RW2: changes and fixes

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AndiS
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Re: RW2: changes and fixes

Post by AndiS »

CosmicDebris wrote:So a level crossing couldn't be operated when the incoming train is more than 100m away? Unfortunately we still have 160+ kph railway lines with level crossings every few miles! 100m... :o
No no. The signal have (had) this limitation. The gates must have at least 600 m sensing range, going by this quote: http://forums.uktrainsim.com/viewtopic. ... 4#p1346834

Still, go ahead with the test and let us know.
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Re: RW2: changes and fixes

Post by RSRalph »

We have increased the triggering distance for signals and level crossings to 1250m.

We should have a document released and the wiki updated with full details on level crossings soon.

Regards

Ralph
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Re: RW2: changes and fixes

Post by gnash »

RSRalph wrote:We have increased the triggering distance for signals and level crossings to 1250m.

We should have a document released and the wiki updated with full details on level crossings soon.

Regards

Ralph
Any other useful info you're allowed to tell us would , I'm sure , be highly appreciated .

Thank You :)
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Re: RW2: changes and fixes

Post by RSRalph »

Another element we have added in this release is Template Consists Blueprints.

You may be aware that you can save a consist into the list within the scenario editor, however this is something you cannot share between users. (This is saved into TemplateConsist.xml in your content folder)

Now by creating a template consist blueprint in the blueprint editor you can store and share a prototypical consist for a loco. The list in the scenario editor will populate with any template blueprints as well as any user saved consists.

We will probably include these in future DLC.

Ralph
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Re: RW2: changes and fixes

Post by gnash »

RSRalph wrote:Another element we have added in this release is Template Consists Blueprints.

You may be aware that you can save a consist into the list within the scenario editor, however this is something you cannot share between users. (This is saved into TemplateConsist.xml in your content folder)

Now by creating a template consist blueprint in the blueprint editor you can store and share a prototypical consist for a loco. The list in the scenario editor will populate with any template blueprints as well as any user saved consists.

We will probably include these in future DLC.

Ralph

^^^^

Buy this man a beer :D

That's a really neat idea imho 8) who gets the pat on the back ???

:)
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Re: RW2: changes and fixes

Post by AndyUK »

RSRalph wrote:Another element we have added in this release is Template Consists Blueprints....
Ralph,

Do you know if there's any progress on fixing the problem with the Blueprint Editor and 64-Bit operating systems?

Andy L
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Re: RW2: changes and fixes

Post by choccy »

Indeed that will be a big improvement and means we won't have to scratch our heads thinking what the right combination is once we download a DLC/Freeware package. Good move!

Mark
RSRalph
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Re: RW2: changes and fixes

Post by RSRalph »

Andy, We are aware of and are looking into the issue, we dont have a solution yet.

Regards

Ralph
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Re: RW2: changes and fixes

Post by gnash »

choccy wrote:Indeed that will be a big improvement and means we won't have to scratch our heads thinking what the right combination is once we download a DLC/Freeware package. Good move!

Mark
good point .. and it's something that can work for many countries ... really useful for some US stuff .

:)
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CosmicDebris
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Re: RW2: changes and fixes

Post by CosmicDebris »

RSRalph wrote:We have increased the triggering distance for signals and level crossings to 1250m.

We should have a document released and the wiki updated with full details on level crossings soon.

Regards

Ralph
Excellent news, thank you! (I thought that Derek and Adam were the only RSC insiders to contribute to the forums, luckily I was mistaken and best of all you're a coder! :))

I have tons of questions for you, but I'll refrain wasting your precious time and ask just one: is there any Lua function that returns the distance to the link 0 of the next signal on the connected path (available for either the Engine script or the Signal script)?

Thank you in advance.
AndiS wrote:
CosmicDebris wrote:So a level crossing couldn't be operated when the incoming train is more than 100m away? Unfortunately we still have 160+ kph railway lines with level crossings every few miles! 100m... :o
No no. The signal have (had) this limitation. The gates must have at least 600 m sensing range, going by this quote: http://forums.uktrainsim.com/viewtopic. ... 4#p1346834

Still, go ahead with the test and let us know.
Oops, I missed another good thread it seems.
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Re: RW2: changes and fixes

Post by FoggyMorning »

AndyUK wrote:
RSRalph wrote:Another element we have added in this release is Template Consists Blueprints....
Ralph,

Do you know if there's any progress on fixing the problem with the Blueprint Editor and 64-Bit operating systems?

Andy L
Hi Andy - could you elaborate on this problem please. I've been having issues with the BP editor myself lately (Win Vista 64), where I've tried to export a marker blueprint and a track rule blueprint and the BP editor has gone into "Not Responding" state, with it gradually eating up more and more memory before eventually crashing. Creating a route template blueprint has given me no problems however.

Cheers

Steve
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Re: RW2: changes and fixes

Post by Retro »

AndyUK wrote:
RSRalph wrote:Another element we have added in this release is Template Consists Blueprints....
Ralph,

Do you know if there's any progress on fixing the problem with the Blueprint Editor and 64-Bit operating systems?

Andy L
What is problem with this. I have a 64 bit OS and the Blueprint Editor works fine. By force of habit from the old RS days I always operate it from the .exe file within the Railworks Folder.
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AndyUK
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Re: RW2: changes and fixes

Post by AndyUK »

James, Steve,

I can't post my own screenshots but this one illustrates the problem: http://forums.uktrainsim.com/viewtopic. ... 5#p1347242. Parts of loco blueprints don't show up. I don't know whether it's only loco blueprints that are affected but from Ralph's reply RSC are clearly aware that there is something wrong. I'm using Win7 64bit but I thought that 64bit Vista and XP were affected as well, perhaps not?

Andy L
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Re: RW2: changes and fixes

Post by FoggyMorning »

Ah, thanks for that. To be honest I think my issues are more than likely caused by me entering something incorrectly, but just wanted to check

Steve
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Re: RW2: changes and fixes

Post by AndiS »

Sounds like two good news from Ralph here. Make that man post more often. Nothing against shunters and viaducts. But a few good news from the functionality frontiers are very welcome to complement them.

If you put the blueprint reference into this consist blueprint, instead the wagon number, this is a serious step ahead for me, because under the old scheme, if I store 5 wagons and then use this consist 10 times to populate a yard, then I had the same 5 numbers 10 times. (Didn't I?) But with the blueprint reference, it should pick new numbers for each time you use this consist. This is not just for the sickos because you can control lots of cool variations with the numbering, to make the wagons look a bit more dissimilar.

1250 m sounds a bit like someone plans to stick the PZB logic into the track item instead into the engine script, but Derek told me I was thinking too much. Anyway, for the Danes, it is very good news because they have some sort of short-range linear train control on the last 1000m (or was that 2000? no problem with only one "repeater object" then).

More plausible, for linear train control, we are supposed to place these balises ever 2.5 km. Considering that certain people dropped a hectometer board every 200m and did not get killed on the job (I would), this sounds like "no" extra burden on route builders. Although, to save us signal scripting freaks some headache, route builders should drop them every 1.5 km (or 1.25 to avoid any gaps for short trains).

While we don't have this system call for the signal distance, I have another idea (sorry Derek): If you ensure that there will always be at least one AI train before the player train on any piece of route, then you can place balises every 2.5 km and when a train passes, the two neighbouring balises tell each other the distance of the front end of the train from their position, while they both see the train. The sum is the distance, of course. Then, half the block can monitored by the balise which the train already passed. Knowing the distance to the next signal, it can tell the train its position to that signal based on the distance to the passed balise.
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