Message Areas - "Signal Placement - touchy"
Train-Sim.Com Message Areas
"Signal Placement - touchy"
Email this topic to a friend
Printer-friendly version of this topic
Bookmark this topic (Registered users only)
Previous Topic | Next Topic Conferences MSTS Route Design (Protected) Original message
jkcooney (436 posts)
Aug-27-01, 08:03 PM (EST) "Signal Placement - touchy" I've noticed the sim won't accept certain signals place in certain locations. Is this something others are experiencing as well. Sometimes it suggests I try moving the signal slightly and sometimes it simply suggests I "delete and save" to verify the trouble has been removed. Is this a function of the "type of signal" I have placed. It seems to happen usally with the interlocking (linked) signals but I have had this experience with Interval or permissive signals as well. Any thoughts on this? Shared common experiences?
Joe Cooney, Ocala, FL Alert Edit | Reply | Reply With Quote | Top
Table of Contents
Subject Author Message Date ID RE: Signal Placement - touchy mrawek Aug-28-01 1 RE: Signal Placement - touchy Signalmaster Aug-28-01 2 RE: Signal Placement - touchy jkcooney Aug-28-01 3 RE: Signal Placement - touchy Signalmaster Aug-28-01 4 RE: Signal Placement - touchy jkcooney Aug-28-01 5
Lobby | Topics | Previous Topic | Next Topic
Messages in this topic
mrawek (47 posts)
Aug-28-01, 05:55 AM (EST) 1. "RE: Signal Placement - touchy" I have the same problems. Usually it comes after I continue to work the next day or even later, when I go back to the region with the signal. I have the same with carspawners platforms, sidings and level crossings. I'd understand this, if I change tracks and roads with these objects referred to, but I only added trees Buildings streets and tracks far away from these signals. One time I even lost all of these objects and after all that clicking yes there where also other objects missing. This happened only twice so far.
I thought of placing signals and platforms at the end of the desing process but this is boring because you can only testride the route without any signals and platform. Dan Remove | Alert Edit | Reply | Reply With Quote | Top
Signalmaster (73 posts)
Aug-28-01, 07:01 AM (EST) 2. "RE: Signal Placement - touchy" Hmmmm..That's a new one, can't say that I've seen the exact problem. Signal markers can't go too near the vertical red lines you see at turnouts.I suspect that if you move, add, subtract any interactive object that's involved in even the simplest activity, like test runs, error messages can occur and the risk of corrupting the TDB and TIT files is great.Hank Remove | Alert Edit | Reply | Reply With Quote | Top
jkcooney (436 posts)
Aug-28-01, 08:02 AM (EST) 3. "RE: Signal Placement - touchy" Hank............Does that include siding and platform names? Are these considered "interactive". How about mileposts with mile indications and also speed indications. I'm assuming they are interactive as well. They have caused me problems in the last week or so also. Maybe its better to leave them out until the route is fully completed but that seems very awkward.
The tip about staying away from red poles indicating switchpoints is a good one....
Joe Cooney
Ocala, FL Remove | Alert Edit | Reply | Reply With Quote | Top
Signalmaster (73 posts)
Aug-28-01, 08:55 AM (EST) 4. "RE: Signal Placement - touchy" Yes. The sim uses all these items to calculate run parameters, Also include cars, and hazards. If any of these things are moved or not there, it's a problem. It's best to have as few of these things in place as possible during development. There's several things you can do which might help, but not promoted as cures:
Before any major route edits, delete the activity. OR
Before testing any edit, reconfigure the activity and recompile it with the new conditions. AND
Use as few of those interactive components as possible until the route trackage is in.Hope this helps a little.Hank Remove | Alert Edit | Reply | Reply With Quote | Top
jkcooney (436 posts)
Aug-28-01, 12:03 PM (EST) 5. "RE: Signal Placement - touchy" It helps a lot. But I do need milepost markers for me to correctly gauge distances to key grades and stations, sidings, etc. Should I use them for locating turnouts and station platforms and then delete them before saving the newly constructed portion of the route? Thanks, as always.
Joe Cooney, Ocala, FL Remove | Alert Edit | Reply | Reply With Quote | Top
Lock | Archive | Remove
Lobby | Topics | Previous Topic | Next Topic
Restored from the Train-Sim.Com archive, captured November 2, 2001. About this archive.