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"Manual vs Sim Controlled switches"

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crow357 (80 posts)
Nov-24-01, 10:11 AM (EST) "Manual vs Sim Controlled switches" I'm getting close to finishing the DEM'ing of my route. I've read alot of talk about manual and sim-controlled switches. Why should I ever want to use a sim-controlled switch and lock the user out of operating it?Thanks,
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Subject Author Message Date ID RE: Manual vs Sim Controlled switch... sniper297 Nov-24-01 1 RE: Manual vs Sim Controlled switch... bobs Nov-24-01 2 RE: Manual vs Sim Controlled switch... crow357 Nov-24-01 3 RE: Manual vs Sim Controlled switch... Hobart Nov-25-01 4 RE: Manual vs Sim Controlled switch... crow357 Nov-25-01 5

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sniper297 (938 posts)
Nov-24-01, 10:49 AM (EST) 1. "RE: Manual vs Sim Controlled switches" http://www.train-sim.com/dcforum/DCForumID6/2386.html
http://www.train-sim.com/dcforum/DCForumID6/2450.html
http://www.train-sim.com/dcforum/DCForumID6/2444.htmlThat's pretty much the point of using automatic/regular/computer controlled/dispatcher controlled/whatever you call them-switches in addition to the manual ones. I have the same goal as you do, altho you can manually control non-manual switches in explore route mode, there's no cars to switch around, you get whatever train you start with and that's it. So I used only manual switches, made open-ended activities with loose consists in every yard and on half the industrial spurs, so each activity has infinite operational possibilities. Which is great, but no AI traffic, the player engine is the only thing moving on the whole route. Bummer. So I'm currently adding signals and switches that the player cannot control in an activity, the challenge to that being to do it in a way that doesn't limit where the player can go or what he can do in an activity, while adding the challenge of conflicting traffic. I always thought it was kind of stupid on the original routes that you had to set up a cast-in-stone-do-it-this-way-or-game-over path for the player just to get into a spur to pick up one lousy cut of cars. I think this game was primarily designed for operating high speed bullet trains, the freights were an unfinished afterthought. Remove | Alert Edit | Reply | Reply With Quote | Top
bobs (233 posts)
Nov-24-01, 04:35 PM (EST) 2. "RE: Manual vs Sim Controlled switches" From what I've learned, both types will behave exactly the same way as far as the AI is concerned. It will throw switches to match paths no matter which type they are.With automatic switches, the AI knows what its options are for a path. With manuals, while the options are the same, you have added the variable of being able to change those options at a time later than when the AI made a decision about oncoming traffics' routing. The results of this are unpredictable, but include cornfield meets. Remove | Alert Edit | Reply | Reply With Quote | Top
crow357 (80 posts)
Nov-24-01, 05:27 PM (EST) 3. "RE: Manual vs Sim Controlled switches" Ok, so with Sim switches you reduce the possibility that the AI will screw up basically. Thanks guys.Art Remove | Alert Edit | Reply | Reply With Quote | Top
Hobart (40 posts)
Nov-25-01, 05:46 PM (EST) 4. "RE: Manual vs Sim Controlled switches" Hey Crow357,
Did you fix the white tile problem? Moving the start tile doesn't fix the problem. On my route when I create an activity that starts in the white out section every thing appears normal but when I start an activity outside the problem area its all white when I get there. Ditto that for moving the start tile. I've searched all over and have yet to see a viable fix for this problem. Best Regards
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crow357 (80 posts)
Nov-25-01, 06:55 PM (EST) 5. "RE: Manual vs Sim Controlled switches" Hi Hobart. Yes I did and it didn't turn out to be the same problem as yours. I had a bad tile that didn't get DemEx'd right. Sorry I couldn't be any help Hobart.
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