Adjacent track pieces not loaded - cant select this track pi

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PWHolmes
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Adjacent track pieces not loaded - cant select this track pi

Post by PWHolmes »

Track "pi" should be "piece", stupic eindow wont let me input enough letters!!!!

What the hell does the above mean????.

I have half built a route, it dont work and I think that there is summat wrong with the pway layout so I try to delete a chunk to relay it and get the above message for two of the pieces I wish to delete (eg I cant select this bit to delete it - does that mean I am stuck with it forever????).

How do I get rid of it.

Also, what is the commonest cause of an activity not loading and getting the send/dont send prompt?? I only want to test some track. It will let me seemingly set up an activity OK but wont run.

Can also someone tell me what is the difference between a "Manual" and an ordinary point in xtracks.

This is definitiely NOT the sort of hobby to have if you are trying to stop smoking!!!!!

Paul
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Christopher125
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Post by Christopher125 »

Hi

Have you tried re-booting and reloading trainsim, that often works. If that fails, rebuild the track database.

Chris 8)
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bigvern
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Post by bigvern »

A search would probably reveal the answer to this!

However...it is one of the most frequently encountered errors in the RE, not sure what causes it but the track database gets scrambled or corrupted. The solution on starting the RE is to click the "Advanced" button then tick rebuild track database. If you are lucky...the track and roads will rebuild okay and the missing track section will re-appear. However a tdb rebuild can reveal other problems such as it stalls with an "End on End" vector error, or when you go back into the route half the track and roads are missing the tdb lines and sometimes it just decides to go off on a tour of the whole world, not just the tiles you've extracted.

The need to do tdb rebuilds is why you should absolutely never, ever place any interactives such as signalling, mileposts or siding names until every last piece of road and track has been laid.
PWHolmes
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Post by PWHolmes »

Blimey, 2 replies in 7 minutes!!! Is this a record?

I have a backed up copy from about 2 hours work ago and I will try the "rebuild database option first.
PWHolmes
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Post by PWHolmes »

Well, I rebuilt the track database and now I can select the pieces and delete them.

The problem now is that whenever i try to set up a test activity, all paths are prefixed by ....(broken path) and nothing runs, even locations I have tested satisfactorily before.

Back to the back-up I think??

Paul
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qzdcg8
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Post by qzdcg8 »

Your problem here is that you shouldn't set up paths either until every last piece of track is laid!
Steve N
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PWHolmes
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Post by PWHolmes »

How do you mean, Steve.

Are you saying that I cannot check the track as I lay it? Surely MSTS doesn't know that the route layout is incomplete, does it? I know that old paths are unusable once the track configuration is changed in any way, but they are easily deleted and new test paths set up (I have done this before on other layouts OK).

The test paths that are now shown as "broken" are new ones I have tried to create, not old ones from previous configurations, these I have all deleted.

Paul
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Post by terrycunliffe »

Just place your test path in AE... Start point right at one end. If you get the end point right at the other end, then path is OK (i.e. no vector errors)
Test all points exits, and if the path still reaches the other end, then all is Hunky-Dory. An abrupt end to the path in AE indicates an error.
No need to save the path.
Terry
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PWHolmes
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Post by PWHolmes »

Sorted (I think).

The problem was a multiple one, always the hardest to bottom.

1) the track database had corrupted. Running "Rebuild...." put this right but just moved me on to the next sticking point, viz:

2) point ends were too close together, toes to toes. I did know that MSTS dont like this, but I always thought it would complain in RE, as it does if you put them immediately adjacent. I put 0.25m straights between them, which, although RE didn't cough, the paths would not make in AE. I have spaced them out by 6m and all is OK.

What is the closest they can be put, it obviously lies between 0.25m and 6m.

Also, can some kind person explain what is the difference between "MANUAL" and "nonmanual" points in xtracks???

Paul
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thenudehamster
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Post by thenudehamster »

Back to front answers...
Manual points can be changed within an activity, automatic ones can't - they're preset by the activity.
I think the closest you can connect turnouts is 1m.
Your original problem is not uncommon, and not always that easy to fix - search on the error phrase and you'll find the grief it has caused.
Mine crashed t'other day with the same error, but I could not rebuild without some serious folder surgery - even now I still have a vector error somewhere and can't rebuild the tdb without visiting each track section by hand!
Bloody Micro$oft!
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MartinH
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Post by MartinH »

Protect the TDB with your life. I always make regular back-ups when messing around with track or signals and this has saved many tears on several occasions.

Regarding this particular problem, I've often got over this by deleting a few pieces of track on either side of the corrupt track piece, then saving, quitting and restarting the RE. This sorts out the TDB and allows the faulty track piece to be deleted. Doesn't always work, but does sometimes. (Saved my bacon in Branksome loco shed a couple of weeks ago when I went back to add another siding).

Martin
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thenudehamster
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Post by thenudehamster »

Followup:
Finally, the tdb is rebuilt - what bloody frustrating experience!!!
Several causes, it seems and I'm still not sure exactly what happened. Three track pieces which wouldn't delete started it all. After searching and digging through many posts here, I found a lot of useful advice from Mike Simpson, Caldrail, terrycunliffe and qzdcg8 (thanks, guys!). I got rid of them eventually by editing the World tile, then deleted the tdb, but rebuilding it just got a vector error crash. I eventually visited EVERY track piece and selected it by hand (curing a few alignment hiccups on the way as a bonus) then noted the co-ordinates of the vector error. The tdb lines showed perfect alignment, but deleting two seemingly normal straights, one either side of the join, then relaying them cured it all.
And they wonder why I love MacOS!
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garrytheskate
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Track error message

Post by garrytheskate »

Tried rebuilding database in RE Came up with 'end to end' error message and no change to track problems. Can I rebuild track base using the TDB file and if so how do I relate the track positions to the database.
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biged
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Post by biged »

Hi the problem with the TDB rebuild camera flying off into a tour of the world is a ripper.
I found that I was getting the same problem on a route I was building but I shifted the start tile to one end of the track at the end of the route and then it worked again as per normal.
I originally had the start tile on a tile that had no tracks or anything perhaps this may have been the problem.
I have also noticed that shifting the start tile to another location on the route got me around a vector non vector problem that I had.
I found this purely by chance.
Puzzeling?????
Cheers Ed
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bigvern
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Post by bigvern »

If you move the start tile, check that your roads and rails still have the thin grey tdb/rdb line above. Not uncommon to find it has missed them out and you have to click each and every piece to get it to register.

Not so much unusual as bugged pile of horse manure! Surprised anyone is still giving the RE time of day.
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