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Running the reds on the Port Ogden and Northern

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Charter Member · 5107 posts

Somebody was talking about the "game over" when you run a red signal in an activity, and all the discussions about PO&N signals were a long time ago, so I thought I'd clear up some confusion. PO&N6 is scheduled for release whenever I can tie all the loose threads up (I had a couple system crashes that set me back a few weeks, plus assorted screwing around with other things), and it uses the same signal logic. Here's the old thread covering how it works:http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=3909&forum=DCForumID6&archive=yesTo clear up one misunderstanding, the whole point of the inside-out bassackwards signal system on the PO&N is that running a red is NOT game over, the player only goes thru interval signals, never an interlocking. If you ever do approach a two-head interlocking signal in an activity, you got onto the wrong track somehow. (That's for the open ended activities included with the route, I haven't looked at any of the add-ons in the file library since I can never get TSunpack to work.)Running the reds on the Port Ogden and Northern – image 1
Here's a typical junction, the AI traffic comes from the left track. The double head over the left track is for the AI, it's an interlocking (absolute) signal. The single head signal over the player track is an interval (permissive), all player track signals are permissive, no need to ever hit the TAB key and get "permission denied". The searchlight signal on the green post is a distant switch indicator, also advisory only.
The way this works, in a head on meet the distant signal will go red when the far switch throws for the oncoming AI train, if you run past the switch onto the single track section, you can back out of it or go Kamikaze and go for the cornfield meet, then it's game over. If it's an overtaking meet and the near switch throws against you, once you run past the base of the switch there's no going back, since the train would split the switch. Keeping it under 20mph you can go ahead and run forward to the next diverge, as long as the far switch for that hasn't thrown yet, and the distant signal will tell you that.

Running the reds on the Port Ogden and Northern – image 2
Once you're past the base of the switch onto shared single track, the AI dispatcher (HAL9000) will detect your presence and delay throwing switches for the AI trains until you clear.Running the reds on the Port Ogden and Northern – image 3
If both switches are still set for you, it don't matter whether you go forward or back up, as soon as the AI is scheduled to arrive, HAL starts setting switches for him provided your train is clear of the single track section. This is an overtaking meet, as indicated by the distant signal still green, the near signal red since the near switch is set for the curve (switch window) and the interlocking on the other track showing red over green. If I were to goose the throttle and run ahead thru this red, HAL would stop setting switches, and I have an exit at the far end, so I could stay ahead of the AI train.Running the reds on the Port Ogden and Northern – image 4
About a minute later the distant signal goes red as the far switch is thrown, running the red now would trap me on the single track section, no way forward or back. The only way out after that is to stay on the AI tracks traveling ahead of the AI train until the second merge, and hit the TAB at each interlocking, hopefully get a "permission granted", and exit onto the correct track at the diverge after that one.Running the reds on the Port Ogden and Northern – image 5
About a minute later the AI train comes thru. All PO&N AI traffic in the default activities travels at 20mph, slowing to 15-18 depending on grade and curve.Running the reds on the Port Ogden and Northern – image 6
Proper way to do this is to at least wait for the distant signal to clear, but this is an unusually long stretch of single track (fixed that for V6!) so the following AI train may arrive before this one clears the next diverge, forcing you to wait longer. Being a rebellious type, I'm just gonna run the red. Forget "TAB", I don't need permission, I'm an outlaw!Running the reds on the Port Ogden and Northern – image 7
Running a red makes a reduced speed zone, so if you exceed 20mph on a bad section or tight curve, you'll derail. Since the AI train slows down on the curves you'll have to stay under 15-20 to avoid jamming your nose up his FRED anyway.Running the reds on the Port Ogden and Northern – image 8
Once he clears the next diverge the switch resets to straight pretty quick, so I don't think it's possible to follow him onto the AI track. I have tried getting close and coupling onto him, but that always derails for me. After passing the next green and getting the highball, I'll bump up to 40 and see if I can beat him to the next junction and pass him. That sometimes takes a few tries, I end up following him thru 3 or 4 junctions before I get a long enough stretch of double track to leave him far enough behind.Well, on to the flip side, opposing traffic meets. For this one I come to a junction and get a flashing yellow, which would be OK except the distant signal is red.
Running the reds on the Port Ogden and Northern – image 9
Not being the brightest star in the sky, I elect to run it anyway.Running the reds on the Port Ogden and Northern – image 10
I'm so busy admiring the scenery I'm not looking at the switch window, and fail to notice I'm going onto the wrong track.Running the reds on the Port Ogden and Northern – image 11
Eventually the red signal and the front end of a Dash 9 wakes me up and I stop and back up. There's no intelligence in the artificial intelligence in this sim, so HE ain't gonna back up.Running the reds on the Port Ogden and Northern – image 12
I got a clear signal to back onto the single track section, but;Running the reds on the Port Ogden and Northern – image 13
Radio conversations with the AI dispatcher are limited to "TAB", with either "permission granted" or "permission denied" as his entire vocabulary, so you can't do the logical thing and ask him to temporarily reset this switch so you can clear the main quicker by pulling forward onto the other track. Since the switch behind is still straight, that's the only way to go.Running the reds on the Port Ogden and Northern – image 14
After clearing the single track section back where I started, the switch is set for the curve and the AI train comes thru.Running the reds on the Port Ogden and Northern – image 15
Once he clears and the switches reset, I get green and green distant, gotta scoot because;Running the reds on the Port Ogden and Northern – image 16
With all my screwing around I delayed him so much that the next guy who was 10 minutes behind him is now right on his heels.Delaying the AI traffic in the PO&N5 activities by more than a few minutes can result in traffic backing up so far that you meet a continuous parade of them somewhere else, so it's a good idea to clear these single track sections as quickly as possible.Anyway, hopefully everbody has the idea now, I was really tired when I wrote the signals.rtf for PO&N5, and probably didn't explain the concept very coherently. I doubt the documentation will be any better for PO&N6, with dozens of screaming fans yelling for the next version I'll probably just provide a link to this and save some typing time.Jim Ward
Port Ogden & Northern
As UNreal as it gets.

