Set-Driver-Condition-Rule (update)

Few little Sunday adjustments:
Viewdetails: besides [D] drive, stop, now also [F] forward or backwards
in future I might make it a full change train direction, where the driver also moves :)
HUD screen: name of current (set-able) junction and signal added (only the last 3 characters)
so: "Junction that takes you to SIDING TRACK 1" will be "K 1"

Have a good Easter there
greetings GM
 
Update v16
HUDscreen:
Now shows the last 3 characters of a Junction or Signal if ahead and you can set it
Viewdetails:
[F] forward or backwards, changes direction but driver stays in the same cab.
[ȸ] decouple, when pulling, the frontloco uncouples from the train
when pushing it uncouples the front most wagon, this can be used on hump/hill yards
carefull: no brakes are set whatsoever, rogue trains yeehaa !
[ȸ] if a vehicle is ahead a green sign appears and you can couple the train/vehicle
loc will slowly approach it and couple.
-100%/50% switch, this will affect when you press unload, how much cargo gets removed
it only affects the current selected train
-Max. Speed: 000 added, in autopilot mode the speed numbers on bottom of screen
are off for some unknown reason, for now only kph.

All is designed to work in every viewmode and 1 hand(mouse) control ofc.
known issues:
-had some cases the rule hangs, when a train has no driver, so only use features when you have a driver
have not found a way to restart a rule when it hangs (maybe trainz should take care of this)
-if background screens are black at start, open and close a few, then it will show.
-decouple only uncouples 1 vehicle, have to write extra code to include more locs/tender consist


get beta v16 here: (CM: remove old, install new)
https://www.mediafire.com/file/76av2f43bsimk0i/Set_Driver_Conditions_Rule_TRS19_v16.cdp/file
enjoy Trainz
greetings GM
 
G.M. - Couple of nice improvements in this iteration - especially the addition of ID for the signal or junction ahead. Tested well. Thank you.
(Earlier version prone to causing derailments 'cos you weren't sure exactly which junction was being switched!)
Not at all sure that the feature addition of the mini-map display option is helpful in-game from the previous edition(s). I could not get it to work reliably or well.
(I use the main map full-screen in Driver mode quite a bit to monitor many AI consists' progress around the route as in a CTC monitoring role - but never found the mini-map with its limitations and small size to be of any use).
Looking forward to testing the new decouple mode for shunting ops!
 
Ty PC_Ace
Like everything new, it needs some time to really get into it.


I recently started on the nice route Lille-London, have no idea where I am most of the time
then the little minimap is very handy.
Navigate, i do with right mouse clicks, zoom with mouse wheel and when your mouse is in the minimap,
you can use arrow keys to rotate the entire map, gets second nature after a while.


Ofc. in our own routes we already know where everything is, so it won't be needed.
Just adding options I find useful here, not everyone will need them all.



Working on the screen you see when you do Edit Session in Surveyor
Decided to store a few parameter in the "soup" trainz dbase.
and a condensed manual/feature list.


greetings GM
 
update v17 (a week skipped because we all want to test SP3)
Surveyor Edit Session:
Screen added with condensed features/manual (see pic above)
4 presets that are stored in the "soup" (dbase) of the session:
-Start Minimized
-Arrowsize 50%/100%
-Updatetime for the driver-trainslist Manual or every 5 sec.
-Seconds on screen on/off (will only show after main screen opens 1x)


Added an extra routine if you have trains with no driver it could give an array out of bounds
sometimes no trainlist (and stop it from working) should be fixed.
Seconds timer, no longer asks system time every update (probably costs cpu power)
made my own timer, that you can stop and start, basicly a stopwatch


View details:
-added cur Speed 000 (Current speed was off in autopilot mode before SP3)
Fan switch for frontmost locs that have animated fans.
it turns fans on/off if in the meshtable of the loc, the fan is named "fan", "fan1", till "fan4"
Uncouple has been expanded, if you have a tender or 2 locs, uncouple happens after the first 2
what about 3 locs? get better engines :) (or uncouple, 2 then 1)



Layer screen:
Pfx switch: turns steam/pfx on/off for all trains
Physics switch: press it and script checks all trains and drivers,
for those that don't have a driver, Physics gets turned off.
For each train you have in your session, trainz constant checks many parameters,
trains you don't actually drive don't need those calculations.
Example: UMR2021 has a nice museum with 20 locs, if you never drive them, turning physics off saves calculations
Press the switch again, and all trains with driver get physics (this if you added drivers in the meantime)
it wont turn off sound, just the calculations trainz has to do.

