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« Leaking » reverse points

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Member since Dec-10-03 · 43 posts

« Leaking » reverse points – image 1

Hi,While designing my latest activity (for the Sumpter Valley) , I encoutered unusual problems with my reverse points :I take always care to let enough room between the switch and my reverse point in order my consist could run in this space , open the switch and eventually turn the signal to the green (If my consist is, say, longer than a simple engine, I take measures with the 0 key while moving my consist on the planned place). I even add some extra space.For an example, say I manage a 100 yard space for a 80 yards of lenght consist. Now, when I test my activity I need a far more distance ( 50% to 100%, perhaps more in some cases ! ) before triggering the reverse point. Very annoying when there is a bumper or an other signal close. And in all the cases, the player who will download this activity will think I’m a nut to place the reverse points so far to the switches !The problem occurred in all the places I put a reverse point. I can't believe it comes from the route Any idea ?

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RE: « Leaking » reverse points, Stuz, Mar-27-04, 00:42 AM, (1) RE: « Leaking » reverse points, GaryG, Mar-27-04, 01:05 PM, (2) RE: « Leaking » reverse points, kevarc, Mar-27-04, 03:45 PM, (3) RE: « Leaking » reverse points, GaryG, Mar-28-04, 01:59 PM, (4) RE: « Leaking » reverse points, kevarc, Mar-28-04, 10:38 PM, (5) RE: « Leaking » reverse points, csantucci, Mar-29-04, 06:59 AM, (6) RE: « Leaking » reverse points, aquarius94, Mar-29-04, 07:43 AM, (7) RE: « Leaking » reverse points, goonybird, Apr-06-04, 12:56 PM, (8)

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Charter Member · 43 posts

RE: « Leaking » reverse points

I found this the other day as well. I had a situation where the reverse point worked fine but was too far away so I decided to move it in a bit. I created a dummy consist to get the length right and then reran the activity only to find that the reverse point was far too close to the switch. I dont know why this happened. I have decided to redo the path again from that point and then reinsert the reverse point. Havn't retried it yet, though.
Regards Stu

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Charter Member · 237 posts

RE: « Leaking » reverse points

HiI found a way to find where to put a RP without the need to define extra consists. When you're running the Activity, spot the train so it's clear of the switch you want the RP to control.Now, use the "0" (Zero) key to turn on the direction/lat/log helper. Use view 2 and place the view so you're looking at your train from the front and about one or two car lengths in front of it. The Lat/Lon displayed is where to put the RP.Of course, this being MSTS, your mileage may vary GaryG

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Charter Member · 6729 posts

RE: « Leaking » reverse points

And extrememly time consuming.I just play around with it till it works. I set the reverse point and use a player service the length that I need. Then I run the playback and see what happens. This is one of the few usefull things the playback can do.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« Leaking » reverse points – image 2

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Charter Member · 237 posts

RE: « Leaking » reverse points

Hi KevinThis time I think I will disagree with you.When you discover you're having RP problems, you're already running the Activity and the train is close to the right loction so it's probably faster doing what I described that defining a new consist.GaryG

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Charter Member · 6729 posts

RE: « Leaking » reverse points

If you do not have enough room in the reverse point, the train does not move. If you do, it continues on.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« Leaking » reverse points – image 3

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Charter Member · 49 posts

RE: « Leaking » reverse points

I also had this problem.
In my case I noticed that, when you change your consist running the activity (picking up and leaving cars) MSTS "looses" the exact position of your consist, and this has also consequences on MSTS checking if you have already hit the reverse point. It has also other consequences: e.g. it also happens to me that MSTS indicates on the driving aid that you're already at the signal, while there is still some space to be driven (and so eventually you are thrown out because you allegedly passed the signal with red light).Carlo Santucci

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Member since Dec-10-03 · 43 posts

RE: « Leaking » reverse points

« Leaking » reverse points – image 4

Hi,thanks for your answers. I have just realized 3 activities for the Sumpter with this little problem. All works fine anyway, in spite the player can find uncomfortable to run so far to trigger the reverse point.An other fact I could never explain is that, in some other cases, you do everything all right, and, bad luck, there is a red signal. I'ts possible to pass while getting permission, but it's not logical (TS logical ?) that signal comes red.Emmanuel

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Charter Member · 295 posts

RE: « Leaking » reverse points

« Leaking » reverse points – image 5

I've a hunch that your problem has something to do with a response I gave to somebody else's similar question at the following link: http://www.train-sim.com/dcforum/DCForumID7/2093.html#3.In your case, I suspect the extra maneuvrability thing has to do with the signals: the signals need (as though it were) a distance of about twice the length of your consist to do your trick. It's funny, I can indeed get away with what you're basically outlining when there's neither a signal immediately ahead nor behind; yet nothing but grief when the reversal area happens to be guarded by signals.Cheers,
goonybird

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