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Running the reds on the Port Ogden and Northern [View All], sniper297, 02:04 AM, Aug-15-02, (0) RE: Running the reds on the Port Ogden and Northern, Paul1953, Aug-15-02, 02:19 AM, (1) RE: Running the reds on the Port Ogden and Northern, sniper297, Aug-21-02, 04:57 PM, (2) RE: Running the reds on the Port Ogden and Northern, Coonskin, Aug-21-02, 07:02 PM, (3) RE: Running the reds on the Port Ogden and Northern, sniper297, Aug-21-02, 07:45 PM, (4) RE: Running the reds on the Port Ogden and Northern, smmille1, Aug-21-02, 09:46 PM, (6) RE: Running the reds on the Port Ogden and Northern, Coonskin, Aug-21-02, 10:41 PM, (7) RE: Running the reds on the Port Ogden and Northern, OTTODAD, Aug-21-02, 09:01 PM, (5) RE: Running the reds on the Port Ogden and Northern, dvdhoven, Aug-22-02, 01:02 AM, (8) RE: Running the reds on the Port Ogden and Northern, OTTODAD, Aug-22-02, 07:24 AM, (9)

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Charter Member · 1048 posts

RE: Running the reds on the Port Ogden and Northern

Thanks for the tutorial, any info is always appreciated. After two months of playing on this route ,I'm sill discovering hidden treasures.Now if I could only get the trains to run into Vanderhoven from the other direction! Paul

