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oboe (6 posts)
Jan-22-02, 12:36 PM (EST) "Dynamic track & corrupted tiles" I have a route that is about 120 miles in length ( so far ), using dynamic track in 5 different world tiles. I just put in two more Dynamic tracks over 50 miles away from the next nearest dynamic track piece. After saving and rebooting, I could no longer get into any world tile that had a dynamic track piece in it except for the the tile with the new ones. ( Corrupt signals, level crossings, send-don't send, the whole bit. )It took a while to figure out that the latest dynamic track pieces had something to do with this problem. I refused to delete any signals or crossings when I came into these corrupt areas but would eventually be kicked out anyway. The only section with a dynamic track piece that I could get into was the latest one with the two pieces that I couldn't do anything with.
I went back and tried to delete the latest dynamic track pieces which would immediatly give me the dreaded "send/don't send" and kick me out. I eventually edited the pieces out by removing the references to the two dynamic track pieces in the offending world tile with wordpad, and removed the backup world tile.Whoopee ... It worked. The two pieces went away, and I no longer had problems in any of the other areas.I went back to two older routes that I had given up on because of corruption, removed the last dynamic piece that I had installed using the wordpad/world tile method, and the routes were fine again. My Conclusions: ( Right or wrong ?? ). 1. Dynamic track pieces are somehow linked together through out the route, and if you do something with one that the editor doesn't like, it causes corruption on all the OTHER tiles that use them until you get rid of the offending pieces. You won't notice any problems until you go back to visit the other areas where dynamic track pieces are used.2. It is almost impossible to create loopbacks, wyes, or feedback tracks without dynamic pieces. I believe that dynamic track pieces may be the culprits that cause most of the problems with these types of configurations.3. Leave your sigs, crossings, platforms, etc. alone when the boxes pop up. There's nothing wrong with them. just go back and get rid of the dynamic pieces that are causing the crash. 4. I did not have to do a rebuild on these routes, nor did I have to touch the .rdb or .tdb files, just the world tiles of the area that I put the bad dynamic pieces in.5. These new "Bad" pieces worked fine. Trains would go over them in testing and I have no idea why they caused problems in the other areas. The key was that if I tried to change or delete them, up would pop the "Send\don't send" box.6. If your "Starting Tile" is in an area of corruption, you will get the "send/don't send" message as soon as you enter the route editor. Go into the Route geometry editor and change your start tile to a tile that doesn't have any dynamic pieces on it and you will then be able to get into the route editor.7. I suspect that these pieces went bad because of the memory leaks, and they couldn't be properly completed. I will always do a reboot before installing Dynamic pieces from now on.8. All of the above is based on observations, and observations can be misleading. Your situation may be different, and you may have to do work on the rdb and tdb, but I did not. If you try this and it works, or doesn't work, please let us all know.Sorry for the length of the post, but five minutes of reading is well worth it if it helps to save just one persons route.oboe
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Table of Contents
Subject Author Message Date ID RE: Dynamic track & corrupted tiles Momocat Jan-22-02 1 RE: Dynamic track & corrupted tiles jleslie Jan-22-02 2 RE: Dynamic track & corrupted tiles landnrailroader Jan-23-02 3 RE: Dynamic track & corrupted tiles JohnCS Jan-23-02 4 RE: Dynamic track & corrupted tiles Motley24Crue2 Jan-23-02 5
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Momocat (25 posts)
Jan-22-02, 01:56 PM (EST) 1. "RE: Dynamic track & corrupted tiles" hi oboe!you are 100% right, i found the same things like you. the problem is following. the vektors of dynamic tracks are saved in a local tsection.dat and in the .tdb . RE has (memory(?))problems with this local (means one for every route, because of the dnamic radii and lengths) tsection. dat . I found out following trick for a corrupt (because dynmiac tracks) route:- emty (clear) the tsection in the route folder
- take a good texteditor, which can search whole directories with unicode-textfiles (i use "emeditor v3") and search the world files for the dynamic track entries
- delete these entires, not the world files
- delete the .tdb
- open the track in RE and rebuild the trackdatabase-> this works fine, for routes which crashed because of dynamic tracks (MS crashes when entering tile)any questions?momocat Remove | Alert Edit | Reply | Reply With Quote | Top
jleslie (40 posts)
Jan-22-02, 10:36 PM (EST) 2. "RE: Dynamic track & corrupted tiles" Hi,
I use dynamic track liberally in my route and as far as I know none of the problems I have had were caused by dynamic track. I have said this before in many posts and I'll say it again here - once I got rid of ALL the A1tYpoint10dmnl switches (the "Y" switch) on my route, I have not had a single lockup or crash due to track. I have one tile with 101 switches in it and tons of dynamic track, with zero lockups. I also have 2 wyes that use dynamic track in all 3 legs, but no "Y" point switch, again - no lockups. I have noticed that dynamic track causes a framerate hit, but nothing more than that, and I can get rid of that by toning down my visibility level.Do you have any "Y" points? check them out if you do, I'll bet they are causing you problems you didn't even suspect. If you don't have any, then I have no clue what the problem would be....Later,Jeff Leslie
jleslie@neo.rr.com
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landnrailroader (136 posts)
Jan-23-02, 07:59 PM (EST) 3. "RE: Dynamic track & corrupted tiles" In creating a 136 mile line, from CSX engineering data, I used at least 200 pieces of dynamic track, probably more. I would rather not use it at all, but how else do you creat a 10 degree, 14 degree, or whatever curve.The only time that it has caused me trouble is if I go back into the route and edit anything that involves dynamic track. Before I ever do this, I back the entire route up to a CD/R, (at $.15 or less in quantity they are cheap enough now). I have learned what usually causes the problem. If you do not complete the edit, and get the route back together BEFORE YOU SAVE THE ROUTE and exit from it, you will invariably have a corruption. Since RE eventually leaks memory, it is best to reboot before starting an edit, and then complete it as expeditiously as you can.Another problem, I have seen, is that dynamic track will often snap in place, and the blue pole go away, EVEN THOUGH THERE IS STILL A VERTICAL OR HORIZONTAL ALIGNEMENT OR GAP PROBLEM. At the moment I know of 4 or 5 such locations that need to be fixed in my route, and I suspect it is something like that which causes uncouplings at the east end of Cutbank on the Marias Pass simulation. For test purposes, I turn off derailments, but get quite a lurch at these spots.I also have a problem from time to time, when running the simulation. My PC just goes to sleep. I can usually do a warm reboot, but then I have been put out of the simulation. There are no conflicts in the PC, and it has been professionally tuned, so I am at a loss there. It is an Athlon, 1G, 512M of RAM with a GeForce2, 64M video card. Anyone see this----?J. H. Sullivan, P.E. (retired) Remove | Alert Edit | Reply | Reply With Quote | Top
JohnCS (254 posts)
Jan-23-02, 10:04 PM (EST) 4. "RE: Dynamic track & corrupted tiles" I have one route I'm working on with 1800 segment entries in tsection.dat & over 400 dynamic track pieces so far. No problem yet (almost half way there...) Remove | Alert Edit | Reply | Reply With Quote | Top
Motley24Crue2 (321 posts)
Jan-23-02, 11:28 PM (EST) 5. "RE: Dynamic track & corrupted tiles" Hey John
How is that Lo-Tile thingy coming along? Remove | Alert Edit | Reply | Reply With Quote | Top
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