CMTM, TPR Humpyard, TPR Destination database, and Humpyard operations..

I used the panal selector rule when i use to do iportaling. Had 12 iportals and they showed up in the PS clicking on one iportal in the list gave me the infromation of the iportal,i could change the infromation of the iportal,see if a train was waitting to responged, or change it from internet to local iportals.
I never got it to show anything else.
Now in UMR route there a spot that i would uncouple from a string of cars and they would roll away. Now i stoped the train didn't set hand break manuley because i thought that when i stopped the train the breaks would set when i uncoupled from them.
Mabe we looking at the hump yard the wrong way. Instead of pushing the cars up and over the hump why not pull the cars up from the yard and uncouple. A long 11/2 to 2 % grade might work.
Now we don't want AI to everything so put a track mark at the top of the hump send AI to the TM and give him a wait command while you set the junctions and uncouples. With the driver having a command he's not setting the break?
 
Danny5, that's the technique I use; shove to the crest, uncouple, and pull away. The consist will free roll from the crest to the retarders, works great in DCC, haven't tried it CAB.

John
 
If I make sure that I am pushing the cars up the hump (greeen arrow) then I don't have to back up. Also do NOT hump at more than 5 MPH. Otherwise the cars won't roll apart.
 
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There is a way to make a hump yard work in TS12. Use the old hump tower from the hump yard kit, and as JohnnyC1 mentioned it is hit and miss with the old tower and old retarder. What I have found is using the old hump tower, and then use the directional retarders on the track you can make a working hump yard. Also do as the manual says and place the hump tower on a 3 meter hump, with the 60 meter downgrade on the yard side of the hump. Also, you have place a track mark on the yard side of the hump about half way down and tell the driver to drive to track mark. By doing this the train will automatically release the cars one at a time, and they will roll into the yard like they are supposed to without the brakes being applied. The hump tower is totally random as far as sorting the cars, so it is best to go to route mode, and sort the cars manually. Still working on trying to figure out a way around that, and maybe the cmtm will help. Do not know how to use destination database to get the hump tower to sort the cars.
 
Well, the new SP1, T12, fixes the kicking problem, and as an added bonus, JR's most recent Script for rolling stocks allows you to set the brakes on a rolling car when kicked so the car won't derail or become a runaway. Right click, CTRL R Click, will allow access to the brake release/apply menu.

John
 
A Quick update:

After seeing Nielsmth749's UMR2104 route with the new Directional speed retarders AND the N3V fix that corrected the automatic handbrakes, I started playing around again.

The Older Hump tower, Yard tower and destination database from the UM E-W Hump Yard route work fine.

With the new directional Speed Retarders, KUID:160293:100123, the speed retarders from hump yard kits are not needed. The Directional speed retarder is smooth and works well, brilliant piece of kit!.....But it would be nice to see a retarder where it should be... (yep, I am a bit anal retentive)

SO...... I took the speed retarders from the 2.3 hump yard kit, cloned them, removed the script and class entries from the config, deleted the GS/GSE files from the root directory of the asset, and Volia! Retarders that are scenery items.

This is what the entries look like:

script "retarder"
class "retarder"


The .GS file names are either:

Retarder.gs

OR

Retarder.gse

I still need to see if I can get the panel selector rule to work, I haven't fooled with it much.

The only other thing I might do is reskin the Destination Database structure..... It needs an updated look.

Anyone up for making some awesome looking speed retarders as scenery items that can be snapped onto the track?

See message #20 for locations to get the assets you need.

Looks like Hump Yard operations can be implemented without a lot of bruhaha......now where is that slug unit I had to go with that SD40?
 
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Well now,

It helps to put my reading glasses on when I look at something.

The new Directional Retarders DO have the retarders modeled .... Mea culpa.

Also the original speed retarder from the UMR route seems to behave now in TS12 SP1 post hotfix 3. So for fun I took the Speed Retarder 2 from the TPR 2.3 humpyard set, deleted the retarder.gse file and replaced it with the retarder.gs from the original speed retarder. It is now no longer crippled.

