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Car-Spawner problem… (steven please read)

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Reading Topic #12786

Member since Nov-2-03 · 166 posts

Car-Spawner problem… (steven please read) – image 1

hey steven, please try to help me even this timei'm trying to solve the problem posted here:
http://www.train-sim.com/dcforum/DCForumID6/12704.htmli've tried to modify your 'hwy2l2wnaT20m90dcr2l.s' paths in the tsection.dat in order to make cars turn using the T intersection, in this way i'm able to solve the problem about the limit lenght of car spawerns, making cars leave the main road...and disappear somewhere safe...the trick seems to work, i'm changed the tsection.dat in this way: TrackShape ( 36695
FileName ( hwy2l2wnaT20m90dcr2l.s )
NumPaths ( 3 )
SectionIdx ( 1 -1.5 0 0 0 217 )
SectionIdx ( 1 1.5 0 0 0 32099 )
SectionIdx ( 1 10 0 11.5 270 32099 )
RoadShape ( )where the 32099 road section is referred in this way:TrackSection ( 32099
SectionSize ( 1.5 0 )
SectionCurve ( 8.5 90 )the main problem is that all works right except in some places where the same road section, makes car jumping.
i mean that cars entering from right, don't do the turn but they jump directly from 1 red to point 2 red, while the others jump from 3 green to 4 green.this doesn't happens everywhere, that is to say that somewhere, this game works perfectly and cars turn right following the road track.sometimes things change after a 'rebuilt track database', some intersection that worked, now don't, and viceversa...i think it is a problem on how MSTS builts the road database, in fact analyzing in the R.E you can see that the blue line makes a big jump from a section to the next, don't know if it means something...anyway this is the question: is there a way to make card follow perfectly the roadtrack...?i have to say more that my car-spawer.dat has quite height values of distance, as example:CarSpawnerItem( "agila.s" 17 )because it's the only way to solve the problem of non perpendicular car crossings... could this be a reason...?a really big thank for your help and many thanks to everybody also who will try to suggest ideas...
max

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Car-Spawner problem… (steven please read) – image 2
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Member since Apr-8-03 · 272 posts

RE: Car-Spawner problem... (steven please read)

Car-Spawner problem… (steven please read) – image 3

MaxI did notice that the carspawner "segments" can be dragged around the corner itself. I would suggest trying to adjust the carspawner itself to see what can be done to correct this first.Second, I would not suggest altering the global tsection.dat as that will make your route less portable.
StevenStandardized \global\tsection.dat file now at build #27.

LMRR - Lower Mainland Railways (of BC)
Track: 1150.30 km
Roads: 1206.98 km

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Member since Nov-2-03 · 166 posts

RE: Car-Spawner problem... (steven please read)

Car-Spawner problem… (steven please read) – image 4

thanks steven i've noticed that too, but any shape the blu line took, it doesn't work anyway.
i've found that modifing the tsection entries i've done in this way make all the section i've placed work:TrackShape ( 36695
FileName ( hwy2l2wnaT20m90dcr2l.s )
NumPaths ( 3 )
SectionIdx ( 1 1.5 0 20 180 32098 )
SectionIdx ( 1 1.5 0 0 0 32099 )
SectionIdx ( 1 -1.5 0 0 0 217 )
RoadShape ( )
)
TrackSection ( 32098
SectionSize ( 1.5 0 )
SectionCurve ( 8.5 -90 )
)TrackSection ( 32099
SectionSize ( 1.5 0 )
SectionCurve ( 8.5 90 )
)i hope this will be even for the next section i'll place.
anyway, thanks a lot for your help, i'll ask you to add this section to the next newroads, when it will be succefully tested
thanks...! maxCar-Spawner problem… (steven please read) – image 5

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