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Green Signal Ahoy?

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Reading Topic #1745

Member since Apr-12-03 · 84 posts

I'm designing an Activity for Mike Simpson's Blue Mountains route that is supposed to simulate the Glenbrook train disaster where an inter-surburban train ploughed into the back of the Indian Pacific. I'm using the Indian Pacific train as a consist, which I place behind a sharp corner. The idea is that the player train comes round at full speed, sees the train, brakes, but still hits.However, I cannot for the life of me get the signal for the block the consist is in to be green. It is always red, and I get permission to proceed, but limited to 15 km/h which means it is really easy to stop the train in time, and takes too long.Is there a way I can force the signal to display 'Green - Clear' even with the consist on the block ahead?

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Charter Member · 219 posts

RE: Green Signal Ahoy?!?!

Hi Koziolean,You can do it if you set up a special consist that has a 0 maxvelocity. Copy the consist you want to use to a different name and hack the maxvelocity line to MaxVelocity ( 0.00000 0.00000 ).Make a path that starts where you want the consist to appear and make a service that starts after the player train enters the block.RegardsEric

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Charter Member · 863 posts

RE: Green Signal Ahoy?!?!

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As kevarc said, functionally no, but .. kind of a round about solution with too many variables could be .. if you could determine exactly what time (almost down to the second) the collision is to take place, you could set the AI to appear at that spot around the corner - after the player train is already in the block - with the performance level set extremely low. I suspect you could also use double reverse points to keep the AI close by, but didn't try that approach. Otherwise, I have accomplished this, but the problem is you have to do some juggling to get the player to arrive at that spot exactly on time. It's not very reliable because of the timing issue.RobertR .. ADF-M&RM at http://www.adfrr.com

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