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"red signal leaving whitefish yard"

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botz (2 posts)
Jul-30-01, 07:14 AM (EST) "red signal leaving whitefish yard" well I just got this game friday and I'm trying to make some simple activities , what I'm doing is putting together a small consist in whitefish yard so i have a few reverse points , I can pick up my cars ok but when I try to leave the yard i always get a red signal going onto the main and the dispatcher won't let me through , could it be something with my consist placement ? Alert Edit | Reply | Reply With Quote | Top
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Subject Author Message Date ID RE: red signal leaving whitefish ya... SuperDave Jul-30-01 1 RE: red signal leaving whitefish ya... botz Jul-30-01 2

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SuperDave (19 posts)
Jul-30-01, 08:08 PM (EST) 1. "RE: red signal leaving whitefish yard" Hi Botz,A couple of points about setting up your path in the yard (you say you have a few reverse points, so I'll assume you understand how to adjust the path's direction through switches) ...1) If you just want to do some switching to setup a service for departing Whitefish, you don't need to setup a complex path with lots of reverse points in the yard ...(UNLESS you're trying to access a switch that does not have manual control or you just want to let the "dispatcher" control the switches). You can set the start point (say at the West Lead Siding), then set the path to run out the east end of the Whitefish Yard (for example, just let the path run straight through Siding-2 and out to the Main Line). Try doing all your switching in the yard (using the manual switches) FIRST; then, head out of the yard ON THE SAME ROUTE AS THE PATH and you should be able to get out of the yard. Just remember, once you leave the yard, you probably can't get back in unless you set a "return" path using another reverse point on the Main Line. I've noticed that the Main Line switches seem to return to "straight-through" traffic after you pass them on your service's path.2) If you must use the Reverse Points, it's critical as to where they are positioned so that your progress through the path is "triggered". For example, if the Reverse point is too far from a switch you wish to back into, your engine may not contact the reverse point to trigger the switch to change.One thing you should also do is verify the sequence of the path points. Do do this, have the Path Editor Window active and select "Highlight". This will take you to the Start Point of your path and highlight the path segment in red. Then, repeatedly select "next" and you will see the sequence that is setup in the path (which is the expected route of your train).What may be happening (getting "red" and no clearance) is that you haven't "triggered" a Reverse Point before trying to leave.Oh (one last thought)... Did you request permission to "run the red" by selecting the TAB Key? I have encountered REDs when developing my activities and all I had to do was select TAB."SO FAR", I've determined that there are only two functions for the players path:1)get you through "Dispatcher Controlled" switches (like crossovers and junctions on the Main Line), and 2)establish signal priorities when confronting "AI" trains (and there is no exact science to the later, that I can figure ... yet).Bottom line -- you shouldn't have to set up a complex path for building your consist in the yard (if that's what you were trying to do).Hope this leads you in the right direction ... Dave Remove | Alert Edit | Reply | Reply With Quote | Top
botz (2 posts)
Jul-30-01, 09:27 PM (EST) 2. "RE: red signal leaving whitefish yard" thanks dave i think i will do the manual switching , and i think you're right about missing a reverse point as one goes with me all the way down the line Remove | Alert Edit | Reply | Reply With Quote | Top

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