Tried this on the Route Developers forum without response yet, so I thought I'd check the larger audience on this forum. (Can't find any previous threads.)After the latest changes to the route I am developing (Old Colony-Newport), I can no longer get it to load for testing. All other routes (stock and freeware) load and run successfully. The load fails at the "Establishing World Space and Content" step. I have laid only track at this point, no buildings, bridges, signals, etc. When I first got the problem, I ran a track database rebuild, which finished successfully, but did not solve the problem. Any help, pointers, suggestions, would be appreciated. I really hope they don't involve reverting to my back-up copy, because I like the way the Fall River Yard looks after the latest changes. Charlie
Newport, RIps: My MSTS computer has been shakey lately, but this problem does not seem to be related to that one (which was a video problem).
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More info on....Route Fails to Load at "Establishing Wo, CharlieB, Jun-01-03, 10:00 AM, (1) RE: More info on....Route Fails to Load at "Establishin, CharlieB, Jun-01-03, 10:33 AM, (2) RE: Route Fails to Load at, OTTODAD, Jun-01-03, 01:12 PM, (3) RE: Route Fails to Load at, sniper297, Jun-01-03, 02:10 PM, (4) RE: Route Fails to Load at, CharlieB, Jun-01-03, 02:45 PM, (6) RE: Route Fails to Load at, OTTODAD, Jun-01-03, 05:36 PM, (9) RE: Route Fails to Load at, CharlieB, Jun-01-03, 02:24 PM, (5) SOLUTION! RE: Route Fails to Load at "Establishing Wo, CharlieB, Jun-01-03, 03:26 PM, (7) RE: SOLUTION! RE: Route Fails to Load at, OTTODAD, Jun-01-03, 05:27 PM, (8) RE: SOLUTION! RE: Route Fails to Load at, sniper297, Jun-01-03, 11:12 PM, (10)
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With apologies to Tigger, "goin' around in circles is what snipers do best!"Hee-hee, yeah, I mentioned it in passing since it's one of those well known things among the pioneers, but newbie route developers oughtta get it tattooed on their foreheads,
Typical scenario, I'm laying double track, make a crossover, and since the track splits here I'm gonna keep laying track on the left, I'll get back to the right hand track later. I can create a path on the left track going either way, but if I'm driving from lower left to upper right on that lefthand track and throw that switch, the path tracer looks for an end-of-the-line blue pole and don't find one, crash-bang-boom send-don't send. Running a path into that unconnected switch base in the activity editor will also trash that so it can't be opened again for any route until that .pat file is deleted, and of course rebuilding the TDB with one of those is the end of the TDB.
Important safety rule, if you're just laying out switches connect a temporary 10 meter straight section to the base, you can delete it later when you add the real track. The track database and path tracing are probably two of the most fragile, unstable buggy subroutines in the entire program, so avoiding the triggers is a must.Otto, "But going into the RE with the *.tdb Renamed I get all sorts of Error Messages about missing "Markers", Sidings, Car Spawners, etc.", see that link for the route folder structure. The reason I say successful TDB rebuilds are extremely iffy when there are any interactive objects at all is because that info is entered into three different files;RouteName.tdb