known issues:
-right click on the minimap, the 2nd click opens full screen map unwanted since SP3
but if you zoom in on the fullscreen map, my little overlay minimap,
can be used as navigation tool in driver, fun actually.


get beta v17 here: (CM: remove old, install new)
https://www.mediafire.com/file/67368gu9xyhkdpb/Set_Driver_Conditions_Rule_TRS19_v17.cdp/file
enjoy Trainz, greetings GM
 
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Since here we seem to only care about portals these days,
think I stop developing this thingy, kinda feel like Ghandi sometimes hahaha.



1 thing I tried but forgot to tell, had added an "ub" switch to the Hud screen
what it does is release the brakes, why?
Since SP3, sometimes 1 of my trains that has a driver-schedule, simply refused to move.
Now we know the TNI physics might cause it and can be sure N3v will fix it soon.
So then I can remove it again.


another known issue:
had the driver-train-list crash occasionally on derailment
which means at at least 10 places in my script I could add if(not derailed) etc.
not sure I want to do that.


Big thanks to all testers, I learned a lot and had fun with it
time to make other things again (no I will not make working portals)
greetings GM
 
TY Bummer


I like transparant interfaces more, specially when you want to keep them open
Can you show me cases/screens where it's not good readable?
and will rotating the camera slightly, help?
personally i use a 27" monitor at 1920x1024 and often 2 of them for trainz
greetings GM
 
In some of your screen shots above, there are areas that are hard to see. Yes, can move the camera a bit (or sometimes a lot) to find a background that works. Not a major thing, just a minor annoyance at times.
At first, I was thinking of an option to change it, but maybe just hold down a button or key to opaque the background for a quick second. Again, a minor thing, not worth a lot of effort.
 
Suggestions

  • I've always been looking for a compass. Have been reading descriptions that say 'this industry is on the west end of the yard'. I've moved the camera around so many times, I barely know which is up or down, no less east or west. LOL
  • Unless I missed it, the mini map doesn't track with train you have in focus. The main map does track until you move the map.
  • A way to shift the camera 180 degrees. So that I can see where I'm heading when reversing.
    • Don't think this script is the place for this part, but if could be tied to train's change of direction would be great! ;)
  • On the Session-Info-Screen, how about 'click (c)' rather then 'press (c)'? I pounded on my keyboard's c key a few times before I figured it out. :eek::D
 
Unfortunately, the mini-map hasn't worked properly since TANE. This has been brought up many times with N3V. If G.M. is basing his code off of the built-in map, then it's not possible, but I'll let him answer that himself. :)

Overall, I find this to be extremely helpful in yards when I'm switching tracks and coupling on to consists.
 
I'm finding that G.M.'s Set_Driver_Conditions_Rule is a 'must-have' utility for rapid-fire testing of session scenarios/ editing changes made. I don't use all of its features and capabilities (and also find the mini-map useless most of the time), but it replaces the Driver List functionality brilliantly - and reasonably unobtrusively. (Prefer the transparent panes and generally have no trouble with text legibility in Driver mode).
Overall, reckon this is a great contribution to the TRS19 (and T:ANE) Driver mode UI.
 
The minimap is built-in (probably in the trs19 executable) compass is on there
if it was script/kuid based like most in TRS i could modify/expand on it.


In surveyor its an overlay browser on the main screen, I missed that in driver, so i reused it for driver
Because i often use 2x 27" monitors side by side for trainz (its wow)
the left and the right side of this wide screen are best to have interfaces
left SDCR and the trackview rule, right the minimap


Actually its a go between, I expect the next version of Trainz to fully support multi monitors
example for a 3 monitor setup I have here:
Imagine your left screen having a full and detailed schedule/waybills, and CM
the middle part pure eye-candy and right a full working interactive mapview and controls panel.
and preferably all separate screens resizable and moveable.(much like windows and mac work)


Often I kinda sneer and do suggestions on the current interfaces,
the reason is, my daughter is a pro webdesigner, studied 6 year to be that
often she comments on TRS if she visits.


