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Car spawner

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Member since Aug-12-04 · 15 posts

Just started adding interactive objects to a route I'm building. With the car spawner, is it possible to get cars going in opposite directions on a road. Haven't been able to figure it out so I figures I'd try here. Can anyone help.

fpb

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RE: Car spawner, CARex, Nov-13-04, 03:02 AM, (1) RE: Car spawner, merlin78, Nov-13-04, 03:53 AM, (2) RE: Car spawner, fbarbieri, Nov-13-04, 05:14 AM, (3) RE: Car spawner, DRGWK36, Nov-13-04, 08:06 AM, (4) RE: Car spawner, Swissie, Nov-13-04, 02:54 PM, (5) RE: Car spawner, merlin78, Nov-14-04, 06:36 AM, (6)

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Member since Jul-5-03 · 229 posts

RE: Car spawner

Car spawner – image 1

I haven’t done this in a while…, but if memory serves correctly, you grab the little blue box with your cursor and move it thru itself in order to change direction.

The moving blue (I think) lines indicate a direction opposite of the direction you desire (go figure).Best luck

Car spawner – image 2
O/O, CEO, CFO, COO, CC&BW

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Member since Nov-2-03 · 162 posts

RE: Car spawner

Car spawner – image 3

right that's true... but i have this problem too:
i have a road that runs on the side of the track for a longer distance that the max lenght of the car-spawner.
therefore i have to place more that one car spawner, one following another and i have problems on how to link them without making cars appearing and disapperaring...
obviously ( unlucky ) there are no trees, houses or something that hides the road for few meters, and where i could place the connection...

any tip...? thanks
best regards, max

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Charter Member · 1216 posts

RE: Car spawner

Max - About the only thing to do in that situation is to place something there anyway, even if it doesn't really belong. If you're running across a long stretch of water on a viaduct, it'll be tough to find anything that doesn't look out of place. But otherwise, you have to either put something between the track and the road or hope that you're not passing by when cars magically appear or disappear.Andy

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Member since Sep-27-02 · 1361 posts

RE: Car spawner

LAST EDITED ON Nov-13-04 AT 03:01 PM (EST)

Hi Max,you can't link Carspawners. The problem is that MSTS only loads the tile you are currently on and all neighboring tiles into memory. That explains why a carspawner cannot be longer: It would not do anything for you if it was further away. MSTS only starts sending out cars once the tile is loaded... Try it out with placing a carspawner at the end of one tile, extend it across the entire second tile onto a thrid one, and notice that the blue line indicating the carspawner will disappear in RE when you get far enough onto the third tile so that the first tile is released from memory.I assume you refer to the Bernina route? Do you have the problem with Le Prese - San Antonio or between Montebello and Lago Bianco? Not much space between the track and the road in the case of Le Prese, some distance but no vegetation at 2200 metres above sea level in the second case. Still I have some ideas how you could trick the RE and the eye of the player running his train:Le Prese: If you find a place where you can squeeze in a few dry bushes - for example near the siding of La Cantoniera, do it. I think nobody will feel disturbed that in reality, these bushes exist only between the track and the river, but not on the other side, between the track and the road.Another idea: If it is this part of the road, use some of the side roads. Why not use a tight curve section to make the cars turn into these side roads and place the ends of the car spawners there. Have the second car spawner start in the same side road and the cars entering the main road where the other cars turn off. It just takes some 100m of side roads and a house or a few trees to hide the ends. For better looks, sink the curved road section into the ground, and put a dummy road piece (simple scenery object) in the form of a T or + intersection over it, to hide the curved road section. In NewRoads.zip, you find a few tight 90° turns that could do the trick for you, especially some tight 1-lane turns for freeway exits and entrances (fwy1l1wna8_5r90dl.s for example)...Montebello - Lago Bianco:
- You could place the end of the first section of carspawners right next to the small station building at Bernina Suot, assuming that the distance of Montebello curve to Bernina Suout is just about these 2km's the car spawners can be (if it is longer, park one or two trucks between the track and the road as if some work crew was doing maintenance on the road or the track, and hide the ends behind them).
- Make the second section rather short, and have it end behind some parked tourist busses of the car parking lot between the road and the track at Bernina Diavolezza.
- Another 1.5km section until you get near Lagalb. Between the station at Bernina Lagalb and the road, there is a distance of ca. 100metres, and some rocks. Put another car spawner end behind some extra rocks - they will look right up there.
- That should be enough for the forth leg of the carspawner to go all the way until the train enters the snow shed just beneath Lago Bianco.
- Add one more section of car spawners, and the road will separate from the tracks and go out of sight above Lago Bianco/Ospizio Bernina. After all, the track from Montebello (ca. km 12.5) and the dam at Lago Bianco (ca. km 20.5) is "just" a little over 8 km of track, if my memory serves me well... LukasLukas a.k.a Swissie

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Member since Nov-2-03 · 162 posts

RE: Car spawner

Car spawner – image 4

ehehehe... lukas you have guessed the trouble.
i think i'll use both the tricks.
probably i would prefer the tip of making cars coming from side roads.
that's because i think few trees or bushes or even rocks or busses aren't long enought.
as you know somewhere the track is really near to the main road, therefore the perspective would allows you to see cars disapperaring even at 200 metres.
i hope this wonderful picasso paint can help you understand...
best regards, max

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Car spawner – image 5
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