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Station dwell times
Posted: Tue Mar 04, 2014 8:05 pm
by tubemad
Hello all,
Just wondering I'm sure it works on other routes but doesn't seem to work on the Riviera Line.
How can I have long dwell times without having to put a timetable in force? I want to make it easy for the player so that you don't have to stick to the timetable, however without it there seems to be very quick dwell times. For instance, I was using the Voyager Advance and set the dwell time at Newton abbot for 2 minutes, but I did NOT check the time box, as obviously this sets a timetable. I arrived at Newton Abbot and in about 15 seconds from the doors being open, the doors were closing!
This happens to the HST too. Do I have to run to timetable just so I can sit in the station for the booked 2 minutes? This is rather difficult when I want to have the train running late, but still be able to allow the player complete the scenario successfully.
Any help as always is appreciated
James.
Re: Station dwell times
Posted: Tue Mar 04, 2014 8:33 pm
by 749006
Using the F3 HUD when you stop and open the doors I presume the Red Waiting Bar lights?
And does it go out when the doors close or at the departure time?
I had a scenario which kept me in a station for 3 mins but the doors closed after 30 seconds but the red bar stayed on until departure time.
Re: Station dwell times
Posted: Tue Mar 04, 2014 8:38 pm
by JasVick
Have noticed this on various other routes too, so I'm not the only one! It seems like its been done through a fairly recent update as it was always set to 35 secs which for some cases was too long but now is around 10 secs. As far as I am aware, unless someone can find a way of giving full door control as we have with APs 321 pack, its another TS feature that can only be over-ridden through scheduled running by clicking the box. If its not checked, the scheduler assumes its just a passing time and continues. Ive always wished there was a way as ive seen on one or two other sims that the doors would stay open until a proceed aspect is given if the signal is within a defined distance (ie - classed as a starter) but no joy as of yet. Thankfully, again this is where the door control satisfies both of these arguments when on doo mode.... Hey ho!
Jase.
Re: Station dwell times
Posted: Wed Mar 05, 2014 2:52 am
by Natvander
It would be cool if time could be dependant on the number of people on the station - no people, waiting is merely a formality - lots of people, you may be delayed.
Station dwell times
Posted: Wed Mar 05, 2014 3:40 am
by secludedsfx
Yeah, only the Riviera time seems to have edited dwell times (I'd love to know where I can edit it is so I have more flexibility with the 321 on the ECML)
Re: Station dwell times
Posted: Wed Mar 05, 2014 2:23 pm
by Halbers
tubemad wrote:How can I have long dwell times without having to put a timetable in force? James.
Hi,
You can change the station arrival and departure times without ticking the timetable "alarmclock?" symbol.
Just open the scenario editor, select the player service then the station. Left click on the departure time and enter your desired departure time.
The arrival/depature times of all further stops will be automatically increased.
Re: Station dwell times
Posted: Wed Mar 05, 2014 4:36 pm
by phat2003uk
I've also noticed this with the Riviera line. Results in a 12 coach loco hauled train loading/unloading all of its passengers in 10 seconds if there isn't a timetable

.
Re: Station dwell times
Posted: Thu Mar 20, 2014 12:11 am
by rfletcher72
*bump*
phat2003uk wrote:I've also noticed this with the Riviera line. Results in a 12 coach loco hauled train loading/unloading all of its passengers in 10 seconds if there isn't a timetable

.
Something very peculiar with this route it would seem. If I do not tick the 'clock', I end up with a station stop of around 15 seconds, regardless of station, time of day or length of train. If I do tick the 'clock' and specify a timetabled stop, the despatcher invariably ignores the time I have set (and indeed the default 35 seconds) and adds time to the stop. For example, a timetabled stop at Torquay P2 with a duration of 65 seconds, I am held there for almost 3 minutes. A default 35 second stop at Torre P2 becomes a pause of well over double that time.
Now, if I select a stop and let the despatcher work out what time I am due, then tick the 'clock' and not touch or alter anything, I am finding that I am being held until the departure time stated. But as I am sure we all know, even without driving like a berk, you can still arrive at a stop well in advance of when the dispatcher thinks you will arrive. I then end up with excessively long stops at places such as Starcross, which of course would not happen unless the schedule was woefully slack.
Has anyone any suggestions on this one?
Kindest Regards,
EDIT: Might this be something to do with the ability we have now to set passenger density at platforms?
Re: Station dwell times
Posted: Thu Mar 20, 2014 12:35 pm
by tubemad
rfletcher72 wrote:*bump*
phat2003uk wrote:I've also noticed this with the Riviera line. Results in a 12 coach loco hauled train loading/unloading all of its passengers in 10 seconds if there isn't a timetable

