Hi,
Does anyone know how to force the players train to be held at a signal for a certain amount of time?
Ive tried wait points but that didnt do anything.
Thanks
Signal question
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I dont have the bin patch, although I would like to get it.
Why does the Bin patch allow you to do this?
If I did install it would it mess up the activity I have made?
If I used 6 wait points, how many seconds would I have to put in the wait time for each?
Its on ECE Part 2
Sorry for all the questions
Thanks
Why does the Bin patch allow you to do this?
If I did install it would it mess up the activity I have made?
If I used 6 wait points, how many seconds would I have to put in the wait time for each?
Its on ECE Part 2
Sorry for all the questions
Thanks
-
PaulH2
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Because it makes wait points work properly, they only stop a service in MSTS, the timer doesn't work and was never fixed.Daz85UK wrote:I dont have the bin patch, although I would like to get it.
Why does the Bin patch allow you to do this?
It shouldn't.Daz85UK wrote:If I did install it would it mess up the activity I have made?
Putting in multiple wait points basically makes the AI service keep stopping and is the only way in standard MSTS to make wait point sort of work. The wait time has no effect, so if you want to do this without MSTSBin, you add more wait points to make the service stop for longer (but it is a very much a case of trial end error to get it to work the way you want it to).Daz85UK wrote:If I used 6 wait points, how many seconds would I have to put in the wait time for each?
Paul
Bringing Merseyrail 1980 back to life, slowly...


I'll jump in if i may 
Wait point time does work for AI services in MSTS if you have the Bin patch installed, but if you dont the time has no effect. It doesnt work for the player service. Multiple wait points do work for both AI and the player service but there are two rules:
First you have to block all available exits or MSTS will route you onto an available path and off track. So you must block any other possible exits with a static consist or an invisible blocker.
Second, your following service, MUST be within 3 signal sections of the section containing the wait points. When either service trip the multiple wait points msts looks for another service and if there isnt one gives the path back.
So to block the player service put 6 x wait points of any time length since the time is ignored in the player path, and ensure your AI service is at least 3 signal sections behind at the point the player service passes the last of the wait points.
To use the wait points to block an AI service use 6 wait points also. Without Bin the times make no difference, but with Bin the times do work, so put in 5 wait points of 1 second and the final wait point for the length of time you want the service to wait. Again make sure your player service is at least 3 signal section behind at the point the AI service trips the last wait point.
I use them all the time and it never fails if you follow the basic rules.
Wait point time does work for AI services in MSTS if you have the Bin patch installed, but if you dont the time has no effect. It doesnt work for the player service. Multiple wait points do work for both AI and the player service but there are two rules:
First you have to block all available exits or MSTS will route you onto an available path and off track. So you must block any other possible exits with a static consist or an invisible blocker.
Second, your following service, MUST be within 3 signal sections of the section containing the wait points. When either service trip the multiple wait points msts looks for another service and if there isnt one gives the path back.
So to block the player service put 6 x wait points of any time length since the time is ignored in the player path, and ensure your AI service is at least 3 signal sections behind at the point the player service passes the last of the wait points.
To use the wait points to block an AI service use 6 wait points also. Without Bin the times make no difference, but with Bin the times do work, so put in 5 wait points of 1 second and the final wait point for the length of time you want the service to wait. Again make sure your player service is at least 3 signal section behind at the point the AI service trips the last wait point.
I use them all the time and it never fails if you follow the basic rules.
- gswindale
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That's actually a contradiction in there - surely we need to ensure the AI service is at MOST 3 signal sections behind?Lad491 wrote: Second, your following service, MUST be within 3 signal sections of the section containing the wait points.
So to block the player service put 6 x wait points of any time length since the time is ignored in the player path, and ensure your AI service is at least 3 signal sections behind at the point the player service passes the last of the wait points.
(Me being pedantic again)
Geoffrey Swindale.
Truth is rarely pure, and never simple.
Truth is rarely pure, and never simple.
- alanch
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That's not pedantry - that's good English. As Laurie said, the following train needs to be within 3 sections, so 'AT MOST' is right.
Alan
Alan
Alan
My railway photos are now on Google + - links to the albums are in this thread http://forums.uktrainsim.com/viewtopic. ... 9&t=149558
Lots of steam and early diesels from 1959 to 1963.
My railway photos are now on Google + - links to the albums are in this thread http://forums.uktrainsim.com/viewtopic. ... 9&t=149558
Lots of steam and early diesels from 1959 to 1963.
- jamiebowey87
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