Trainz derailment

Sent my version back to you. It will need tidying up, I only got it working.
As I said I've no idea why it works, the signals may be incorrect for the junctions but I'm not a purist. Leave the switch towards the forestry, works fine with trains (22+ wagons) towards Cucato. That reminds me, the stub at Cucato used for running round needs extending, to short for a dash9 .

Sorry man, but I got the same problem in your map :(
The game has a bug somewhere. I am putting it aside for long a time.

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Leave the switch set for the forestry (most important for some reason), I ran it twice to cucata station with no problems. And twice more just now.
 
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I had the same issue on the GCR route in 2012 sp1 - last two wagons derailing as a train approached a designated track mark. I resolved it by moving the track mark further away from the junction. My best guess is that as the train approached the trackmark, the junction was being released ready for the following train.. with a different path through the station
 
Hi,

Far be for me to come up with a cure for the problem, but have you tried adding another signal near the turn out in the direction the train is travelling? and what happens when you physically change the turn out to the direction of travel? does this have an affect
on the other line?
 
Maybe someone tried this already: Note that the wagons that derail are always the ones with bogies (more than 2 axles). If I put a two axle wagon at the end of the consist, it does not derail and the train passes without problem. Some cars are more prone to this problem but always the ones with 4 axles. Can you all try this?
 
Sorry to bump an old thread but I needed to digest all the input to it.
I have spent a whole day trying to fathom out the problem.
I have a modified 'Pacific Western' route that I added loops and industries to at either end (ts2010), had de-railing at one junction which I found a workaround for.
Since transferring the route to 2012 I now have a plague.
Spent a long time trying workarounds but would mean a different one for each affected junction.
After a while I decided to design a basic route to reproduce the problem. Bingo! everything works seamlessly. Extra long consists going through numerous junctions ( even added m.i.ns to keep it true to the layout).
Conclusion I have is that problems only occur if the route is downloaded or modified. Perhaps created by different versions of the same series.
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The added wagons had no effect!
 
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A good New Year to you all.
Nearly all the junctions on my route, within yards or sidings, have been set to a trigger radius of 5.0 via the advanced section of track(third on the right). By accident one set of points exiting from a main line loop was also set to 5.00. An AI train waiting for track clearance from the loop triggered the point away from the main line whilst a 40 wagon consists was passing over the junction. Result derailment of the main line consist. Could this be part of the problem of derailment discussed. Normal auto placement of turnouts gives a 20.0 trigger radius which I extend to 50.0 on main line turnouts and do not seem to have a problem of derailment in TS12 or TS2010.
Just a general thought as maybe a simple solution is the way.;)
Helian43
 
Just in case anyone missed (after so much clatter on the subject). I have solved the problem by simply moving the points (set of arrows) away from the turnout. Instead of placing them right in the center of the circle, move them to near the border away from the turnout. No more derailments. It has nothing to do with the radius selected (I use as minimum as possible). Try and report please.
 
Sorry to bump an old thread but this comes up on Google with a wealth of info.
Tried Hott switches, moving the switch to the rear of the circle and even outside it.
Moved the (02) signal around though it derails without a signal present.
After much head scratching I wondered 'why this turnout and not the other numerous similar ones?' in the layout.
I deleted everything within reason in the three directions and relaid using the least amount of lengths of track and and backed up the 02 signal with a 03 permissive and bingo! works a treat.
I can now see the switch returning to default around six feet after the wagon has passed. Operator error it could well be but I am going nowhere near it to find if it was the 03 or the tidy-up. :)
 
I think I have said this in another thread related to the same problem:

Look at the green/red arrow of the turnout. Move it away from the center of the circle (away from the diverging tracks). Now pass a train with those two boggies flat cars and experiment. In my case, I have not had a single derailment since I have re-set all the switches in my route. How far? not sure, but half way from the center to the circle should do it.
 
I myself have been sliding my switch levers towards the frog, @ 2 ties from exiting the turnout blade spline point circle.

I hate to spread an urban myth legend, but does it matter on which blade side that you apply the switch lever to ?

I believe so ... but then again all my tracks are laid in the intended direction of traffic throw :hehe:
 
Here we go again: Instead of moving the points towards the frog, move them away from the frog, at least two ties. Ever since I did this, I have had no derailments whatsoever: There is no reason why you could not do the same.
 
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