TANE is a PAIN

DaveL

Recovering RBR Addict
Is there a set of modern US signals that -work- every time for use in TANE ?

Also, why does Tane "hang" on some cmds some of the time ?
The next time I run the session it works fine.

My overall frustration level is is reaching new heights.........

Dave

TANE v 84204
 
Have yo tried the Jointedrail's Safetrans, searchlights, G style tri-lights, or any signals from creator RRsignal? I found these are all excellent signals that give me what I need at any given time.

As far as the other issue goes, What are your CPU, GPU, RAM, HD/SSD WIN version specs?
Can you explain what is meant by "hang"?
 
The signals that I'm using are the Safetran ones.
By "hang", I mean executing a Path cmd correctly, but not continuing on to the next cmd.

I see no connection to what my hardware specs are .

Dave
 
The path command might be an issue with the command its self, maybe a scripting issue. Are there any red bugs?

I recommend setting up a test route, one that's not as complex, and see if that works. If it does work, keep adding on and checking.

Signals work quite well in T:ANE. The only time I ran into issues was with driving for a very long time and the simulator got stuck. Saving and restarting the drive again, solved that so now with my huge route, I save my driving session, quit and start up again about every hour or so.

Speaking of signals, they do have a logic about them and work a certain way. With their scripting, they are quite prototypical at least from what I have observed in real life. I have found that it's not good to mix RRSignals' signals with Jointed Rail. This creates some confusion, like oil and water, as the two scripts conflict with each other.

John
 
Hi Dave

Which path rule and command are you using? Since updating to build 84204 I've found that brummfondels rule no longer works with the path no longer setting due to the junctions constantly switching back and forth. The IT's however seem to work ok but I've found situations where they aren't ideal hence the need for brummfondels rule.

Regards

Brian
 
Hi John,

Yup, red bug, but it seems to refer only to the Time out problem with JR train cars (numbering?)
What is driving me Nutz is ,the next last time I ran my session the 2 headed (Right Diverge) worked perfectly (Red over Yellow), the last time the same signal has a double red for no reason.

Dave

Thanks for "don't mix creator's signals" tip....
 
Hi Brian,

Blush, I'm only using SCS 2013 (for T12) it works fine --almost-- all the time ,mostly..........
I love the GUI too much to try to learn anything else (at 75 that ain't easy !!).

Dave
 
Hi John,

Yup, red bug, but it seems to refer only to the Time out problem with JR train cars (numbering?)
What is driving me Nutz is ,the next last time I ran my session the 2 headed (Right Diverge) worked perfectly (Red over Yellow), the last time the same signal has a double red for no reason.

Dave

Thanks for "don't mix creator's signals" tip....

For what it's worth!

A "Double Red" signal can sometimes be caused by the signal NOT attaching to the track, BUT actually attaching to a spline such as a catenary or a grass spline instead. Usually when this happens the Al disregards the signal entirely. Easily fixed by replacing the signal.

Cheers,
Roy
 
For what it's worth!

A "Double Red" signal can sometimes be caused by the signal NOT attaching to the track, BUT actually attaching to a spline such as a catenary or a grass spline instead. Usually when this happens the Al disregards the signal entirely. Easily fixed by replacing the signal.

Cheers,
Roy

Yes! I've had that in the past. In the current version, though, that has been fixed, but that doesn't mean there aren't any of this still hanging around.

I remember when this occurred initially in TS12 SP1. I reported it immediately but it never got fixed and then carried over into T:ANE. What happened to me is rather interesting. I have a complex tram route with trains, trams, and all kinds of things happening at once. There were some junctions that worked initially, but now didn't. The AI would blow right through the track markers and direction markers like they didn't exist yet when I looked they were there. I fired the driver thinking that maybe I had to recreate the session because of the update. I found that helped a lot of things in the past, but after recreating the session, I had the same problem again. I decided that perhaps I had to rebuild the track at that location. As you said, deleting and replacing seems to fix things. As I moved the catenary splines out of the way, I noticed my track markers and direction markers were attached like those lights you see in front of used car dealerships! That was the problem - I was so quick to blame the dumb AI, but they were doing the right things because they really didn't see the markers. Once I fixed that issue, I had no more problems and the sessions would run for hours, or until I got tired of driving.

For Dave's timeout problem with JR's numbering. It could be that the ARN min-max range is too big. I've had that with a number of railcars from a few people. I ended up paring down the numbers a bit to 30 to 40 per car type. There's no reason why I figured I'd need 700 or 1000 variations of the same boxcar on a route. Once I fixed that, I removed that part from the red bug timeouts. The overall route timeouts are something else.

John
 
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