.
Something very peculiar with this route it would seem. If I do not tick the 'clock', I end up with a station stop of around 15 seconds, regardless of station, time of day or length of train. If I do tick the 'clock' and specify a timetabled stop, the despatcher invariably ignores the time I have set (and indeed the default 35 seconds) and adds time to the stop. For example, a timetabled stop at Torquay P2 with a duration of 65 seconds, I am held there for almost 3 minutes. A default 35 second stop at Torre P2 becomes a pause of well over double that time.
Now, if I select a stop and let the despatcher work out what time I am due, then tick the 'clock' and not touch or alter anything, I am finding that I am being held until the departure time stated. But as I am sure we all know, even without driving like a berk, you can still arrive at a stop well in advance of when the dispatcher thinks you will arrive. I then end up with excessively long stops at places such as Starcross, which of course would not happen unless the schedule was woefully slack.
Has anyone any suggestions on this one?
Kindest Regards,
EDIT: Might this be something to do with the ability we have now to set passenger density at platforms?
Thank's Richard, once I actually thought it was just me going mad! I did wonder why I was dispatched once a minute late, I thought I set the wrong time, making me a minute late at the next station. I forgot what time I actually left, so going back to the editor, I figured maybe I was being dispatched on the departure time (I'm in a Voyager, btw) therefore add about 30 seconds to the doors closing and then the guards door closing before I get the right away, and then actually leaving the station then that might have been the factor, so I set the departure time back by 30 seconds.
Next time I drive it, I'm leaving the same station again, I'm dispatched early to match and on time departure time, and now I'm 30 seconds early

This was done by checking the 'timer' box and setting my own times as per the timetable.
On another note about timetables, it is just about possible to run to the real life working timetable. As with all sim's, the distances are never going to be spot on 100% (MSTS was something else, especially on Metro routes where it was extremely easy to keep to the timetable, where in real life they just about run to time) and even if it was, the train performance is always going to differ somewhere. Dawlish Warren is quite tight though, you can keep to the timetable if you slow down to 25mph just before the turnout, where in real life they'd be doing that before the approach signal, which should be red for a signal check, not flashing yellows (which is default for most RSC signals at junctions).
How these local services keep to time I don't know, but I know they struggle sometimes around here, though only running around 2 minutes late, but that's often down to the fact the drivers leave on about notch 2-3 and rarely hammer out the stations like they used to, probably down to fuel efficiency and driving policies.
The Voyager is quite hard to keep to the timetable, or on the service I used anyway, though probably not helped by the *&£ty brakes...
Re: Station dwell times
Posted: Thu Mar 20, 2014 8:02 pm
by rfletcher72
I don't know James, definitely something odd going on.
I have just ran through again from Paignton to St.Davids in the 101, and at each stop I was kept hanging about so I got later and later at each station as I travelled eastwards. My default 35 second stop at Starcross turned into a wait of 4 minutes and 15 seconds before I got the tip. And despite being late arriving and departing at all stations after Torquay, the dispatcher ticked for me each one and then said 'well done' at the end, 'Scenario Completed Successfully'

.
Either I am doing something wrong or I have got the dosiest guard on Exeter Depot

.
Cheers,
Richard
Re: Station dwell times
Posted: Thu Mar 20, 2014 8:59 pm
by JasVick
Route knowledge helps with timings, over the coarse of time you learn exactly where to break and accelerate. Swift turnarounds by conductors help, there are a number on FGW that are extremely keen where others don't rush. As mentioned elsewhere, Severn Beaches can be a nightmare and rarely do run to time, unless you have a good crew. A three minute turnaround at the Beach is extremely hard to achieve, it really does take some swift moves. With London metro services it really is down to a fine art, DOO saves multiple seconds as you are not waiting for the conductor to open the door or for their local door to close. Certain timetables can and have been specially designed so that the earlier stops can only just be done if your good enough, allowing for more recovery time further down the journey - its all about balancing numbers and the overall result of the accuracy of the whole line, it does seem to be though sometimes that you simply have to just do the best you can!
You are right on the notching side, its part of the policy for reducing wear and tear on the units. Generally notch two for pull away, 3-4 to 5mph, 5-6 to 15 then notch 7 conditions depending, of coarse! 158s and 143s are a different as they tend to be notch 3 on the FGW sets to get the things to respond, I have also known 142/143s to require notch 5 before they will show willing.