Replace assets?

Enzo1

Offends by example
Hi, I've recently really started moving into TRS19 from TANE, and I noticed that the switches on my route are faulty. This comes after I had already made some other updates on the current route. I was wondering if there was a way I could remove or replace these faulty switches in TRS19 without having to go back to TANE make the changes there, and overwrite the corrections and once again have to go back through and make the updates in TRS19. When I went to use the replace assets tool and highlighted the faulty switches, it would not let me replace said switches via this mean, making me believe that the only current way is to go back into TANE to do it, which is really pointless and honestly quite frustrating after spending 2 days making updates only to realize the switches are broken.

Thanks!
 
Enzo1 - Yes, that happened to quite a few of my switches created in routes I crafted originally in T:ANE and later brought over to TRS19. They were not shown as faulty in T:ANE and functioned correctly there so I simply left those to it.
In TRS19, however, I set about repairing the faults, since that was where I planned to continue development of the route and to run sessions based on the route thereafter.
Turns out that I had added unnecessary extra spline points at the time I created those faulty procedural junctions, which T:ANE tolerated, but TRS19 doesn't, so all I needed to do to rectify the error was to delete the redundant spline join (usually in the centre of the junction) and straighten the track at the base of the junction to remove the red faulty switch indicator and restore full functionality to the procedural junction. (When you do this, the frogs, animated points and other accoutrements on the junction reappear as if by magic). :wave:
Sometimes, on gradients, it required slight adjustment to the vertex height of the joins to ensure that the junction was reasonably level.
Hopefully yours will be easily rectified too...
 
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