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"Solutions to make the switches work!"

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tomkrist (9 posts)
Jul-18-01, 09:35 AM (EST) "Solutions to make the switches work!" I see there is alot who have problem to make activities with switches working. Here is how i do it.I place a reverse point(when you go into the path-edit option), where the train should reverse. Then i point my right mouse on the switch,and choices Take Other exit, to be sure that the train will reverse in the correct direction. Then, at the point where the train should drive forward again, i place another reverse point. The switches should then work, but you must stop the train very close to the reversepoint(which you can see on the f4 options in the trainsim) and you have to make sure that you set your reverse-point long enough from the switch, because if you have some cars on the switch, it won't work! This works on both manualy and auto switches.Another thing: Its quite difficult to set the reversepoint,because you must have in your mind how long
your train is. If you have, say 40 cars, and you set a reversepoint few meters from the switch, you will never get that switch to work. To make sure it works, set it quite long away (forward) from the switch, and when you test the activites, you can then see if it was to long or short.Hope this helpsTommym31@frisurf.no Alert Edit | Reply | Reply With Quote | Top
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Subject Author Message Date ID RE: Solutions to make the switches ... robertreedy Jul-18-01 1 RE: Solutions to make the switches ... SuperDave Jul-18-01 2 RE: Solutions to make the switches ... robertreedy Jul-20-01 3 RE: Solutions to make the switches ... robertreedy Jul-21-01 4 RE: Solutions to make the switches ... SuperDave Jul-21-01 5 RE: Solutions to make the switches ... tomkrist Jul-23-01 6

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robertreedy (8 posts)
Jul-18-01, 12:18 PM (EST) 1. "RE: Solutions to make the switches work!" You're method seems to work with most switches nicely, but I've got an additional problem. I can't get the switches to respond on any of the Wye's to change direction. I can get any two of the three, but can never get completely turned around. Is there a different trick to this? I've tried every combination of reversing with just a single unit and have had no success. Have you or anyone found a solution to this? Thanks. Remove | Alert Edit | Reply | Reply With Quote | Top
SuperDave (14 posts)
Jul-18-01, 09:05 PM (EST) 2. "RE: Solutions to make the switches work!" Hi Robert,I've had to work with the same "wye-turnaround" problem at Columbia Falls by editing the Path.Path advise: It's always a good idea to create a NEW Path, rather than edit an existing path. You may "break" an activity that shares the existing path. After you've made your own, you can modify it to your heart's content (or as I've experienced, start it over, and over, and over -- until it works like you want it).For the sake of this discussion, let's envision a "wye" with the switches at the 10 o'clock, 2 o'clock, and 6 o'clock positions (taking a top-down look at the switching).If you have a path established (with a Start and Stop end), make sure the path runs through one of the "wye's" branches. To change the routing of the Path through a switch, simply right-click the Path's green dot at the switch you wish to change routing and select "Take Other Exit". (Note: always work from your START point to your STOP point).PATH SETUP FOR A "WYE" TURNAROUND:
For this example, let's say the Path is going through the switches at the top of the "wye" (IN though the 10 o'clock and OUT through the 2 o'clock switches). To make the turnaround we would:1) Right-click the path just after it exits the 2 o'clock switch and select the "Reverse Direction" option. This results in a green dot with an arcing arrow around it. This also makes the path "look" like it was cut off, but it actually reversed direction (most likely back upon itself, back through the 2 o'clock and 10 o'clock switches).2 Next you need to make the path go from the 2 o'clock switch to the 6 o'clock switch. If it hasn't done this automatically, simply right-click on the green dot representing the 2'oclock switch (NOT the "reverse" dot) and select "Take Other Exit".3) Finally, repeat the processes in Step-1 and 2 for the 6 o'clock switch. That is, right-click the Path just passed the 6'o'clock switch and select "Reverse Direction". Then (if necessary) right-click the 6 o'clock switch and select "Take Other Exit" to route the Path from the 6 o'clock switch to the 10 o'clock switch.This "should" set the path on a return trip towards the START point. You can follow the Path's return and adjust it's route (for example switch at a crossover for right-hand operation on a double track) by right-clicking and selecting "Take Other Exit" along the way.TRAVELING THE PATH:
