De-Railment

davesnow

Crabby Old Geezer
I have a question about trains that derail. Often (very often actually) after I go into a saved session, I find that one of my A.I. consists has derailed. And I can't blame it on a switch or signal, because the derailments seem to happen anywhere... at junctions... straight lines, etc. Why does this happen?

Also, the "Derailment Realism" rule... if I set this None , does this mean my consists will not derail no matter what?

Any help on keeping my trains from derailing would be greatly appreciated. It's very aggrivating when I've played a session flawlessly for like 4-5 hours--- saved it--- and then when I reload the session a consist has derailed. Grrrrr. Just completely ruins my game.

Thanks to all you guys and girls out there who have helped me over the years.
 
Few things about saved sessions is I try to bring all trains to a stop with no commands..........Trains will run in the dark until screen loads..........
Never leave any cars on a industry load/unload........
Avoid using same engineer with more than one portal......They tend to clash
and if one derails others will do same strangley enough....?
another bad thing portals and time s reset to beginning...........
 
Also, the "Derailment Realism" rule... if I set this None , does this mean my consists will not derail no matter what?


To answer that, yes and no. They wont derail no matter how fast your drive, assuming your using DCC. The only way you will derail is if you go through a turn out that is set to the opposite track, and the turn out is too rough.

As for the derailing when loading, like mtldrm38 said, tell all your drivers to stop. You can just stop train and it will keep your scheduled.

Lets hope these tips help you.
 
.....As for the derailing when loading, like mtldrm38 said, tell all your drivers to stop. You can just stop train and it will keep your scheduled.

Problem is.... I have 14 trains, scattered throughout 200 miles of track... Wish there was a "rule" that you could use to "stop all trains/start all trains." That would be handy, eh?
 
Davesnow

I have had this saved session bug/problem since TRS2006 and TC, reported to helpdesk and since it still happens with TS2009, I have posted it as abug with the Beta Testing Centre, who have since contacted me for more details.Have sent them my map session and faulty session as well as screenshots last week and hoping for a FIX. I have had good success with fully stopping nine DMU AI's as they are the group that one or other may derail on re opening saved sessions. I have also noticed a pattern in my case and that is the derailment appears to occur in close proximity to level crossings(or between two close ones) and underbridges, so if I stop a driver then I make sure it is on open track, this seems to work Ok but is a pain in the rear end because I spend up to five minutes stopping and then on re opening checking if Ok to continue session or abort. My other eight AI's are EMUs and don'seem affected, my theory for this is physics and engine specs. So hope Auran QA can find a solution.
 
Derailments

This feature is the most anoying thing about trainz,why it was ever put in is beyond me.For no apparent reason my freight train derails on a perfectly straight track (not every time) doing 40mph,if i am driving another train i never find out about this until i hit a red signal and have to go and find out whats happend.Also just recently i have noticed when i switch trains i find the speed control is set at max i then have to stop train then press continue then the train goes back to the linespeed(this is in dcc mode).Back to derailments i think most of us railway people know about setting the road before driving off,if its set wrong whooops on the floor.The worst thing is you can have been going for an hour or so then get a derailment and O.M.G you have to restart the session from the begining again.What a bind!!!!
:(
 
The worst thing is you can have been going for an hour or so then get a derailment and O.M.G you have to restart the session from the begining again.What a bind!!!!
:(

^ That's the worst part. Such a waste of time.

As for Portals... I don't use them because, A. They are completely unrealistic. (I know it's only a game, but Portals seem completely out of the realm of attempted realism.) B. I have found that if your train is really long (80 rolling stock or more) they do not always work. ---and C. When a train derails and is re-inserted into the session via the Re-Rail Portal, the consist's instructions are deleted.

Derailments are just a royal PAIN. I hope when the new MSTS Train Simulator comes out they will not have derailments. I know--I know-- It'll be hard to top TRAINZ's Surveyor--- such a wonderful tool and so easy to use. But derailments are the major source of my problems with Trainz. The absolute MAJOR source. Why would they even put that into the game? What's the point? I know REAL trains do derail occasionally, but like I said, it's only a game and derailments are only a headache, not any kind of excitement to enhance the game.
 
Not sure if this is the same problem, but what happens with saved sessions in TRS2006 is that if your saved train is on a downgrade session will load with train running at 2-3 times the speed. If train was at 50mph session loads with train running at 150mph. This happens even if brakes and dyno brake are applied before saving. One derailment was caused by this even though derailment level set to zero. Don't run much AI so don't know if this would cause AI derailments too. This particular problem only seems to happen in06.
 
I to have had hour long games and then a derail.. big headache. I have always wondered if some of these good content creators could just make a driver command, like a re-rail command or something? Just my thought.
 
It would be easier if there was just an automatic thing in the programming that would stop all trains when the session is saved... then, when the player loads a saved session, it would automatically start all trains again. How hard could that be to program?????
 
