Waiting points - Stop & Go - Time to stop, stay, go and
Started by edwardson6 posts4 min read
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Some days ago I was reading several posts discussing about the Waiting Points, in which some say they work, others think they don't. Some others say that it's a bug in MSTS.I made many tests and my conclusion so far is that Waiting Points were not made for traffic trains; They do work with traffic, but as the waiting time is reset to 0 every time we exit the AE, then in the simulation we see the AI train stop right there, for a couple of seconds, then it starts again. They work, but not the amount of time that we specified for it. Traffic trains stop and go, no matter the time you entered.I put a waiting point in the middle of the landscape, of 12000 seconds (that is 200 minutes) when it was 12 o'clock, and my next station was due at 12:23. I saved the path changes, recalculated my player's timetable, and it showed my next station schedule at 15:43 (200 minutes, or 12000 seconds later), the same with the other following stations. I saved the activity, and when I ran it into the simulator, the delay was scheduled as it was saved. The waiting time is always reset to 0, but it lets us change our timetable.If you read the Help file in the AE, there is a very short explanation for waiting points, and gives an example. They were made for the player service so that it can stop for a while, for example: for letting the passengers get off and take some pictures, or something like that...I hope this does make any sense...Kind regards...
RE: Waiting points - Stop & Go - Time to stop, stay, go
Eduardo, there actually can be a use for the waiting point in the Sim. I think it was Rich Garber that came up with the idea. I had an activity where an opposing AI train had to stop to transfer an ill passenger to the player train and this worked out pretty well if you use your imagination. By placing multiple waiting points extremely close together you can almost simulate the train stopping for a short period of time. There is some movement, but it's about the best that can be done under the circumstances. You can also do the same thing to keep an AI from disappearing at the end of a path where the normal means won't work. Depends on how much you are willing to stretch reality RobertR .. ADF-M&RM at http://www.adfrr.com
RE: Waiting points - Stop & Go - Time to stop, stay, go
Yes, I noticed that!Right yesterday, I put a waiting point close before the beginning of the platform. The AI train came, stopped at the waiting point, but not the time specified at the waiting point (now reset to 0), but the time related to the platform, (by its number of passengers, about 3 min & 20 sec), then the train started and left the station. The point is that it stopped to pick up passengers where the waiting point was, and not where the trains normally stop at a platform. So I wondered why it didn't stop where it used to, and now give me the answer!Thanks Eric...
RE: Waiting points - Stop & Go - Time to stop, stay, go
There is another trick you can do with them, but you will have to wait and see what it is, my team is working on something.Kevin Arceneaux DEFAULT IS FOR DUMMIES Cry havoc and Let slip the dogs of war. It's fun being CRAZY!!!!! Lone Wolf Activities Forum and Activity Packs are on www.3DTrains.com
RE: Waiting points - Stop & Go - Time to stop, stay, go
One way to use waiting points:When you do switching with manual switches, you do not necessarily have a path for every move back and forth. If the switching is along the line, you can place a waiting point where the switching is, and thus simulate the time used for switching. Thus, when you run the activity in AE, you get a more accurate timing for meeting AI trains after the switching.