Simply drive you train through each switch of the "Wye". After the train clears a switch with a "Reverse Direction" associated with it, the switch will automatically change it's routing AFTER you reverse direction and head back through the switch. IMPORTANT -- If any of the switches in the "wye" are manual, do NOT change their settings using "G" or "Shift-G"(let the AI do it). Just pass through the switches and reverse your direction.NOTE: The number of cars in your train may determine how far from the switch the reverse point should be placed (while in the Path Editor, you can slide the points along the route). On mine, I was just turning around the locomotive, so I didn't need to place the reverse points very far from the switches. Also, you MUST be sure to drive your train through the switches IN THE SAME ORDER as the path was created, as this will only allow you to do the procedure ONCE.A useful way to verify the Path's route through the switches is to select the "Highlight" button on the Path Editor. This will highlight the first section of the Path (at the Start). You then repeatedly click the "..next" button to highlight (and follow) the Path routing.Hope this didn't confuse you and gets your trains rolling ... dds Remove | Alert Edit | Reply | Reply With Quote | Top
robertreedy (8 posts)
Jul-20-01, 08:33 AM (EST) 3. "RE: Solutions to make the switches work!" I appreciate your very accurate, concise and patient answer but did some more switching around last evening. I must have a faulty installation or something. Columbia Falls, works exactly like it should, but the Kalispell Wye, the Red Eagle Wye, the Essex Wye and the Blackfoot Wye absolutely 'refuse' to cooperate. Also I was working on the ballon track yesterday and the locomotive jumped about ten feet in the air, changed directions and went off willy nilly in the opposite direction without so much as an alert or warning. Kind of humorous. I finally figured out a solution for me. Start Explore route with a consist of 125 cars, 11 loco's, using a little 'BASIC' program I wrote years ago (for my model Railroad) to generate waybills etc. Setting up (moving the freight around initially) was a bit tedious, but at least everything works. Thanks again for the help. Remove | Alert Edit | Reply | Reply With Quote | Top
robertreedy (8 posts)
Jul-21-01, 12:41 PM (EST) 4. "RE: Solutions to make the switches work!" I found out what the problem was. I think it was the placement of my reverse instruction. I was not allowing enough room for the entire train and also was trying to manually switch it myself which threw everything off. I'm still not getting the balloon loop to operate yet. My consist simply jumps up in the air changes direction and heads down the track like a demented dervish. Something so simple takes so long for newbies to catch on too. If I didn't enjoy it so much when it works, it would have been launched out the basement window long ago Thanks for all the help. Remove | Alert Edit | Reply | Reply With Quote | Top
SuperDave (14 posts)
Jul-21-01, 01:50 PM (EST) 5. "RE: Solutions to make the switches work!" Hi again Robert,I was just about to get back with you, but see you solved part of your Reverse Point problems. I ran a quick experiment at the Kalspell "Wye" and was able to get my engine to do a "turn-around". I came straight out of Siding-8; stopped just before the grade crossing; backed into the "Wye" branch with multiple sidings (can't remember the siding number); then pulled forward (returning) into Siding-8.One of my suggestions to you was to check the distance of your Reverse Points (which it looks like you discovered).The other suggestion is to keep in mind you can only do this "turn-around", ONCE (unless you "stack" up multiple turn-arounds in the Path Editor). So you have to plan your activity design around this limitation. It's a pain, but that's the only solution I've discovered; at least until they update the routes with all manual switches.NOTE: There is one "Wye" I do remember that has ALL manual switches. I think it's at "Red Eagle". You could verify this, even in explore by looking for the "manual" switch lever graphic next to each switch (don't confuse Mile Posts for the lever). If you're wanting to design an activity with lots of "Wye" moves, it would be best to do your work at that "Wye".Interesting little bug you've found at the "Balloon Loop" (I've not been there, yet). Wonder if it's some kind of "tongue-in-cheek" joke based upon "Flying Cows" ....Oh Well ... Happy Railroading, Dave Remove | Alert Edit | Reply | Reply With Quote | Top
tomkrist (9 posts)
Jul-23-01, 06:00 AM (EST) 6. "RE: Solutions to make the switches work!" Another thing: When you use the reversepoint and use automatic switch, the dispatcher work very fine. Others AI train will get light from the dispatcher, when you do take a revere point, which mean you either must wait(if one track) until the AI train arrives. I have made a example in Transport in Maria. There, the train is waiting for you to arrive until you delivery some cars at West Columbia Falls, siding 3. The AI trains starts to move from White Fishing when you reverese at this point(you get a red light there). You use maybe 3 minits to delivery the cars, and when you are heading back, you have to wait maybe 30/60 sec until the AI train arrives. However, people has complained about problems with this train, that the train is there already when they arrive. I have tested this 20 times, and never got this to happening, but maybe they use to much time before they arrive? Or maybe they use manually switches, so that the ai trains starts to soon? Any suggestions?T.K
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