which I'm quite pleased with (Speaks for itself, it's a double oval and a branch line), one called "Single Line" that is literally a single track that crosses and recrosses itself, for some interesting interactions - my idea was to see how many trains I could get on a single track.... The current layout actually has proper German signalling (Or as close as I can get it without speaking the language), is a WIP, and has two double track ovals on different levels, each with a fiddle yard, and various ways of getting from one level to the other and back... I'm kinda just fiddling with it in the hope that V6 comes out before I've done too much and have to start again!
  24. @Henry Yep that was it. It's not perfect, because the signal stays where it is but the base moves, or vice versa but it's close enough. So thanks Note the black contact box is different in the third picture. Can't be helped, it's just the way it is!
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