RigidBody Error Messages
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- Geoffwright
- Established Forum Member
- Posts: 396
- Joined: Sun Jan 06, 2002 12:00 am
You've got a static consist somewhere overlapping the confines of its location.
Use MST&E to check the activity, check starting state, accept the Rigidbody error message, but note the consist number accompanying the message.
Try & find that consist & move it around a bit & see if more wagons suddenly pop up !
As last resort, if it just cannot be repositioned (sometimes if positioned so it's all there, activity then fails 'cos it's "in collision" !), well just delete it & resave.
Use MST&E to check the activity, check starting state, accept the Rigidbody error message, but note the consist number accompanying the message.
Try & find that consist & move it around a bit & see if more wagons suddenly pop up !
As last resort, if it just cannot be repositioned (sometimes if positioned so it's all there, activity then fails 'cos it's "in collision" !), well just delete it & resave.
- Geoffwright
- Established Forum Member
- Posts: 396
- Joined: Sun Jan 06, 2002 12:00 am
No, it does relate to the consist number.
So, make a note of them as the load up trundles its weary way along. you should be able to accept the failures in Tools (the pop-up boxes decribing the problem allow "proceed" to be selected, so do that) and usually you can go on to do the editing.
When you think you have nudged the guilty consist about to an apparently acceptable location, press the "verify start" start option button. If the consists are still wrong, the errors will come up again, but you can still go on nudging !
As a last resort, just delete the damned things !
<font size=-1>[ This Message was edited by: geoffwright on 2002-06-01 17:49 ]</font>
<font size=-1>[ This Message was edited by: geoffwright on 2002-06-01 17:50 ]</font>
So, make a note of them as the load up trundles its weary way along. you should be able to accept the failures in Tools (the pop-up boxes decribing the problem allow "proceed" to be selected, so do that) and usually you can go on to do the editing.
When you think you have nudged the guilty consist about to an apparently acceptable location, press the "verify start" start option button. If the consists are still wrong, the errors will come up again, but you can still go on nudging !
As a last resort, just delete the damned things !
<font size=-1>[ This Message was edited by: geoffwright on 2002-06-01 17:49 ]</font>
<font size=-1>[ This Message was edited by: geoffwright on 2002-06-01 17:50 ]</font>
- longbow
- Very Active Forum Member
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- Joined: Mon Mar 18, 2002 12:00 am
- Location: Noosa, Australia
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Cured...problem was an AI train hitting the buffers at Carlisle, seemingly confused by a station stop in a bay platform just before a path end point.
Since all static consists seem to be numbered 3xxxx-x, I assume that 2xxxxx refers to AI traffic consists - but how does one find out which service this number relates to?
Thanks for the help.
Since all static consists seem to be numbered 3xxxx-x, I assume that 2xxxxx refers to AI traffic consists - but how does one find out which service this number relates to?
Thanks for the help.
- asalmon
- Very Active Forum Member
- Posts: 5190
- Joined: Sun Dec 23, 2001 12:00 am
- Location: near Bristol
Yep, I had a similar problem at grantham with my "southbound express" activity for MidEast - it worked fine in testing, but when the route was released something had changed which caused this. I had to move the end point, so the train couldn't actually stop, so put some "wait points" in instead.
The other solution I thought of it that failed was to cheat - have the AI train stop before the platform, and a static consist of the same type already in the bay, as this particular train was holding up the player, it would be out of sight in the distance when it disappeared!
-Alan
The other solution I thought of it that failed was to cheat - have the AI train stop before the platform, and a static consist of the same type already in the bay, as this particular train was holding up the player, it would be out of sight in the distance when it disappeared!
-Alan
- dforrest
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- Joined: Wed Jun 05, 2002 12:00 am
- Location: St. Vincent and the Grenadines (and in an earlier life, Hull)
I too am trying to relate the RigidBody error number to a static consist reference number and cannot. I resorted to shortening all static consists that I had changed which I had possibly lengthened and this resolved the error.longbow wrote:Cured...problem was an AI train hitting the buffers at Carlisle, seemingly confused by a station stop in a bay platform just before a path end point.
Since all static consists seem to be numbered 3xxxx-x, I assume that 2xxxxx refers to AI traffic consists - but how does one find out which service this number relates to?
Thanks for the help.
So it does (or can) refer to static consists but what does the number mean?
Can anyone shed any light on this?