Train-Sim.Com
MSTS Activity Design

Making work order match F7 display

Train-Sim

"Making work order match F7 display"

Email this topic to a friend
Printer-friendly version of this topic
Bookmark this topic (Registered users only)
Previous Topic | Next Topic Conferences MSTS Activity Design (Protected) Original message
flarrfan (123 posts)
Jul-15-01, 09:01 AM (EST) "Making work order match F7 display" When I selected cars to be setout in Action events, it put some five digit numbers into the work order (corresponding with the car numbers shown in the process of selecting the cars to be dropped), but my testers are confused because their F7 display shows the car numbers in the 0-XX format. I'm going back into the editor to try to figure how to change it and hoped someone might be able to point me in the right direction.I had another question in another thread that hasn't been answered yet, so I'll put it out again...when you put a helper at Essex and the player train backs into the siding to pick it up, does the helper become a powered unit when you go forward to climb the hill or does the sim treat it like a car that's been picked up, i.e., so much more dead weight? Alert Edit | Reply | Reply With Quote | Top
Table of Contents

Subject Author Message Date ID Figured it out! flarrfan Jul-15-01 1 RE: Figured it out! IzMeBee Jul-16-01 2 RE: Figured it out! Dokkensound Jul-16-01 3 RE: Figured it out! flarrfan Jul-16-01 4

Lobby | Topics | Previous Topic | Next Topic
Messages in this topic
flarrfan (123 posts)
Jul-15-01, 05:54 PM (EST) 1. "Figured it out!" LAST EDITED ON Jul-15-01 AT 05:59 PM (EST)Must have spent an hour messing with the editor this morning trying to figure this out. Sure enough, go do something else and the solution just pops into my head...VERIFY START STATE to get the actual player service and not just the player consist that I was trying to select cars from! Hope this saves somebody else the grief I had trying to figure this out.Now anybody got an idea on the helper issue? Not sure a test activity will really prove anything, so any ideas welcome. Remove | Alert Edit | Reply | Reply With Quote | Top
IzMeBee (9 posts)
Jul-16-01, 09:59 AM (EST) 2. "RE: Figured it out!" I do not have the proof you are looking for but, In a thread in here somewhere (side note: it sure is getting cluttered in here) I saw several people saying that they did put on a helper at the rear and that they did see a performance increase.Wish I could steer you to that thread but heck, I can't even find other threads I have replyed to yesterday.Have a great dayBret Remove | Alert Edit | Reply | Reply With Quote | Top
Dokkensound (27 posts)
Jul-16-01, 02:24 PM (EST) 3. "RE: Figured it out!" I can confirm that if you create a pickup of a helper it does go active and work. It will shut back down the second you uncouple it. Even works with Steam locos. I'm doing a new activity with the Hudson that runs a BNSF employee special up Marias and you have to add a helper at Essex. The only bug is that is I create a mission where you cut the helper in the audio streams start hanging up and bug out. Too many streams at once. If however I create a new consist with the Helper(protection) cut in it works fine. Cutting it out on the other side of the hill is no problem.
Also be carefull how many cars and helpers you put in the train. The more you add the more the frame rate goes down and the program gets unstable. Learned that the hard way. Remove | Alert Edit | Reply | Reply With Quote | Top
flarrfan (123 posts)
Jul-16-01, 06:56 PM (EST) 4. "RE: Figured it out!" Thanks, I could have experimented and probably figured it out but I'm too busy playtesting my latest activity and thought I might find some helpful folks here. 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 August 30, 2001. About this archive.