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DCForum Discussion Forum - Activity problems

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Charter Member · 172 posts

I'm working on a simple industrial switching activity for the Ohio River Railroad, and, soon after starting (before reaching the first industry to be switched) I'm getting a message that says "You did not complete this Activity" (This is not the message that I set up to be displayed when the player attempts to return to the yard without completing all of the switching, but, rather, it appears to be a message generated by something within the simulator itself). After this message appears, the activity keeps running, but the "status" column in the Work Order does not update as the cars are spotted and no further messages appear on the screen. What's going on?

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Charter Member · 172 posts

RE: Activity problems

Also, I intended to put some of my cars on a siding to run around them and push them into an industry, but the dispatcher won't give me permission past the stop signal into the siding to pick the cars up after running around them. He keeps saying "permission denied", and the activity ends when the train passes the signal. Unfortunately, there are no non-signalled sidings on the part of the route where the activity is taking place. How can I fix this?

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Charter Member · 333 posts

RE: Activity problems

Railfan,
I wish I could help you more with the complete activity msg but you'll have to give more info. do you have any location actions in the vicinity of where your getting that popup? That might be triggering it.
But I would like to comment on the following:
"After this message appears, the activity keeps running, but the "status" column in the Work Order does not update as the cars are spotted"
It has been my experience and the same with a number of others that the in-sim work order (f11) is junk! It plain doesnt work. One of the many things KUJU should have addressed in the patch, but didn't. Shows actions being completed at the end of the activity where your working in the beginning!
I stopped even accessing it. I make printable workorders. With the "action", "car(s)", and "location" listed. Works much better and is more realistic.Regards,
Denny
http://hometown.aol.com/nectrackteam/main.html
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Charter Member · 31 posts

RE: Activity problems


You may also need to be aware of this when making activities involving traffic patterns... This is from a post on the 3DTS developers forum..I hope it sheds some light for y'all...
******I've built a practice four track mainline that extends northwest from Londin for about twenty miles then at a junction a two track mainline branches off to the north. This junction is complecated to say the least not just in the real world but even moreso in MSTS. Each conjunction of track and each division of track requires a signal usually one linked to the branch or turn off and the other linked to the mainline. MSTS requires this or the AI signalman falls down and all the trains get stopped. There is a finite amount of lights you can have in any one route, I dont know what the number is...if someone waves a pot of gold at me I may be induced to go count them. In effect one part of the programme is demanding a signal at every joining and divergence of track, every junction must have a signal. Another part is saying...oh no you can't have more than this amount of lights...so sod off. I have built a junction that can handle over thirty trains an hour including crossover movements without a single train getting hung up...and that uses up the quota of signals or rather lights for that route and the entire thing is 38 miles long...with 332 miles to go. Basically until an update comes out from M$ or Kuju that's knocked that lot on the head for the time being. Even if we did signals without lights. Or does anyone know what number to twiddle to increase the amount of lights? But doesnt that make the route non viable as a commercial project... I'm using two aspect semaphore signals and I nod and smile at the single aspect lights on the Tehachapi...thats a neat ruse do they count as a single lights that change colour...pity they dont fit on a route dated 1930.***** ColzIron Fettle Rail

Iron Fettle, Wapcaplitt, Gooseflesh, Sprong, Mitigator, Cleaswold, Edwin and Dexter.

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Charter Member · 1730 posts

RE: Activity problems

Chances are you are completing something successfully and somewhere is a event that says 'complete activity successfully' with its activation level set to 1. Why this is happening is the activation level is primed and ready to go. What you have to do is set your activation level to less than 1 the number of incidents that you intend to include. So say you want to drop some cars off successfully at one track and then another. Soon as you do the first drop off if the activation level of the complete activity successfully is set to 1, then there ya go. Now if you didn't do this yourself, then check the default event. Just delete it, it won't hurt everything.There's an activity editor manual I did in the uploads. It's eons old, it's free, but it'll explain all this better than I just did. That's cause I took more time to explain it there than I did here. There's also another one I did for Abacus if you want to spend $10. It's more like a tutorial. They're both good as far as I'm concerned.On the siding problem. If you run into a siding that doesn't include manual switches unsignaled in that siding then chances are I didn't anticipate someone doing a switching manuever there. In the #9 build there will be a set of manual switches just outside of Besco in that passing siding I will add. If you are doing this some place else, where is it?Hope this helps.Rich G.

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Charter Member · 221 posts

RE: Activity problems

send what you have done to me and i'll look at it. that may be the best way i can help.SkyRat

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