Manchester Victoria to Huddersfield

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gptech
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Re: Manchester Victoria to Huddersfield

Post by gptech »

PenninePacer wrote:Widening the tolerances would be a good idea but I don’t know how to do that
Just change the times in the timetable view. It's also not recommended to have the performance percentage at 100%, both for the player train or AI.
PenninePacer
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Re: Manchester Victoria to Huddersfield

Post by PenninePacer »

I thought there was a way to for the task to count as complete even if you're a certain amount late, I think career scenarios do that? All my AI trains are set at 100% performance, why is that not recommended?
sbowness
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Re: Manchester Victoria to Huddersfield

Post by sbowness »

PenninePacer wrote:@sbowness Widening the tolerances would be a good idea but I don’t know how to do that. I will not make a scenario that is not possible in the future.

@stevegreen Thanks, I have no idea if the performance is realistic. I don’t know if the signals are meant to be 2 aspect but the JT signals don’t have 2 aspect LEDs anyway. I think the problem is that the repeater signals don’t have a triangle or R to show they are repeaters, I think the only way to tell the difference is by looking at the 2d map where repeaters don’t show.

@chrisreb Thanks.
It's beyond my skill too, I'm afraid. I believe there's a way to do it in the editor. Hopefully someone will be able to enlighten us.

I'm looking forward to having a run on this. I had the earlier version and it was brilliant.
Stephen
copedavid500
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Re: Manchester Victoria to Huddersfield

Post by copedavid500 »

I like the challenge of running to a real timetable and not too bothered about getting ticks for completed scenarios.
I found that I was running 3 minutes late at Slaithwaite due to the 150/142 combination staggering on the gradients and not quite getting the braking correct into the stations (I am not a train driver).
I did however arrive at Huddersfield on time due to the down gradient assisting so there must be a bit of recovery time in the schedule.
Still failed the scenario but no great problem and really enjoying the route.
gptech
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Re: Manchester Victoria to Huddersfield

Post by gptech »

copedavid500 wrote:and not too bothered about getting ticks for completed scenarios
If a scenario is supplied with plenty of warnings that it can't be done/is very difficult to do, I can't see a problem either---those who must have the 'green tick' then have the option to ignore it, or edit it to have no fixed timings. Whilst we all like to point to successes in life, there's nothing wrong with trying to beat the impossible from time to time--remember it was once scientifically proven that man couldn't cope with the stresses of travelling at speeds in excess of 12mph...…..
PenninePacer wrote:All my AI trains are set at 100% performance, why is that not recommended?
Mainly because it's not needed, and has the potential of building in problems. Generally, AI services are only relevant for the 45--60 seconds they're in view of the player; anything either side of that window may as well not happen. Being able to tweak the performance is very handy for fine tuning timings, but if you set off with 100% as a habit you're immediately taking out 50% of that ability. Most of the time just applying appropriate start times will have AI where it should, when it should.
Yes, of course there'll be times when a wee adjustment gives it that final polish which is how you should view changing the default setting as being.
sbowness wrote:I believe there's a way to do it in the editor
More than one...quickest is to simply remove the "timed" attribute. That will time the stop to whatever the game *thinks* is *right* for the routes speed limits and the performance value set.
Next is to simply change the times the stop is set to. To do this you'd need to find out just what time you can hit those stops, and then amend the scenario accordingly.

I'll expand on those tomorrow---right now I need to sleep!
stevegreen
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Re: Manchester Victoria to Huddersfield

Post by stevegreen »

PenninePacer wrote:@sbowness Widening the tolerances would be a good idea but I don’t know how to do that. I will not make a scenario that is not possible in the future.

@stevegreen Thanks, I have no idea if the performance is realistic. I don’t know if the signals are meant to be 2 aspect but the JT signals don’t have 2 aspect LEDs anyway. I think the problem is that the repeater signals don’t have a triangle or R to show they are repeaters, I think the only way to tell the difference is by looking at the 2d map where repeaters don’t show.

@chrisreb Thanks.
Hi, The signal before the GY repeaters will definitely be a 2 aspect GR. It should be possible to edit a bin file for a 2 aspect JT LED to make a green/red to add one to the library. I'll look into it when I get a moment.

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gptech
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Re: Manchester Victoria to Huddersfield

Post by gptech »

stevegreen wrote:It should be possible to edit a bin file for a 2 aspect JT LED to make a green/red
Definitely, but it may also need a revised script---not so easy when the scripts are in .out format :x

Adding a new signal plate to show a white triangle or the letter 'R' is certainly possible with a child object added to the post---this is one for a signal from RSC's GEML route

Image

If that's of any interest Steve, just let me know.
stevegreen
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Re: Manchester Victoria to Huddersfield

Post by stevegreen »

Oh nuts, yes you're right they are in .out format. No way getting the script to run a 2 aspect LED then unfortunately.

