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Is it possible to create "open-style" activities on the NEC4? That is, an "Explore" kind of activity where one can operate ALL switches manually. I can create "dummy" paths in a small area and run in a rather large area but I cannot get through Interlockings and throw switches off the main line at places such as RG, Chesapeake, Alexandria and the like.Someone mentioned a route that this was possible in and I was wondering if it could be done with the NEC4 Route without my going into the Route Editor and really screwing things up?!TIA
"Someone mentioned a route that this was possible in"Port Ogden & Northern, ponV6.zip in the file library,"and I was wondering if it could be done with the NEC4 Route"Yep,"without my going into the Route Editor and really screwing things up?!"Nope.This is hard to explain in simple terms, cuz it's a complex and convoluted problem. The reason you can't manually throw some switches in activities is because there are two types of switches, manual (got a lever sticking up) and automatic (no lever). Either type can be changed by the player in explore route mode, but the automatic switches can't be controlled by the player in an activity.So why not use all manual switches in a route? Automatic switches are a necessary evil for AI traffic trains, because HAL9000 (the AI "dispatcher") sets the switches for each AI train X number of signals (dependent on the signalnumclearahead value in the sigcfg.dat file, plus the setup of the AI service) ahead of the AI train. If that path goes thru a manual switch, HAL will throw a manual switch to set the path for the AI train, and if the player comes along and changes it after it has been set, HAL never checks it again and the AI train will be stuck forever (trailing point switch set against) or choo-choo off to never-never land (facing point set the wrong way). So to prevent the player from accidentally screwing up the AI traffic, he can't change automatic switches. Same thing with the signals, permissive (BNSF interval) signals work normally without any path thru them at all, and don't end the game if you run a red. Absolute (BNSF interlocking) signals are always red unless there is an active path thru them, and will end the game if you run a red. So why not use nothing but permissive signals so the player isn't restricted to one path? Necessary evil again, AI trains boogie right on thru permissive red signals and gleefully crash into each other and/or the player.I haven't looked over the NEC4 much yet, got a lot of other stuf I'm playing with, but my initial guess is it would be possible to hack the route for some freestyle activities, but the end result would be to limit the types of AI trains you could run, and where you could run them. http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=3909&forum=DCForumID6&archive=yesThere's the explanation of how it's done on the PO&N, my guess is that the NEC4 could be altered in a somewhat similar fashion, selecting only certain mainline tracks for dedicated AI train routes, and replacing automatic switches with manual switches and absolute signals with permissive signals on a designated player-only route.But not without learning the route editor (which I was reluctant to do at first too), so my suggestion would be to make a new folder, C:\Backup, copy the NEC4 folder from \Train Simulator\Routes into the new \Backup folder, hack away in the route editor until you destroy it, then copy the backup back in to fix it and try again.
Thank you VERY much for a most detailed answer. It explains a lot for me. Not sure I'll venture into the route editor or not. Might have to wait for an all day (or week) rain! Meantime, guess I'll just create a 200-car consist and spread it around in Explore mode!!Thanx again!
" "Someone mentioned a route that this was possible in"Port Ogden & Northern, ponV6.zip in the file library "Also add a shameless imitation of the excellent PO&N, DragonRail, d_rail_1 thu _4.zip in the file library.Phil