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MSTS Activity Design

Passing Paths

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Charter Member · 15 posts

Like most other people, I'm having problems making heads or tails out of some MSTS "features." My first of many questions has to do with passing paths, another thing I can't seem to find any useful documentation on.What exactly is a "passing path?"a) I know where you start one, but how do you END it where you NEED to end it, so it doesn't go off into oblivion? I've tried the "take other exit" option, but this works at only about 1 percent of places I try to put it.b) How do you DELETE a passing path...as in just canceling the whole thing?Example Issue:My train leaving out of the Whitefish psgr platform (track closest to the platform) gets a red at the Whitefish yard exit, because of an oncoming train...in Kalispell (if you can belive that!). I thought that AI was supposed to take care of all that (lining the switches for a safe meet, etc.), but it doesn't. So, I tried setting up passing points. No change -- my train still hangs in Whitefish.Any information will be appreciated!

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RE: Passing Paths, kevarc, Jun-21-03, 00:06 AM, (1) RE: Passing Paths, Patfitz, Jun-21-03, 04:11 PM, (2) RE: Passing Paths, efaison, Jul-08-03, 02:18 AM, (3) RE: Passing Paths, zdierkes, Jul-11-03, 04:08 AM, (4) RE: Passing Paths, kevarc, Jul-11-03, 09:15 AM, (5) RE: Passing Paths, zdierkes, Jul-11-03, 12:02 PM, (6) RE: Passing Paths, buttercup, Jul-11-03, 12:49 PM, (7) RE: Passing Paths, robertreedy, Jul-11-03, 04:19 PM, (8) RE: Passing Paths, buttercup, Jul-11-03, 09:05 PM, (9) RE: Passing Paths, robertreedy, Jul-11-03, 10:25 PM, (10)

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Charter Member · 15 posts

RE: Passing Paths

Thanks. It explains the deletion issue, and basically with the same results as I have had; i.e., redo the path or take a chance with doing the "take another exit" thing. Now, if only I knew what the purpose of a passing point was, and the general placement rules (convergent line proximity, adjacent line requirement, what determines length, how to control length, effect on adjacent signal blocks, etc.), then I might be able to put some of the tutorial into practice.

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Member since Jul-8-03 · 1 posts

RE: Passing Paths

A passing point is nothing more than locations of double main line track that allow continuous movement without delays. Railroad dispatchers use these points to allow trains to pass one another to avoid delaying a train. Two trains moving towards one another are allowed continuous movement by passing one another. In MSTS, you must tell computer that you desire certain points along your route to be used for this purpose. Failing to do so could result in delays or no movement. The system has certain track alloted for train movement depending on the train and its destination. A passing point just makes traffic flow smoother. You have to identify passing points for computer-controlled trains also or they may just end up sitting in one place also.

Ed

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Charter Member · 170 posts

RE: Passing Paths

Passing Paths – image 2

Id like to know how to issue priority to specific trains. Like how to make the AI train take the passing path and I get the red signal. It always seems to make the AI train stop for me, when the AI is well into the passing siding and I have ample time to stop and wait.Zac

~CSX Fan...Good 'Ol Blue And Yellow~

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Charter Member · 240 posts

RE: Passing Paths

Zac try fooling around with double reverse points. With some experimentation you may be able to achieve the effect you want. The results depend on many things so the results aren't always predictable. A single reverse point is used to change the direction of the player or ai paths. If you put in a double reverse point in the player path (ie two reverse points very close together), the path in theory will not extend beyond that point until the points are crossed by the player train and will allow a following ai train to pass because it will "capture" the signal ahead of the player train before the player path reaches it. The results can be unpredictable but will sometimes work.Another thing to remember is that when you are placing reverse points they must be placed in the order in which they are reached by the path.RegardsEric

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Charter Member · 873 posts

RE: Passing Paths

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Eric, I've been trying to force a 'pause/stop' with the double reverse points on the player path and all I seem to be getting is the fun of perpetually chasing the arrow up the track monitor and a permanent red at the next signal. Is there a secret to exactly how far apart they have to be without spreading them out far enough that the train has to back up to clear the second one, then go forward again to continue.RobertR .. ADF-M&RM at http://www.adfrr.com

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