Example: omg dad!, they make the slider move sideways and overlap text ! that's so wrong
my reply: yes i know, sended a bug report and they said it is the current design
daughter: no dad, its bad design ! ergonomic incorrect.
Will spare you all her comments on the built-in store


For now I think I leave SDCR the way it is, have many other projects i want to work on
once again TY all for the helpful testing and replies.
greetings GM
 
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After a break on this, found reason to update


Took input from Bummerdude
info/count screen:
-click (c) instead of press (c)
HUDscreen:
-3 buttons added, to switch between (DCC) (Cab) (AI) modes
From AI to DCC/Cab: 1-click forces a stop, double-click train keeps speed
From DCC <--> Cab : 1-click remains speed, just changes mode
From DCC/Cab to AI: 1-click train continues speed and resumes schedule

If you have no commands on your train/driver, you can't switch to AI (needs more study)
from the Auto drive functions on View-detail screen, you can go to these also
Its an alternative for the 3 yellow buttons, lower right corner in the native interface
no need to cycle through all modes you can choose direct
The idea came from the thread "The lost features in TRS19"


get beta v18 here: (CM: remove old, install new)
https://www.mediafire.com/file/bdh3408ii2aaet7/Set_Driver_Conditions_Rule_TRS19_v18.cdp/file
enjoy Trainz, greetings GM
 
Glad you came back to that... new mode functionality change accessibility and control within the rule-HUD sounds both useful and convenient.
Edit update: Tested: Very smooth, intuitive, and almost seamless transitions!
Dank u.
PC
 
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TY Pc_Ace
Its far from perfect, but closer to what I want to use myself


A little behind-the-scenes on 1 button (DCC)
in common language what i had to script:
-this click comes from the Hud screen?
-what is my current train?
-what is its speed in m/s ?
-translate it to DCC knob value (from -1 to 1)
-if DCCspeed knob values above 1 or below -1, limit it
-switch to DCC mode
-set derail at 0 =none (could skip this)
-set the dcc speed to what was calculated above
-end the command, move on with the script


btw if I do stupid things with interfaces, my daughter stands behind me with a 2 x 4 (not metric) :)
 
After making something for Trainz, I want to sit back pull Trainz over 2x 27" monitors
and just drive my route using the mouse, but alas..., i have to press keys(or open menus) to switch views
this made me think, can i bring back the old on screen camera buttons.....
sdcr19.jpg

So a little update to the HUD screen for camera modes
1-internal or cab-view
2-external or lineside
pressing it more, moves you along the train 1 vehicle at a time
3-tracking, this also let you move along the train
4-roaming
m-mapview full screen, click it again and its gone
n-nextview, moves the focus to the next mapobject on the track
click again and you are back at your train, warning! I find this very addictive :)

get beta v19 here: (CM: remove old, install new)
https://www.mediafire.com/file/yudw6mmnn5spprt/Set_Driver_Conditions_Rule_TRS19_v19.cdp/file

enjoy Trainz, greetings GM
 
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grazias Manuel :) and so we reach...update beta v20
A new screen added that replaces parts of the View-Details screen
the products are replaced by many settings for Lights

-=[View-Lights]=-:
-HeadLights on/off (c)(a)
the (c) current train, (a) all trains(with driver) in your session
-Highbeam full/dim (c)(a)
dim those often too bright lamps
-Headlight Beam Color: <R>,<G>,<B>, (c)(a)
here you can "live" finetune, the Beam color in steps of 0.1
warning! fun and addictive!
-Interior light on/off (c)(a)
switches night-meshes and interior light if they are in the train models
-Cabin light forward/backward/ off (f)(e)
only works if the loco has default-night-forward or backward meshes

-Door switches on this screen expanded to also do some boxcars (if named door-left,door-right)
(req. in suggestion boxcar) and cabin doors for 7 locs I have not released yet.

the -=[View-Lights]=- screen can be reached by pressing the (<)) icon on the HUD screen
click again closes it, as does changing camera focus or the (x) right-top.


note! the AI often does automated things with headlights and night-meshes
too much to my liking, but cannot change/override that.
Just trying to unlock many features in trainz which are normally harder to reach,
in a hopefully user-friendly way.


At various places safeguards have been added to prevent array out of bounds
specially for the 5 camera buttons.


get beta v20 here: (CM: remove old, install new)
https://www.mediafire.com/file/vmnjnws2e9bhwbh/Set_Driver_Conditions_Rule_TRS19_v20.cdp/file

enjoy Trainz, greetings GM
 
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