" I hear my train a-comin'"
Jimi Hendrix

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Charter Member · 5107 posts

RE: Running the reds on the Port Ogden and Northern

Boy, did this thing get buried!
Hee-hee, V6 is gonna have a through path in Van den Hoven, going West from Sundermeyer now goes in the front door at Stevens Point instead of the back door to Fowlis, so there's no return loop at that end to conflict with.
Everybody was dissapointed that the AI train got to go elevated in Van den Hoven, but the player stayed on the ground. So I changed that.Running the reds on the Port Ogden and Northern – image 17
Track from Tinkers Dam is unchanged, track from Sundermeyer, which used to join by the burned out buildings in the upper right, now jogs over and goes elevated.Running the reds on the Port Ogden and Northern – image 18
Sharp left turn, over the top to the North end.Running the reds on the Port Ogden and Northern – image 19
Passes over the grade level part of the AI track.Running the reds on the Port Ogden and Northern – image 20
EMRR interchange is now double ended, coming in the back door.Running the reds on the Port Ogden and Northern – image 21
Coming out of the yard, back under the AI track. C&NW fan trip ain't coming back here, these curves are too tight for double deck coaches.Running the reds on the Port Ogden and Northern – image 22
Same exit as before to Tinkers Dam.Well. THAT was fun, now back on topic, in my never ending quest for the never ending activity, I'm redoing some signal configurations to make them easier for the player to understand. After creating an activity with some short-train AI traffic for the "Lite" activities, I went to check it out. Since I never used these shorty trains for AI traffic before, I wanted to get an idea of the default speed, so I ran a red, followed one to clock him, and got too close.Running the reds on the Port Ogden and Northern – image 23
Son of a gun, it coupled on, no "game over".Running the reds on the Port Ogden and Northern – image 24
Somehow this made the AI train take the player exit, and we came to a stop. Not sure why, I had my brakes hard on when we coupled, and by the time I gathered my wits and picked my jaw up off the floor, here we were. Running the reds on the Port Ogden and Northern – image 25
After I uncoupled he just sat there, so I ran past him by going down and back up the wye, reversed into Northland Grain #1, turned again on that wye, and backed down on him to see if I could induce him to move.Running the reds on the Port Ogden and Northern – image 26
Thought this might be the problem, the last car was uncoupled while I was trying to get the coupler window to scroll back to my engine. Meanwhile, since he's sitting on the player main, he's not blocking the AI tracks, so here comes the guy that was 12 minutes behind him.I tried everything after picking up that last car, running ahead up to 30 and uncoupling, he stopped. Backed him up to Chippewa Falls thinking he might pick up his path again, ran forward, uncoupled, he stopped and sat there.Well. If he's gonna play loose consist, I'm gonna treat him like one, so I pulled him to Johnsburg, shoved his cars onto a yard track, and put him in the shed to think about what he SHOULD have done, namely get moving again on his path.Running the reds on the Port Ogden and Northern – image 27
He's still sitting there, stubborn little engine! Well, anyway, it wasn't "game over", the other AI trains are still running. Gotta go now, see what more damage I can do!

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Member since Aug-1-02 · 2548 posts

RE: Running the reds on the Port Ogden and Northern

Hey Snipper Sniper...I caught that "uncoupled" after you had nose coupled. I recall you had a thread on how to do that... but it was graphics intensive and I couldn't save the info to a format to print out a hardcopy for my MSTS Notebook I've stated.Would it be too much trouble to "text only" that info so I can copy/paste/print it to a sheet of paper for my notebook? Sort of a step 1, 2, 3, etc?I would really, really appreciate it... and there may be several others too.Andre Ming

