Setting your path in Cab mode.

boc61

New member
This may be a silly question for a lot of Cab drivers, but I tend to be an AI train/dispatcher type of player so I'm not up on it. We all know that when you tell an AI train to go to a destination, switches will be set in the proper positions automatically. (In theory, anyway). What about if I want to drive a train from station A to Station B? Do I have to manually set the switches, "walk the line" as it were before heading out or is there some way to automate that?

Thank you.
 
Query:
I have been having a look at what this tread is about and I have an issue with the trackview rule. The error I get states the following:

The Tag 'trackview-defaults' is not permitted within a container of type 'behavior'.

How do I fix this please? (Oh and please - be gentle as I have no idea what to do :) )
 
This is something which T2 will (hopefully) address - that you can have your path and any variants defined before you start the run, not having to throw switches as you go or work with complex undocumented rules to get something working. On a fully signalled main line railway, the driver does not operate the upcoming points and signals - especially at 90 MPH!
 
Instead of overflying the route, in Driver go into the mini-map (Crtl-M toggle on/off) and set all the switches by clicking on them.
 
Hi

Have a look at this thread where a similar question was answered http://forums.auran.com/trainz/show...h-setting-up-please-or-suggest-an-alternative

Regards

Brian

Just what I was going to say! Using Path Rule, kuid2:71155:60006:4 and Path Command, kuid2:71155:60007:4, both by _mutton_ (username, with the underscores) from the DLS.
Paths and associated triggers for the player-driven train will need to be set up beforehand in a session. When the session is run, the player-train will activate paths with no input from the driver during the session.

Is this what you require?

To repeat what I said in the thread Brian Kennilworth referred to:

...
Use Path Rule to set up the paths, no need to include signals within the paths - so they stay on automatic control.
Place triggers on the route at the appropriate places where you want a train to set the path.
In "Driver Commands - Specify which commands will be available for drivers" Rule, ensure the Path Command (with the yellow path) is ticked.

In "Driver Setup" rule, assign "select path >" drivercommands to your player train. This is how the Path Command appears in the Driver Setup.
Click on the green arrow to add a command and add the "select path" drivercommand, but rather than choosing the path, choose the last item on the list - Mode:xxx > Set on Trigger> Appropriate trigger.
This will appear to have no effect but by clicking the green arrow and adding Select Path again now the last item should read Mode:On xxxx trigger. This time select the required path from the list of yards > paths. The path icon should now appear in the row of drivercommands.
Add further paths as needed, remember to change the Mode to the correct trigger for the path each time.

When you run the driver session, the drivercommands all activate and are stored somewhere, they all complete and control is returned to the player. You drive the train manually. When the player-driven train hits the trigger, the path is set, when it hits the release object the path is released.
and
A few more things about this method -

To ensure automatic signals stay red until the path is set, make the default direction of each junction (the direction of the red/green arrows in surveyor) within a path lead onto a dead end. As already mentioned, the SnC semaphores don't like having an aspect forced on them, also I seem to remember that Bloodnok's MAS colourlights also don't keep a "Set Signal State".

I think (more testing needed to definitely confirm) that junction directions are not changed unless all the permits for a path have been obtained. This avoids the "fiddler's elbow" effect mentioned in the 2nd link in pwjohnson' s post above where a path part-completes, allowing a signal to clear, then un-sets as the full path is not available.

By carefully positioning triggers, when a path sets can be controlled. A class 1 express would be set to use a trigger a long way before the junction, to reserve the path with priority over any other train; a slow freight of lower priority would use a trigger much closer while "approach release" can be used by having the trigger only just before the start of the path - remembering that the signal is held to red by the default dead-end path.

By using Check Consist, On Time, etc, rules, with set Driver Schedule as a child rule, it is possible to send fresh "select path" command to your player train to get the player train to run to it's schedule. As a simple test I have manually driven my train into a loop, watched a following AI train re-set the path, clear the signals and pass, then at departure time waited for signals to clear and then driven my train back onto the main line.

Hope this helps.
 
This is something which T2 will (hopefully) address - that you can have your path and any variants defined before you start the run, not having to throw switches as you go or work with complex undocumented rules to get something working. On a fully signalled main line railway, the driver does not operate the upcoming points and signals - especially at 90 MPH!

I guess this answers my question. Thanks for all the replies.
 
Time ago I had the track view rule working quite nicely. when in TR12, it showed errors. I was able to fix it but can't remember now how I did it. Anyhow it still works quite well after these repairs. I could copy this file and send it to you if needed.
 
Time ago I had the track view rule working quite nicely. when in TR12, it showed errors. I was able to fix it but can't remember now how I did it. Anyhow it still works quite well after these repairs. I could copy this file and send it to you if needed.

I fixed the error by putting double quotes around "trackview defaults".

Now I only get a warning about the old build-number.

John
 
It needs more than that to correct the error properly - if it's the trackview-defaults entry I think it is, it needs to be in an extensions container to work properly and clear the error.

Shane
 
Back
Top