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gptech
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Re: Manchester Victoria to Huddersfield

Post by gptech »

The bulb 2A signal just displays red and green aspects; it may be possible to use that signal's script on an LED version, or stick an LED head on a copy of the bulb version's .bin file -- not quite dead in the water yet!
gptech
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Re: Manchester Victoria to Huddersfield

Post by gptech »

Editing 2M65

When we're dealing with the player train, the performance % value does nothing other than influence the game's estimated arrival time at stops--it doesn't make the train go any faster, or slower--that's down to the guy working the throttle.

Load the scenario either in the World Editor's Scenarios TAB or as if you were playing it. You're straight into "editing mode" with the former, the latter would need you to either press the "Esc" key or use the HUD to bring up the Pause Menu and select "World Editor". Once in the world editor you'd need to click on the right most icon in the top row of the top flyout box on the left---the one that looks like the front of a tram and has "Scenario Tools" as it's tooltip when you hover your mouse over it. You'd get a warning that progress in the scenario would be lost, so just click on "Yes"

Once in the editor you need to enter the timetabled section---leftmost of the icons on the bottom row of the top left flyout this time.

That lands you in:

Image

At the top of the left pane is a drop down box containing the services in the scenario; click on that and then click on the player train---it has (P) after it's name

Image

The right hand window now contains all the instructions/stops for that service. You'll see that none are coloured red, meaning that working with the performance figures the stops have been assigned, the timing is possible. The stops at Ashton-under-Lyne and Stalybridge are, so there's no need to worry about those.
Mossley is the first one I had bother with, which of course has a knock on effect on any following timings.

If you click the icon on the left of the instruction, details of that instruction are displayed. Untick the box at the side of the little "alarm clock" icon to remove the set timing from it.

Image

I've set the % value to 89 to make the instruction show the correct time in the editor, mainly because I was curious to see what it actually needed to get the game to make an accurate/prototypical estimate. This value doesn't affect anything in the game, so it's not essential to do that.

Greenfield next, same procedure to remove the timing and if you must have the timetabled view showing the *right* timing the % needs to be 67.

That's all I needed to edit to enable the scenario to be completed successfully

Image
sbowness
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Re: Manchester Victoria to Huddersfield

Post by sbowness »

Cracking stuff, Gary. Thanks, as always.
Stephen
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Re: Manchester Victoria to Huddersfield

Post by stevegreen »

Hi,

I've got around to producing a 2 aspect JT GR LED head It will show a yellow in the editor but the script will suppress it in a scenario as I can't change the geo.
3 of the 3A 'HU' signals have been swapped out. If you'd like to test it I've uploaded the files;

Signals: https://drive.google.com/open?id=1_AVkx ... PZ2vLykGnX
Tracks.bin https://drive.google.com/open?id=1JgccM ... uNYcx6u8Fl


I did a quick to and from Huddersfield with a train just in front and it seems to work as I'd expect. Gary, it uses the 3 aspect LED but the 2 aspect bulb script, thanks for the inspiration again.
PenninePacer
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Re: Manchester Victoria to Huddersfield

Post by PenninePacer »

@stevegreen Amazing work! I only get a signal post, I think the issue is that you have not included the file "RailNetwork\Signals\Main_Aspects\JT_LED_2ASP.bin" in the download.

@gptech I don't know why but I always thought that the performance % controlled the top speed of the train, so at 75% it would run at 75% line speed, which is why I always used 100%.
gptech
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Re: Manchester Victoria to Huddersfield

Post by gptech »

There are no files for the signal head in the .zip Steve--I tried using the default 3 aspect files, copied and renamed to suit the complete 2A signal's.bin file, but obviously missed something/made a right b******s of it as it still showed a "bleed through" of the yellow light textures in the game :cry:
gptech
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Re: Manchester Victoria to Huddersfield

Post by gptech »

PenninePacer wrote:I always thought that the performance % controlled the top speed of the train, so at 75% it would run at 75% line speed
Correct, for all intents and purpose anyway. It's been documented that it actually affects the tractive effort applied\available which of course has an effect on the speed the train will travel at, limited by the line speed set in a route and the actual performance of the rolling stock. Acceleration is also slightly brisker, but it's not a dramatic lift. That makes it very useful for fine tuning timings, but as I wrote earlier, starting off with everything at 100% removes half of that option. The lower the line speed that any AI service is travelling over, the greater the perceived increase of the trains speed, the tunnel at Huddersfield heading West being a prime example---AI services heading for Sheffield are too easily caught up a player train, giving the impression that the AI service has actually stopped in the tunnel. It has it's merit/uses, there's no denying that, but it can't be viewed as a default setting. Think of it as being akin to the "Special" service class---useful, but only when it is.
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