A passenger train doesn't stop at a passanger station, "new feature"?

ffccnn

Member
I have: station <kuid2:101046:105521:2>, loco: <<kuid:367928:4052>, coaches:<kuid2:36446:100:2>. why the train doesn't stop at the station?
commands: Navigate to station -> platform 1, load, navigate to portal,
is there some incompatibility with those assets and my Tane build 90945?
I have been away from this game for many months and I am just trying to catch up. thanks for your advise.
 
You are coming late to the issue. Ever since the last update I have had this problem. It is a bug, and help desk knows about it, plus several (many) threads on it. A consolation: You are not alone. I have tried pretty much everything one can try: Different locos, different platforms. Standing alone platforms, trains coming from opposite direction, drive to, navigate to and all. Problem persists, and to make things worst, sometimes the train stops, some times doesn't (although misses are more prevalent). We are told that a solution is coming.. some time in the future.
 
I am late for sure. I found some of the threads about the commands 'drive to' and 'navigate to'. I am disappointed because those commands never failed before. In my case I have a half-half situation, sometime it stops, sometime the train just keeps going. In one trial, I added a 05 signal and a reduced speed from 45mph down to 15 before the station. It made an improvement, maybe the speed of the train is a factor to miss the center of the station?
 
In my World, when a train approaches a station or target track mark, it slows down. At least it happens in TS12 and previous versions. In latest TANE it also gets there at reduced speed, passes it and continues into oblivion. Note that in the case of track mark, the icon for that track mark at the command line (lower part of the screen), does not go way as it normally should when the train gets there. If you stop the train after this, and issue a resume schedule, then the train would go back to that track mark and stop. Little details that may help solve the issue. We hope.
 
I have had this problem even before TANE SP2 and the hot fix.

I have solved my problems in two ways. First make sure the speed is reduced when approaching the station, maybe 35 mph or less. But the other thing that helps solve the problem is to increase the max-decal in the engine spec. Open up the locomotive asset for edit and scroll down until you find the engine spec kuid. Once you have found the engine spec kuid you can now revert it back to the original. Now open up the kuid for the engine spec and scroll down until you find the line max-decal. Increase the number (for testing purposes to see if it solves my problem I usually just double it - you can come back and fine tune it later). Submit the edits and test your route to see if the train now stops at the station. These two things have solved over 90% of my station run by problems.

The engine spec fix may not be very prototypical but it works for me.
 
I use a 30 mph speedboard just before the station, then a 20 mph speedboard @ 100' closer, then a 10 or 5 mph speedboard @ 50' from the desired stopping point, then a named trackmarker just past the station platform end, and Drive Via that named trackmarker (Drive To, or whatever command)

Then a 20 mph speedboard just after the place where the last car will clear the stopping trackmarker after moving onward, and so on, with another 30 mph speedboard when the last car is clear of the station

I never use a station that as it's own tracks ... and instead lay my own track @ 0.02m higher than the stations track ... I never did care for the Star Trek Transporter "Beaming Up" phasing of passengers onto a train

If this is a bug causing this ... IDK
 
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So, You must have a super large route (Over a G !) And you must have many stations. You use around 5 or more track marks per station = You end up with a gazillion track marks, and you don't see the passengers at the platform doing the Star Trek act. Something is not right here, specially when it was working quite well up until the last upgrade.
 
I have had this problem even before TANE SP2 and the hot fix.

I have solved my problems in two ways. First make sure the speed is reduced when approaching the station, maybe 35 mph or less. But the other thing that helps solve the problem is to increase the max-decal in the engine spec. Open up the locomotive asset for edit and scroll down until you find the engine spec kuid. Once you have found the engine spec kuid you can now revert it back to the original. Now open up the kuid for the engine spec and scroll down until you find the line max-decal. Increase the number (for testing purposes to see if it solves my problem I usually just double it - you can come back and fine tune it later). Submit the edits and test your route to see if the train now stops at the station. These two things have solved over 90% of my station run by problems.

The engine spec fix may not be very prototypical but it works for me.

Well now, you may have stumbled on a fix or work around to the problem. (Than you!!)

I changed parameters to the engine spec as you indicated, and now that railcar stops at the platform. It has to do something about inertia of the vehicle. The "bad" platform was one of these of 20' long. And if the loco arrives at more speed that it is able to stop, looks like it does not trigger or acknowledges it has arrived, and overshoots. Make the loco to stop sooner and it does!

So, using the same principle of inertia, I look at my track marks and reason that if the radius is set to a minimal distance, the loco may not have enough time to trigger, and may overshoot. So I set each trigger to minimum one meter radius, and now in the brief test I made, where a loco would overshoot, now it doesn't! Is important to differentiate here what are you using the track mark for:

Drive to. Radius is important because you have to give time for the loco to go over it and stop.
Drive via. May not be so important because the loco will pass it and continue to the next task.
Same for Navigate via or to.

Because you don't know what command is given to each track mark, is better to set them to a minimum one meter radius.

On platforms and stations, you can't adjust the radius of action ( or I am not aware of how to do it), so you have to play with the speed of the consist so that by inertia it does not overshoot, hence adjusting the parameter of DEC (eleration) so it stops before running off the platform. This is why 20 and 10' industrial tracks may present more problem (You may think the developers could have made some changes as to the required speed of a loco or consist entering these).

Another uncomfortable aspect of all this, is that things may run well on the first run and deteriorate as time goes by or after a save session (I can't explain why).

What I have stated here, in reality should have made public time ago by the authorities. Or it gives us to think the problem is not important enough and we have to bang our heads to reason and come up with workarounds.

Of course I may be wrong with all this, and people may still have problems. OH, well! I tried...
 
After hours of tests and trials: Problem persist. At random. Not so much on platforms, but for sure at track marks.
 
Interesting. Just recently I experienced that which this thread points out, never had it before. I am using ajs invisible stations configured to use the 'call at' command. This is not unusual for me and has, in the past, not been a problem. Now this intermittent bug is driving me insane especially after using 'call at' drive to' navigate to' all failed to correct the situation. I am glad it is not me, as this is what I thought. Hours of, what am I doing wrong. Has it been reported to the creators?

Cheers,
Val.
 
Thanks my friends for confirming this problem, I though I was doing something wrong but not, it is a bug, and a new one introduced recently. This is the king of problems to put me in sleep mode with this game for months. It doesn't entice me to buy any route, just to see trains missing targets? no, thank you.
 
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