Signalman from Hell?
Posted: Fri Sep 22, 2017 9:03 am
Hi folks,
I've been working for a while on my first go at route building - extending DTG's St Pancras - Bedford northwards, including secondary routes such as Bedford - Northampton, Northampton - Market Harborough (as much for practice as anything before I put much time into the MML itself.)
Having laid a fair amount of route mileage, I'm now snagging and signalling - I settled on AndiS's scripts (driving the Kuju Wooden Post UQ semaphores, as supplied) since they work for me better than anything else I've tried, without disconcerting stuff like signals cleared against you on single track sections!
Testing the route to check that all works as intended has thrown up a rather startling glitch - when running a scenario the player train is diverted off path at VERY short notice - I can be approaching a junction at line speed and have the peg for the main line path put back in my face and diverted into a siding at high speed, resulting in either derailment, a successful emergency stop, or a rapid coming together with the stop blocks. This is becoming extremely frustrating!!
This originally showed up in only one specific location, but as I continue this is showing up in several other locations, and a bit of a pattern is starting to emerge. Not knowing what's causing this, I'm not keen to spend time ripping up track layouts and reworking them with no confidence that I'll get rid of the problem!
A bit of background may be helpful at this point.
My starting point for all this was a clone of the DTG route.
As the era for the new work is early '60's, I added an appropriate track type (RSC's SC_track03) to the MML track rule so that I could work northwards without scrapping the original route. (in the fullness of time, I may gradually move the "time warp" between my work and the original route southwards from Bedford but for now I've got more than enough to keep me occupied!)
All of the problem locations involve a slip crossing, and a valid alternate path through sidings and back onto the main line.
(I think) all of the slips involved are ones that I've reworked in the course of my snagging - It's taken me some little while to realise what has been causing some pointwork not to render the frogs - as in, don't lay points over the little red triangles! I've eliminated all such examples now (the sim would let me drive over such junctions, it just looked naff!) Also, I finally figured out what was causing large parts of a crossing to disappear when I clicked on the grey "Weld" cube - I hadn't been paying close enough attention and TS was invoking the default track type because I'd not overridden it. This, I presume, is a side-effect of my tacking bits onto an existing track rule.
All of the slips involved were ones I originally laid the "hard way" before I found out what the second presentation of the "Weld" cube over a crossing was for (!)
Another peculiarity is that if I approach these locations under a certain speed, I'm not thrown off-path. At 20mph or under, I'm never diverted, and at 30mph or over I always am. This allows of a "work around" of introducing loads of 20mph TSR's - Hatfield style - but it's a sticking plaster and not a solution.
So:- Has anyone come across such or similar behaviour before?
Does anyone have suggestions as to how to eliminate it?
Also, is there a way of only creating a single slip crossing, as the auto "Weld" cube seems to give double slip and like it. ? This would be prototypically correct for at least some of my problem spots.
Waiting in hope for some feedback with this one,
Memphis
I've been working for a while on my first go at route building - extending DTG's St Pancras - Bedford northwards, including secondary routes such as Bedford - Northampton, Northampton - Market Harborough (as much for practice as anything before I put much time into the MML itself.)
Having laid a fair amount of route mileage, I'm now snagging and signalling - I settled on AndiS's scripts (driving the Kuju Wooden Post UQ semaphores, as supplied) since they work for me better than anything else I've tried, without disconcerting stuff like signals cleared against you on single track sections!
Testing the route to check that all works as intended has thrown up a rather startling glitch - when running a scenario the player train is diverted off path at VERY short notice - I can be approaching a junction at line speed and have the peg for the main line path put back in my face and diverted into a siding at high speed, resulting in either derailment, a successful emergency stop, or a rapid coming together with the stop blocks. This is becoming extremely frustrating!!
This originally showed up in only one specific location, but as I continue this is showing up in several other locations, and a bit of a pattern is starting to emerge. Not knowing what's causing this, I'm not keen to spend time ripping up track layouts and reworking them with no confidence that I'll get rid of the problem!
A bit of background may be helpful at this point.
My starting point for all this was a clone of the DTG route.
As the era for the new work is early '60's, I added an appropriate track type (RSC's SC_track03) to the MML track rule so that I could work northwards without scrapping the original route. (in the fullness of time, I may gradually move the "time warp" between my work and the original route southwards from Bedford but for now I've got more than enough to keep me occupied!)
All of the problem locations involve a slip crossing, and a valid alternate path through sidings and back onto the main line.
(I think) all of the slips involved are ones that I've reworked in the course of my snagging - It's taken me some little while to realise what has been causing some pointwork not to render the frogs - as in, don't lay points over the little red triangles! I've eliminated all such examples now (the sim would let me drive over such junctions, it just looked naff!) Also, I finally figured out what was causing large parts of a crossing to disappear when I clicked on the grey "Weld" cube - I hadn't been paying close enough attention and TS was invoking the default track type because I'd not overridden it. This, I presume, is a side-effect of my tacking bits onto an existing track rule.
All of the slips involved were ones I originally laid the "hard way" before I found out what the second presentation of the "Weld" cube over a crossing was for (!)
Another peculiarity is that if I approach these locations under a certain speed, I'm not thrown off-path. At 20mph or under, I'm never diverted, and at 30mph or over I always am. This allows of a "work around" of introducing loads of 20mph TSR's - Hatfield style - but it's a sticking plaster and not a solution.
So:- Has anyone come across such or similar behaviour before?
Does anyone have suggestions as to how to eliminate it?
Also, is there a way of only creating a single slip crossing, as the auto "Weld" cube seems to give double slip and like it. ? This would be prototypically correct for at least some of my problem spots.
Waiting in hope for some feedback with this one,
Memphis