Adjusting time rate

davidbird

ex-Chilwellian
Is there a rule to adjust the time rate?
I have found the built-in "Time and Rate", kuid:-25:889, but that requires a time set; is there an equivalent without the time set?

What I want to do is set up a session which requires the assembly of a consist in a yard. When the consist is complete, the driver has a "PNB" (personal needs break). At that point I want to give the player the option of either waiting until departure time, or advancing the gametime so that the (real) 1hr PNB only takes a minute or so - but with any other trains in the route also completing their hours-worth of activity.

So I need a rule that will be triggered by a "Check Consist" rule, will advance the gametime at a rate of x60 until a set time, then revert to rate of x1.

Is such a thing available>
 
David - Advancing the game clock either by increasing the rate or by jumping the time will not cause the trains on the map to complete their activity any faster than they do at normal rate. The only use for increasing the rate is to simulate the passage of a long journey without needing to wait in real time.

There used to be a debugging facility in earlier versions of Trainz that could accelerate the rate of movement but IIRC this was subject to errors and was not consistent. This facility has, I believe, been removed from late versions.

Regards - Trevor
 
David - Advancing the game clock either by increasing the rate or by jumping the time will not cause the trains on the map to complete their activity any faster than they do at normal rate. ...
So, jumping to time and increasing the time rate only flips the clock display over, but nothing else
... The only use for increasing the rate is to simulate the passage of a long journey without needing to wait in real time.
...
How does that work then? If the rate of train physics is not increased, just the clock rate, for an hour's journey it would still take an hour but if the rate was increased (to say x4) the clock would show it finishing 4 hours later...
There used to be a debugging facility in earlier versions of Trainz that could accelerate the rate of movement but IIRC this was subject to errors and was not consistent. This facility has, I believe, been removed from late versions.

Regards - Trevor
It was this debugging thing I was thinking about, hoping it had been developed into a proper in-game feature.

Many thanks Trevor for your help
 
How does that work then? If the rate of train physics is not increased, just the clock rate, for an hour's journey it would still take an hour but if the rate was increased (to say x4) the clock would show it finishing 4 hours later...
Think of it this way, David: With a clock rate resulting in a 4 times increase, a one-hour journey would take fifteen minutes to complete in real time. To be realistic, the distance travelled by the train would need to be one-quarter of the real-life distance for it to arrive at its destination at the appointed time. The ruler scale feature could be used to accomplish this effect but then the trains would appear to be four times larger than they really are.

From what I understand, the trainsoptions debugging keyword is no longer operative.

Best Regards - Trevor
 
So I'd build my stations & yards to scale, but make the distance between them quarter scale. On leaving a station there would be a trigger, which when hit by a train would trigger a timerate of x4. Just before arriving at the next station there would be another trigger to set timerate back to x1.

I think I understand its use now, but I'll not be using it on my to-scale route.

It seems as if what I intended for implementing Driver PNBs can't be done, I'll just have to be really careful deleting & re-placing trains around the break time.

Thanks for your explanation.
 
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There used to be a debugging facility in earlier versions of Trainz that could accelerate the rate of movement but IIRC this was subject to errors and was not consistent. This facility has, I believe, been removed from late versions.


it is still present however yes it can cause undesired effects for certain script.
 
David: There is a driver command to delete a train and its driver, <kuid2:116387:15:2>.

User #114476, sforget, created rules for spawning trains at trackmarks, called "Un-portals". One of these is "CPC:Emit train on trigger", which requires a rule "Central Portal Control".

You will need to experiment, but it looks as if something might be done with these tools.

Another avenue to explore is Quick Portal Manager.

Best Regards - Trevor
 
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