Learning the road to Kyle

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IronBidder
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Learning the road to Kyle

Post by IronBidder »

This scenario on JT's Kyle route keeps on SPADing me as I exit Garve station westbound, just as I come up to the level crossing. I have the token, I'm not late, I press TAB (with no effect), but nothing I can do clears the signal.

Does anyone know the cause or the solution? JT support don't!

Thanks

Stewart
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Re: Learning the road to Kyle

Post by 749006 »

I don't know the route but does the level crossing have to activate and sound sirens, flash lights before you can pass over it?
Is it a Stop and Wait situation?

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IronBidder
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Re: Learning the road to Kyle

Post by IronBidder »

749006 wrote:I don't know the route but does the level crossing have to activate and sound sirens, flash lights before you can pass over it?
Is it a Stop and Wait situation?

Peter
The level crossing has activated. The barriers are down, the lights are flashing and the sirens sounding.
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Re: Learning the road to Kyle

Post by gonzo2431 »

curiosity has got the better of me here, i just ran the scenario and managed to get through that section with no errors, are you running the updated version of the route at all?
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Re: Learning the road to Kyle

Post by IronBidder »

gonzo2431 wrote:curiosity has got the better of me here, i just ran the scenario and managed to get through that section with no errors, are you running the updated version of the route at all?
Yes, though I also had the same problem on the original release.

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Re: Learning the road to Kyle

Post by Trev123 »

I just ran that scenario but didn't get the SPAD at Garve Station but, got as far as the approach Achnasheen P1 but, the points were set the wrong way with another train in the loop.
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Re: Learning the road to Kyle

Post by Trev123 »

Ran the scenario again this time without a save and cannot get past Achnasheen due to the points being in the wrong direction. Look at it in the 2D map and they are like that almost from the start.
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Re: Learning the road to Kyle

Post by IronBidder »

Trev123 wrote:Ran the scenario again this time without a save and cannot get past Achnasheen due to the points being in the wrong direction. Look at it in the 2D map and they are like that almost from the start.
Yes, just got there myself, only to find that I was going to hit head on the service going on the other direction.

Very frustrating.
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Re: Learning the road to Kyle

Post by Trev123 »

I posted this in the main Kyle thread.

"2 scenarios that you cannot complete Learning the road to Kyle. Can only get as far as Achnasheen points going the wrong into a path of a stationary AI train. The other one is Evening Ballast Train, Millburn Yard to Strathcarron. After hooking up to your train and starting out you have to stop at Muir of Ord P1 by a certain time but arrive about 10mins late so get a cross by it in the time table so cannot complete it. The instructions at the beginning are a bit vague suggesting (to Me) this is a double header but, another loco doesn't turn up."

The first scenario is buggy also.
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Re: Learning the road to Kyle

Post by gptech »

Trev, does the stationary service have a driver icon above it in the scenario editor? If it does, but has no other instructions -- effectively making it a scenery item rather than a moving train -- just delete the driver icon which means the games despatcher won't try and route it anywhere and the player service will/should be routed properly. Of course back up the scenario before editing!
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Re: Learning the road to Kyle

Post by Trev123 »

Haven't looked but it is drivable. I hopped in it and then my train started and crashed into this one :) but anyway, the points are pointing to the wrong track as the platform you are to stop at is on the other one.
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Re: Learning the road to Kyle

Post by gptech »

Trev123 wrote:the points are pointing to the wrong track as the platform you are to stop at is on the other one.
If the stationary train has a driver assigned the game will try and route it...even if it goes nowhere, which is rather annoying, so as it's closer to the points than you are when the scenario starts it'll get precedence. Removing the driver icon, but only if goes nowhere, means the game effectively ignores that it might go somewhere so the player train should get routed properly.
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Re: Learning the road to Kyle

Post by Trev123 »

Took the driver icon off the AI train, saved the scenario and started it and the points are now set for the right track.
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Re: Learning the road to Kyle

Post by gptech »

If the offending service had instructions to actually go somewhere that little trick wouldn't be of use..........not on it's own anyway, and I've yet to prove the constant effectiveness of this:
Before deleting the driver icon make a note of all the instructions.
Get rid of the driver and save.
Exit the scenario and reload in the editor.
Reinstate the instructions, making sure that the AI service has a lower priority than the player train.save, reload and once again into the editor.
Use timetabled view to check that all's well-----sometimes it is, sometimes it isn't. If it does look OK, job done but if there are still patting errors make the player service a special. That often fixes it, but not always.
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Re: Learning the road to Kyle

Post by Trev123 »

Not to worried what caused the problem but, if I can complete the scenario that is all that matters. :)
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