The Passengers Have Gotta Go!

Are you thinking about building your own route? or are you already in progress? Talk to the experts in here and find out the best way to do things!

Moderator: Moderators

User avatar
rfletcher72
Very Active Forum Member
Posts: 8643
Joined: Sat Apr 28, 2007 10:59 pm
Location: The Steel City
Contact:

The Passengers Have Gotta Go!

Post by rfletcher72 »

Hi Guys and Gals,

I have finally lost patience with the behaviour of the passengers in the sim. This is not a moan as such about how they manifest themselves, I would just prefer them not to be there, even if they worked perfect in the first place. I can then populate stations on a scenario-by-scenario basis to my own satisfaction.

Is there an easy way to disable them without having to do loads in the route editor? I am thinking along the lines in which we can disable child objects on rolling stock by removing a file reference. Am I over-simplifying matters somewhat?

As ever, any advice is greatly appreciated :) .

Kindest Regards,
Richard
markpullinger
Very Active Forum Member
Posts: 3105
Joined: Sun Jun 08, 2003 6:24 pm

Re: The Passengers Have Gotta Go!

Post by markpullinger »

Hi, look in the content folder for playerprofiles. bin & either open with RWtools or serz it to an xml file & open that. look for a line that says <DetailPassengerCharacters d:type="sInt32">2</DetailPassengerCharacters>
& change the 2 to a 0 & see if that works.
User avatar
rfletcher72
Very Active Forum Member
Posts: 8643
Joined: Sat Apr 28, 2007 10:59 pm
Location: The Steel City
Contact:

Re: The Passengers Have Gotta Go!

Post by rfletcher72 »

markpullinger wrote:Hi, look in the content folder for playerprofiles. bin & either open with RWtools or serz it to an xml file & open that. look for a line that says <DetailPassengerCharacters d:type="sInt32">2</DetailPassengerCharacters>
& change the 2 to a 0 & see if that works.
Thanks Mark,

I made the change you outlined and I am pleased to report my stations now resemble the Mary Celeste :) .

Thanks again,

Richard
Richard
User avatar
DocklandsProject
Been on the forums for a while
Posts: 235
Joined: Sat Jun 22, 2013 8:16 am
Location: KENT Coast, United Kingdom

Re: The Passengers Have Gotta Go!

Post by DocklandsProject »

It may have been more than several years since i worked on a real railway, but what we said then is still true today. If it wasn't for the passengers the railways would be much better.
Quietly beavering away on something and finally getting somewhere
User avatar
yerkes
Very Active Forum Member
Posts: 2545
Joined: Thu Oct 09, 2003 6:18 am
Location: Kidlington, Oxfordshire

Re: The Passengers Have Gotta Go!

Post by yerkes »

DocklandsProject wrote:It may have been more than several years since i worked on a real railway, but what we said then is still true today. If it wasn't for the passengers the railways would be much better.
My father spent a lifetime working on the Underground and said pretty much the same thing. Timeless wisdom!
Michael
User avatar
rfletcher72
Very Active Forum Member
Posts: 8643
Joined: Sat Apr 28, 2007 10:59 pm
Location: The Steel City
Contact:

Re: The Passengers Have Gotta Go!

Post by rfletcher72 »

DocklandsProject wrote:It may have been more than several years since i worked on a real railway, but what we said then is still true today. If it wasn't for the passengers the railways would be much better.
:lol:

Seriously though, removing auto passengers from TS has made a big difference for me. I ran a winter Sunday night scenario last night and it was refreshing to speed through rural stations that were deserted. I added in a few people here and there at the busier ones, and it made the setting all the more realistic for me.

Something for others to think about?

Regards,

Richard
Richard
User avatar
RobertM
Very Active Forum Member
Posts: 5907
Joined: Thu Aug 12, 2004 5:28 pm
Location: Centre of my own universe, where its scary

Re: The Passengers Have Gotta Go!

Post by RobertM »

Looking at the new station tech features of TS14, I was under the impression can alter how many passengers are on the station at a certain time of day via the world editor.

I havn't sat down and had a proper play with it yet myself, may make that my mission tonight. :drinking:
Cheers, Robert :)
Fireman at the Lakeside & Haverthwaite Steam Railway.
Second Valve simulation - https://www.facebook.com/secondvalve?ref=hl
User avatar
rfletcher72
Very Active Forum Member
Posts: 8643
Joined: Sat Apr 28, 2007 10:59 pm
Location: The Steel City
Contact:

Re: The Passengers Have Gotta Go!

