Passenger Stations

Conductorphil

Master Yard Builder
I'm finding that as I continue to play Trainz and get new versions, industry enabled passenger stations are slowly dissappearing. I'm not sure why but it seems that map developers aren't so keen to put passenger enabled stations in their routes.

Take Gong Tang and the ECML routes in Trainz 2012, they don't contain any passenger enabled stations. Is there anyone who can tell me why developers don't seem to use them? I always figured that there would be plenty of ways to create a basic station, the AJS Station kit makes it real easy to create all sorts of variations.
 
During the last 2 years or so there have been a number of threads on the issue of problems with passenger enabled stations in Trainz 2009, 2010 and TS12. The problems seem to be AI trains not stopping, not being able to slow sufficiently to stop in the correct place or just simply ignoring "Drive/Navigate to ..." commands. Not all passenger enabled stations have been affected equally and sometimes the problems have been hard to reproduce.

Theories have ranged from changes in locomotive physics to changes in the way the newer versions of Trainz work. Solutions have ranged from putting in speed restrictions on the approach to a station (not always successful and not always welcome) to abandoning passenger enabled stations and replacing them with track marks as in the pre-Trainz 2004 days.

Peter Ware
 
Thanks for the quick reply.

That does make quite a bit of sense. I just found it to be quite illogical that I was hauling a passenger train on the Gong Tang line that was empty.
 
Hi

The ECML was started many years ago, probably before passenger enabled stations were developed. There was a post by napierdeltic a few months ago which explained why the stations weren't passenger enabled. Search on his username and you should find it.

Regards

Brian
 
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Here's one possibility;

http://forums.auran.com/trainz/showthread.php?t=81135

Apparently the format has changed with every version, and when I wanted to make a passenger station actually have passengers and activate the loading/unloading animations, I found the coding so convoluted it just wasn't worth the effort. 70 odd loading and 15 - 20 unloading attachment points, along with track triggers and a script, season heavily with queues data and sting tables, simmer on the back burner for 30 days while googling for instructions on how to get it all to work in TS2010. Without finding any instructions anyplace. So I used AJS invisible stations, which come with their own set of problems - front coupler of the lead loco needs to stop near the middle of the platform for the passengers to actually "load" and "unload" which of course leaves most of the train hanging behind the end of the platform. And the animation itself is so basic and lame - people vanish and appear inside the train, other people appear out of thin air facing away from the train, and you wonder why you bothered. I put many many hours into activating passenger stations on the Chicago Metro, and I really don't think the end result was worth all the effort.
 
I put many many hours into activating passenger stations on the Chicago Metro, and I really don't think the end result was worth all the effort.

So do you think it would be worth it if N3V did an overhaul of the passenger stations to improve them and make the loading/unloading better? I'd be keen for a basic script that makes all the passengers line up in front of the coaches (Assuming you create attachment points on the doors of rolling stock - very much how like the pipes are created when you load tankers)
 
A very firm "yes" here. One of my favorite activities is the allocation of passenger load rates and scheduling
various stations. I do miss the once great variety of station layouts. One vote for yes, bring back passenger]
active stations.
 
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