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Charter Member · 5107 posts

RE: Running the reds on the Port Ogden and Northern

No problemo. Being a lazy SOB I don't wanna type all that again, so I copied the page, chopped out the <"hppx/userfiles/forumid/gobbledygook.jpg"> stuff, and here's only the text.
*******************************************************When you couple on with the front coupler, you usually have to hit it a little harder than with the back coupler to get the couplers to engage, or back away from it to get it to engage. As far as I know, nothing can be done about the coupler window, when you exceed a certain number of cars ahead of the engine they don't all display. But the trick to uncoupling is that the couplers have a default "engage" speed of 1 mph, so when you back away at that speed, they will recouple. Since diesels have notched throttles and fast acceleration, the first notch accelerates past 1 mph very quickly, and the couplers recouple. So to slow down acceleration I:
1. Uncouple
2. Selector to reverse.
3. Independent brake (loco brake) to 30%.
4. Throttle to notch one.
5. Slowwwwly release independent brake until engine just starts moving.
6. Wait for 5 foot seperation before releasing independent brake completely.
That has to be adjusted of course, if you have a helper the independent brake don't affect the helper, so you need more independent brake to restrain the acceleration added by the helper. If the cars recouple while you're doing this, just add more independent brake, uncouple again, and start slowly releasing the brake again. Steam is actually easier to do this with since the regulator is more finely adjustable, don't need independent brakes. Most steamers don't seem to have them anyway.******************************************************Getting pretty good at this Windows stuff after only fooling around with it for 15 years or so, maybe someday I'll finally be able to give up DOS completely! Hee-hee!
Yeah, that was a wierd one, somebody said they did couple on the back of an AI train, I always got car derailed, game over when I tried it before. This time I wasn't trying to do it, he was doing 40 and I was trying to catch up so I could follow a car length or two behind him to clock his speed. He goes into the curve and suddenly slows from 40 or so to 30, and all of a sudden I got way too much closure. Not being a fighter plane I couldn't do barrel rolls or S turns when I had too much closure, so the only option left was a lot of heavy braking. Next thing I knew, ka-Chunk!, we were coupled! So I open the coupler window, count two engines and 5 cars, and switched to an exterior view, six cars. Rats. So that meant I had to click on the last coupler I could see to get it to scroll back, and that's how he ended up with one car loose.
He was already stopped at that time, so that wasn't the cause, I still don't know if my loco brake stopped him or he woulda stopped anyway after I coupled on, gotta try that next!
Hell, I'm having too much fun with this, I gotta get back to work. PO&N6 ain't gonna be ready til next August at this rate.

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Running the reds on the Port Ogden and Northern – image 28
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Charter Member · 618 posts

RE: Running the reds on the Port Ogden and Northern

Click to send message via ICQ

That was me that did the AI coupling before. I told you it was possible...

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Member since Aug-1-02 · 2548 posts

RE: Running the reds on the Port Ogden and Northern

Got it Sniper!! It's now copied/cut/pasted and hard printed out... and ready for inclusion in my abuilding Mighty MSTS Notebook. Thanks loads!Andre Ming

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Charter Member · 2545 posts

RE: Running the reds on the Port Ogden and Northern

Now that is SOME Picture Show, Jim !Almost as much FUN as running the P.O.&.N. itself !Yes, watching the Scenery is what I get most pleasure from too and to date have not got tired looking at. And that's just in EXPLORE ROUTE. Still got a long way to go and try some of the Activities !I wish I could grab this whole Thread, pictures and all and save it on my disk so that I can re-read it and look at it whenever I get the urge ! Thanks for giving me a lot of Pleasure !

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Charter Member · 2145 posts

RE: Running the reds on the Port Ogden and Northern


>I wish I could grab this whole Thread, pictures and all and
>save it on my disk so that I can re-read it and look at it
>whenever I get the urge ! I don't understand this. Is this serious or just a joke?You can save threads to your harddisk. I do it quite often. I have a special subfolder MSTS in My Documents for this thread.
When you are running IE5 or IE6, just choose File > Save As. You can change the title, it defaults to a long name. For the type leave the setting to webpage, complete, this way IE creates a subfolder with the same name as the webpage. In this subfolder all the graphics, scripts,etc. are stored.
After saving, you have the thread as a Webpage, just doubleclick on it and IE will fire up.
Be aware that the page needs the subfolder. All the links to graphics, etc. are changed so that they point to this subfolder.
And once you have pointed IE to a folder to save the page, the next time IE will default to this folder.Dick van den HovenRunning the reds on the Port Ogden and Northern – image 29

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Charter Member · 2545 posts

RE: Running the reds on the Port Ogden and Northern

LAST EDITED ON Aug-22-02 AT 07:53 AM (EDT)

Thanks for this tip, Dick ! (ref. E-Mail)I wasn't quite sure how to get this and other Threads with loads of Screenshots downloaded to my machine and create my own "MSTS Pictures and Info Library".Others might find your answer of interest too ?P.S.: Just tried it and it's that simple ! Never occured to me to do that. Always did a Right-Click "Select All" and then "Copy" or "Print" it which never grabs everything the way it looks !Seems that the "Sub-Folder" with all the *.JPGs needs to be in the ROOT of the Drive the associated *.HTM is in.Armed with this newly found knowledge , I also grabbed Jim's "Tutorial" Thread ! Boy, is this going to save a lot of phone time money not being wasted on our U.K. Snails pace Web, not having to frequently wait linking from site to site and page to page to just view a lot of information !

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