Notice to all visitors and members of the Train-Sim.Com message forums: If you plan on using a signature banner in your posts, we would like to remind you that there is a maximum size for banners. That maximum is 450 pixels wide by 120 pixels high, and not to exceed 25k. Your compliance is appreciated. FORUM RULES Problems? There are two common reasons for problems with logging in and posting messages. The first is that you are running a firewall that prevents your messages from being sent to the server. The other is that you have cookies disabled; the DCForum software requires cookies to work properly.
inthe port ogden route it has open activities i was wondering how this is done im creating a very complex route and id like to have this feature on the route P.S. if any one is wondering what this route is its a fictionous route that ive been working on for aboute a year and so far has over 200+ miles of track beutifull scenery and all kinds of terrain
"open ended" AKA "freestyle" activities can be done on any route, depending on (A) how much freedom of choice you want the player to have, (B) whether you want to include AI traffic, and how complex that is, and (C) how the signals are set up.#3 post in this thread;http://www.train-sim.com/dcforum/DCForumID7/2240.htmlDescribes 3 types of routes designed for freestyle activities, type 1 has no signals, no AI traffic, and only manual switches. Type 2 has a parallel AI traffic route that never intersects the player route, so while the player goes where he wants on the main route the AI trains will be seen, but there's no interaction.Type 3 is the PO&N from version 5 on, that's rather complicated since you need (A) A player-only route with manual switches and only permissive signals, (B) an AI route with only absolute signals, and (C) junctions between the AI route and the player route with automatic switches, and permissive signals for the player combined with some type of distant switch indicator to let the player see which way the exit switch is set, and absolute signals for the AI train route. The only way I've been able to make that work is to connect the different sections of the player route to the automatic switches by the straight track (since automatic switches reset to straight when there's no path thru them, IE after the AI train has passed and before the next AI train comes along), and the AI route is connected to the curve.http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=3909&forum=DCForumID6&archive=yesThere's the tutorial for how to place and connect the signals, the signals are different for version 9 but the principle is still the same.