TRS2006, is there a rule to rename a car during a session?

tbryson2

Member
Running T-2006, just learning how to create a driver session.

I want to be able to drop off a car, (flatcar...) at a point and have another engine (engine B) couple to it and load it up, then I'll pick it up later. This will repeat, but the car(s) I drop off will NOT be the same car each time.

(EXAMPLE: drop off a flatcar at a railyard, have a switcher pick it up and load goods, then it will put that car on a different track where I'll get it later. MEANWHILE I may drop off a different car at some other time and want the process to repeat.) Problem is EACH car has it's own unique name that I cannot possibly program into the session.

How do I "tell" engine "B" to couple without having to use each cars unique name?

OR is it possible to RENAME a car during the session so that ANY car will always retain the same name at the connection point, then rename itself afterwards so that it remains unique? That way I can plug in the cars name to connect to ahead of time. (other issue is that in the "connect" command it only lists cars that are already named and NOT connected to anything else. Need to get around this also)

Is there already a rule for this issue?

TBryson2
 
It is not possible to rename rolling stock using anything a content creator can make, simply because the game does not provide a script command that would allow the name of an item of rolling stock to be set or changed.

This applies to all versions of Trainz up to TS2009. I don't have TS2010 so cannot check, but I see no reason for Auran to have added the functionality.

The only current means of changing the name of rolling stock is through the user interface in Surveyor.
 
Thanks "Maggs" for the reply. Do you, (or anyone else out there reading this) know of a way around my issue? Is it possible to make session that would behave the way I want it to?

Thanks,

TBryson2
 
the place you drop off cars, put a trackamrk there, lets say "Car drop off". get the "Couple at trackamrk" command. have the engine "Couple at trackmark: Car drop off".
 
the place you drop off cars, put a trackamrk there, lets say "Car drop off". get the "Couple at trackamrk" command. have the engine "Couple at trackmark: Car drop off".

Thank you for your reply, sounds promising.

BUT I cannot find a "couple at trackmark" command. In the sequence I queue up for this driver, I can tell him to go to the trackmark created, (above), but when I go to the "couple" command it only lists available uncoupled cars.

Is this another rule I need to download? Am I looking in the right place?
I"m using "Driver Schedule Rule" to set up this drivers unique schedule.

Terry Bryson
 
There is another possibility, couple to vehicle facing/behind signal xxx. XXX being the name you give to the signal. For eg use drive to t/mark, uncouple, the consist moves off hitting a trigger which another loco is waiting for, then it couples to the vehicle facing signal XXX.
 
only problem with the "couple at signal" command is now you have to name signals... for me, it easier to just give a trackmark name. to each is own, try em both, see what works best for you. pguy has alot of "Drive To" trackamark commands i use HEAVILY. for without his help, my AI yard would not function. (which by the way works perfectly) someday, i'll texture it and upload it before TRS06 is gone.
 
only problem with the "couple at signal" command is now you have to name signals... for me, it easier to just give a trackmark name. to each is own, try em both, see what works best for you. pguy has alot of "Drive To" trackamark commands i use HEAVILY. for without his help, my AI yard would not function. (which by the way works perfectly) someday, i'll texture it and upload it before TRS06 is gone.


Best get moving then, only 6 months to go. You do that, I'm off to the bar to assess the future.:hehe:
 
Ok, found and downloaded several KUID's pertaining to coupling at trackmark...

Having an issue with the engine always stopping SHORT of the cars to connect by 3 or so carlengths. Have tried moving the trackmarker, but it always stops short. This is because of the cars that are parked on the track that I am attempting to couple to!

I tried using one "Couple at trackmark" but seems I have to edit something, or name the trackmark a unique way for it to work and haven't investigated that yet.

Trying to use a different command, "couple to car facing trackmark" but until I get my engine to actually REACH the desired cars, can't tell if it will or wont work.

Perhaps I need to download a different "drive to trackmark" command?

UPDATE: Figured it out! Was using "coupletoVfacing trackmark" improperly. I had been instructed to tell the driver to GO to that trackmark and THEN connect. UNNECESSARY! Simply tell driver to coupletoVfacing and give it the trackmark. Duhhh!!!

TBryson2
 
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I use the Couple at Signal very reliably. The problem I have found with couple at track mark, is you can't see trackmarks in driver and you can see signals. No need to add an extra something to show where the trackmark is. You only have to name the signal you intend to use. You do not need to rename all your signals.

I am using Magg's Re-Rail portal to emit a string of cars without an engine to simulate interchanges with other railroads. Using the Couple at Signal works every time, regardless of how long the string of cars is and how far away the string is from the signal.

I also use on my yard departure track. I place a string of cars on the departure track behind a signal and at the appropriate time, an engine will arrive and couple on to the string and become a train.
 
Thanks for all of the replys. After creating several engines, this is the first time I've actually ventured into the workings of Trainz! I would spend a lot of time creating the engine(s), get burned out on it and eventualy come back.

Not planning on doing too much, (of course, you know how THAT goes!) but just wanting to experiment and learn more.

Again, thanks for all of the advice!

TBryson2
 
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