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Station Stop Problems on my first Pax Train Activity

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Member since Jul-11-03 · 65 posts

Problem: no actual arrival time displayed, no load/unload countdown shows, and no OK To Proceed announcement. I must be missing some step in setting this up properly.
Am trying to make my first commuter train activity for NEC4. Designated all the stations for pax pickup and AE seemed to compute the arrival times OK. But when I test run and stop at the first station I don't get an actual arrival time shown in the F10 box, no loading time countdown when I press "enter" and can't get an "OK To Proceed" announcement when I press the Tab key. As it is now, my activity is little more than an explore route with a designated path.
Am new to activity creation and assumed all this would be done automatically, but am obviously wrong. So I must be leaving out a step or two.
Question: How do you set up enroute and destination station stops for passenger train operations? Do you have to make Events for each one?
If someone could steer me in the right direction I'd be grateful.

JonBuck

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RE: Station Stop Problems on my first Pax Train Activit, buttercup, Aug-05-04, 11:27 AM, (1) RE: Station Stop Problems on my first Pax Train Activit, jdtrainman, Aug-05-04, 07:49 PM, (2) RE: Station Stop Problems on my first Pax Train Activit, jbuck36, Aug-05-04, 08:12 PM, (3) RE: Station Stop Problems on my first Pax Train Activit, buttercup, Aug-05-04, 08:37 PM, (4) RE: Station Stop Problems on my first Pax Train Activit, jbuck36, Aug-05-04, 10:13 PM, (6) RE: Station Stop Problems on my first Pax Train Activit, jbuck36, Aug-05-04, 10:52 PM, (7) RE: Station Stop Problems on my first Pax Train Activit, robertreedy, Aug-05-04, 08:43 PM, (5)

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Charter Member · 701 posts

RE: Station Stop Problems on my first Pax Train Activit

Did you check the boxes of the stations you wanted to included when you set up the service?Regards,Eric

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Member since Apr-8-03 · 1495 posts

RE: Station Stop Problems on my first Pax Train Activit

This is also a factor of the consist and where you spot the train. I've found that sometimes in test activities I've had to pass the station, back up, stop and then it works..... It has something to do with the length of the platform (the green diamonds in RouteEditor, NOT the scenery object!) and the cars in your consist.Also note that data not displayed in the F10 window may be symptomatic of having too many consists or too much equipment.JBD

Jim Duncan
Midwest Rail Group

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Member since Jul-11-03 · 65 posts

RE: Station Stop Problems on my first Pax Train Activit

Hi Eric: Yes, the stations were checked, but I have since discovered a couple of things about this situation through additional searching of the files. (I wasn't using the right key words the first time!) Didn't realize that by runnng a consist of motorized commuter cars, the sim treated it as if it was a string of engines which had no business stopping at passenger stations. By adding an un-powered car to the consist the sim suddenly recognized it as a genuine passenger train after all and the F10 schedule and "OK To Proceed" came to life. Ah Ha! Sure didn't know that. Aso found some tips and instructions on how to set up schedule times and station wait times (based on the number of passengers waiting on the platform to board) and a couple of other useful things. Seems that the auto re-calculate is another feature of MSTS that doesn't function too well, so if schedule times are important to the activity, you had better do it manually. So I was missing some critical steps after all. Believe me, if it wasn't for you and the other guys who willingly help out newbies like me, I'd have given up in frustration long ago.
Thanks for the response. (But I'm sure I'll be back with another 'beginners' question in a short while!!!)

JonBuck

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Charter Member · 701 posts

RE: Station Stop Problems on my first Pax Train Activit

If you want the motorized commuters to stop at passenger platform you can add a line the .eng file of the unit.PassengerCapacity ( n )n is the passenger capacity.I usually add the line just before the lights section. BrakeCylinderPressureForMaxBrakeBrakeForce( 64 ) IntakePoint ( 3.33 0.4 FuelDiesel ) PassengerCapacity ( 40 ) Lights ( 18
Light (
comment( Sphere of light dim )
Regards,Eric

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Member since Jul-11-03 · 65 posts

RE: Station Stop Problems on my first Pax Train Activit

Eric, thanks for the passenger capacity tip. I'll try it out on one of the old PRR MP-54 powered cars and see if I can get it to work. Otherwise I'll have to learn how to convert a powered unit into an un-powered one. At this point I don't know how to do that, though.

JonBuck

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Member since Jul-11-03 · 65 posts

RE: Station Stop Problems on my first Pax Train Activit

Eric: Yep...it worked for me. Took the MP-54 power unit and renamed the .eng, .sd & .s files (and all the requisite lines within each file) as MP-54 Car..essentially creating a new car...then added your "Passengercapacity (40)" line as you suggested. Copied the new car into the folder. Then went back into the consist, took out the one passenger car I was using to fool the sim into thinking it was a pax train and not just a string of engines, and added the MP-54 Car to the lot. Made a test run and it worked! Darndest thing!! Don't understand why it works, but it does.
Thanks for that tip. Hope someday soneone else will run into this string and save thenselves a lot of frustration!

JonBuck

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Charter Member · 1339 posts

RE: Station Stop Problems on my first Pax Train Activit

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"Aso found some tips and instructions on how to set up schedule times and station wait times (based on the number of passengers waiting on the platform to board) and a couple of other useful things. Seems that the auto re-calculate is another feature of MSTS that doesn't function too well, so if schedule times are important to the activity, you had better do it manually."One of the more interesting things I've found about this, is that once you have entered your times manually, the little devil will do its best to be on time, considering terrain and curves. Also, if you change the "MaxVelocity ( 29.05760 1.00000 )" line to be more of what it should be, it comes even that much closer. I generally use speed limit for the first number and anything above 1 for the second.
In fact, I've got to where I use the stations and F10 monitor when setting up any running between switching on freight acts. This makes the timing so much easier to come with. Then after getting it all down, simply remove the checks from the stations in the players box and no one is the wiser Saves a lot of false starts and tries.RobertR .. ADF-M&RM at http://www.adfrr.com

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