Post by rfletcher72 »

RobertM wrote:I havn't sat down and had a proper play with it yet myself, may make that my mission tonight. :drinking:
If you have any success Robert, please let us know.

Regards,

Richard
Richard
User avatar
yerkes
Very Active Forum Member
Posts: 2545
Joined: Thu Oct 09, 2003 6:18 am
Location: Kidlington, Oxfordshire

Re: The Passengers Have Gotta Go!

Post by yerkes »

Just to clarify then, RIchard: is the editing you have done within a scenario or to the route? For the scenario have you just populated stations with people as 'scenic objects' (so to speak), i.e. they won't 'interact' with the train?
Michael
User avatar
rfletcher72
Very Active Forum Member
Posts: 8643
Joined: Sat Apr 28, 2007 10:59 pm
Location: The Steel City
Contact:

Re: The Passengers Have Gotta Go!

Post by rfletcher72 »

yerkes wrote:Just to clarify then, RIchard: is the editing you have done within a scenario or to the route? For the scenario have you just populated stations with people as 'scenic objects' (so to speak), i.e. they won't 'interact' with the train?
Hi Michael,

The editing I have done affects the game overall. The file I was advised above to edit is in the contents folder and applies the change to all routes.

For my scenario, I have just added people as scenic objects, they don't move from the spot I have placed them. I for one, very rarely leave the cab so this doesn't really concern me. If I was to upload the scenario (which I am hoping to do), then someone with passengers enabled may see some people walking through others at stations, but this is something that they do in anycase?

I advise others to try it and see what they think (we managed in MSTS for all those years without moving passengers). It is easy to revert back if need be.

Kindest Regards,

Richard
Richard
DavidVI
Well Established Forum Member
Posts: 897
Joined: Fri Oct 29, 2010 10:30 pm

Re: The Passengers Have Gotta Go!

Post by DavidVI »

The passenger density at different times definitely works. I've tried it out on my GEML clone. Its just incredibly tedious to set up as you have to input the settings for not just every station but every single platform. I gave up after trying it out on one station when realising when I adjusted the invisible platform to stop the passengers walking in front of trains and through scenery the density settings were reset to default.

So really it's something that has to be done last otherwise all that tedious work is undone.

Works really well when you get there though. I had a busy Colchester at peak times where the density would fizzle out before the later rush hour, then deserted through the night.
40058
Very Active Forum Member
Posts: 2326
Joined: Wed May 01, 2002 12:00 am
Location: Essex

Re: The Passengers Have Gotta Go!

Post by 40058 »

I still have passengers after doing the above... now scratching head :-?
User avatar
rfletcher72
Very Active Forum Member
Posts: 8643
Joined: Sat Apr 28, 2007 10:59 pm
Location: The Steel City
Contact:

Re: The Passengers Have Gotta Go!

Post by rfletcher72 »

40058 wrote:I still have passengers after doing the above... now scratching head :-?


Steve mate, how did you edit the file?

Did you convert it to an .xml, save it and then convert it back to a .bin?

Cheers,

Rich
Richard
40058
Very Active Forum Member
Posts: 2326
Joined: Wed May 01, 2002 12:00 am
Location: Essex

Re: The Passengers Have Gotta Go!

Post by 40058 »

rfletcher72 wrote:
40058 wrote:I still have passengers after doing the above... now scratching head :-?


Steve mate, how did you edit the file?

Did you convert it to an .xml, save it and then convert it back to a .bin?

Cheers,

Rich
Did it via RWTools Rich, sussed it now mate, the lines that need editing is...

<GameplayPassengerCharacters d:type="sInt32">0</GameplayPassengerCharacters>
and
<DetailPassengerCharacters d:type="sInt32">0</DetailPassengerCharacters>

not just the latter I think ;)
User avatar
rfletcher72
Very Active Forum Member
Posts: 8643
Joined: Sat Apr 28, 2007 10:59 pm
Location: The Steel City
Contact:

Re: The Passengers Have Gotta Go!

Post by rfletcher72 »

Sorted 8) .
Richard
Locked

Return to “[TS] Route Building”