DOESN'T WORK TO STOP ALL TRAINS

Okay.... this morning I am SO frustrated. Last night, after about four hours of playing my session (with absolutely no problems), I painstakingly went and STOPPED ALL TRAINS. Then, saved my session with all trains stopped. This morning, I get all ready to begin my session again... guess what? When I load my SAVED SESSION WITH ALL TRAINS STOPPED.... when the session begins, all my trains are RUNNING again!!! The result, two, three, four derailments.......... I am so damn mad. Any more suggestions out there? I'm open to any ideas at this point.
 
This is the most annoying thing about trainz ever. I have TRS2006 SP1, correctly installed and i know the save game feature is scetchy at best, So after over 4 hours of running trains, 3 AI trains and my own. I stop all the AI trains and my own train. (cab-mode running 3 engines and 90 loaded coal hoppers) Making sure none of the trains are on top of switches or near rail crossings. Then when i reload the game the 3 AI's continue their journey but my train has derailed! It is just sitting there on top of the tracks but with !'s over all the cars.

I don't know if it's relevant but i use Junction Kit turnouts and spacers extensively, and my route is VERY big, don't know how many tiles (how do i figure that out?) but it takes 4-5 hours to cross from one end to the other. with speed of around 40Mph.

Also for some reason i cannot enter the session directly from driver. Doing this results in trainz crashing. I have to enter surveyor and enter "quick drive" from there. Loading a saved session does not crash trainz but crash trains if you get my point....:confused:
 
. . . Also for some reason i cannot enter the session directly from driver. Doing this results in trainz crashing. I have to enter surveyor and enter "quick drive" from there. Loading a saved session does not crash trainz but crash trains if you get my point....:confused:

Interesting, because using quickdrive from Surveyor bypasses some assets' initialization routines. If Trainz crashes when starting from Driver, you have one or more assets that are causing the problem. Start your session from Driver. When it crashes, get out of Trainz and look at the Jetlog file (in the 2006 directory). This should tell you what asset is causing the crash. Fix that asset and you should be good to go from Driver where all assets will get initialized as they should be.
 
. . . As for Portals... I don't use them because, A. They are completely unrealistic. (I know it's only a game, but Portals seem completely out of the realm of attempted realism.) B. I have found that if your train is really long (80 rolling stock or more) they do not always work. ---and C. When a train derails and is re-inserted into the session via the Re-Rail Portal, the consist's instructions are deleted. . .

Actually Portals, when properly used allow the best representation of realism.

A. There are very few railroads that are not connected to other railroads where freight interchange takes place. Portals are great for modeling this aspect of prototype railroads.

B. Many routes represent a portion of a railroad, your favorite Division or Sub-Division of a prototype road. Portals are the perfect way to represent the rest of the railroad.

I must admit that Portals without the PortalTimetable Rule do fall into your description of "completely unrealistic". And I do not use the Re-Rail feature in my portals. It can be turned off. I use the delete derailed trainz rule. Someday we will have a rule that lets a train be rerailed where it sets after a given amount of time, which is the way things work on the prototype.
 
An receint derailment in McVeytown (central Pa) entirely closed the NS mainline between Harrisburg to Tyrone. All traffic was re-routed through NY and VA, and the Willamsport single track line was used so re-routed trains could re-enter the mainline at Tyrone headed to Pittsburgh. A real life derailment can take days to clean up.:'( Why should Trainz be any different ?
 
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It all depends on the magnitude of the derailment, and this is an area where trainz realism is lacking bigtime. If one car derails the whole train derails, No matter what, making a huge mess efen if only one car entered the closed switch. Something which in real life doesn't even derail a train, only ruins the point motor. If it's manual it will just throw over the weight and nothing more happens. (at least where i live, been there, done that.) That might be different in the US.
 
Here is a trick I have used before saving a session. While running put a "WAIT for 10 minutes" as the first instruction in all AI drivers. Then save. When reopening the saved session, no derailment, no matter how long the train is. It has worked every time, but can be frustrating because nothing is running on startup.
 
Here is a trick I have used before saving a session. While running put a "WAIT for 10 minutes" as the first instruction in all AI drivers. Then save. When reopening the saved session, no derailment, no matter how long the train is. It has worked every time, but can be frustrating because nothing is running on startup.

That doesn't make any sense since often it is MY train that is derailed. which has no commands and often even has no driver...

Last time i tried to save my game i saved while all trains were moving, except mine of course, don't want my 10000+ ton train charging down the mainline at over 200mph.... Then i stopped all the 3 AI's and saved again, to a new save file.

Now loading the first saved game will result in my train being derailed.
Loading the second will result in my train as well as one of the AI's derailed.
Therefore i don't find that stopping the trains have any effect at all, positive or negative.
 
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