Looks like the only challenge left is the panel selector rule... and I suspect that is my goof up. Neither the hump or yard tower panels show up under the panel selector rule, but if I alt+right click on them individually they work fine.
 
Im about to commit a sin and dredge up an old post, but I'm stumped on the hump and its relevant. Maybe it's just something broken with TS12, but when I follow the direction's provided in TPR's hump yard kit manual for using destination database to route cars to tracks. I get nothing.

As the image shows, I'm missing the Track destinations tab. I think I'm missing something. I've got destination database down. I've got the UM Hump yard in as a test. I have the hump controller and everything else off the DLS as the TPR one is bugged. Ideas?

VYq6j2BoTEuoDHF11OIBCQ.png
 
Stupic question #23136536426

Ok when you've updated/version change on your route, so do I need to download the entire route again or for that matter, in general how do you get the new version of an asset?

Thanks Don
 
Ok when you've updated/version change on your route, so do I need to download the entire route again or for that matter, in general how do you get the new version of an asset?

Thanks Don

Hi Don,

If you're talking about someone else's route that you are driving, then yes you need to download the updated version. This new version will obsolete the existing one so that that version does not show on the route menu. This is the same process for any asset including sessions, locomotives, parts, pieces, trees, buildings, carz, etc.

If you are concerned about disk space, you can delete the obsoleted versions.

Go into Content Manager:

Click on the arrow next to Installed.


Click the + to add a filter item.
Click on Asset KUID to bring up a list of items.
Change that to Obsolete by clicking on that item.
Click on the + again - This time it will be on the right side of the screen.
Click on Built-in to add it.
Click on the True and change that to False.

With this you'll see any installed assets that are not built-in, and can be deleted; Built-in or payware assets can't be removed.
 
I decided to experiment a bit and see what works and what doesn't...

So far, the only thing that works in TS12 from the TPR Humpyard 2.3 kit is the manual.

I found a thread at TPR on this subject:

http://www.trainzproroutes.org/forum/viewtopic.php?t=6582&highlight=humpyard

So I went ahead and deleted everything the 2.3 Kit installed (Except for the manual) and downloaded the UM E-W Hump Yard route, kuid:137353:100466, on the DLS.

The older Hump tower, yard tower, and speed retarder work just fine in TS12.

Next I am going to work with the destination database and panel selector rule to see if they can work (Can't mod a broken piece of gear, can you?) The built in Panel selector rule (Kuid2:30671:60010:3) or the panel access library (kuid2:30671:90001:2) doesn't work properly with the yard tower and humptower, so I am thinking of cloning the obsoleted panel selector rule ( :2) OR the Panel access library (:1) and making a obsolete table entry obsoleting the built in panel selector rule or access lib. Probably should start with the access library......

Destination Database? Haven't even looked at it yet.......................

ADDITIONAL: I briefly tried the Destination Database Library, <kuid2:30671:90002:2>, it seems to work right out of the box.......

I copied the contents of the obssoleted Panel access lib and the obsoleted panel selector rule to seperate folders to my desktop, changed their kuids endings to :3 and :4 (Respectively).... didn't work.

So the only thing that isn't working so far is the panel selctor rule... a minor thing I think... you can right click on the yard tower or hump tower to access their functions.....
I know this thread is fifteen years old, but do you happen to still have kuid2:30671:23313:1 and kuid2:30671:23305:1 from the Humpyard kit? I'm missing both of these for the old Hanlon Yard route, and they're sadly not on the DLS (nor on the kuid index).
 
I know this thread is fifteen years old, but do you happen to still have kuid2:30671:23313:1 and kuid2:30671:23305:1 from the Humpyard kit? I'm missing both of these for the old Hanlon Yard route, and they're sadly not on the DLS (nor on the kuid index).
Good luck with those. They're from the old TPR site, which has no working content archives on wayback.

Per another thread on this forum "The speed retarder <kuid2:30671:23313:1> does not work in T12", so it's not likely to work in later Trainz versions.
kuid2:30671:23305:1 is a Yard Tower.

If you use Google, you can find both.


Rico
 
Bob, if I may call you that, your creations and the time you obviously have spent assisting us are much appreciated.

(Sellick -Taff to many. (1950-1974)
 
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