#28 Model Railway - Trainz 22 - Automated Session - End to End line with run around at both ends

แชร์
ฝัง
  • เผยแพร่เมื่อ 1 ก.ค. 2024
  • Bluewizards Trainz Mode Railway
    Today... the session. The session will be 100% automate. Trains will stop at multiple locations doing various activities hopefully being enjoyable to watch. Will I achieve this?
    There's a playlist of the whole series
    • Trainz Model Railway
    Please consider a donation. It takes allot of time and effort to make videos. Anything really helps and is very much appreciated.
    www.paypal.com/donate?hosted_...
    You can find me at various places.
    My Website
    www.bluewizard.co.uk
    My Discord
    / discord
    My Facebook Page (BluewizardPlays)
    / bluewizardplays
    My Twitter
    / bluewizardtv
    My Twitch Channel (BluewizardPlays)
    / bluewizardplays
    My music (FindTheUnknown)
    / findtheunknown
    My Instagram (bluewizard.uk)
    / bluewizard.uk
  • เกม

ความคิดเห็น • 15

  • @thierryforni379
    @thierryforni379 ปีที่แล้ว +1

    Nice map very well crafted and designed. Regarding the commands, few comments. There is no need to put an Halt after reaching a marker, since the train will stop anyway. As you found out yourself the Load command include the Unload. So there is no point to use this command unless you are reaching a terminus and you want your train to make a pause.
    Normaly the Drive to should works ok and there is no need to use the Navigate to. Navigate to is a command you should use when you want your train to reach an Industry or a station (which is also an Industry). I Noticed you are using AJS stations, then there is no need to put a marker on the track unless you want to use the command Drive Via. By doing this the train will stop precisely at the right position defined il the station properties.
    When you put markers to guide your train, use the Drive Via command instead, then the consist will not go to a halt waiting for a new command. For example when you want to couple a consist, just put a drive via before the consist.
    Talking about coupling, there is another command which is Couple at Trackmark, which is mor efficient. You d'ont have to remember and name the car you want to couple. Very convenient in yards.
    Do not put markers too close to a signal in plain tracks, unless you cant't do otherwise, it will run more smoothly. During a run around maneuver, put a Wait for 5S command before each direction change or maneuver, it will be more realistic and give some time for the AI to be prepared for the next command.

    • @bluewizard
      @bluewizard  ปีที่แล้ว

      Thanks for your message.
      The issue at the beginning might not have been to do with the drive command but when making a video you can't afford the time to deconstruct an issue for too long so it was easier to just to swap commands.
      RE: navigate to and navigate via; I saw I did this as soon as I did the editing. Not a massive issue but yes you are absolutely correct the via on various points would have been the better command.
      RE: halt; On a small number of occasions in the past not using the halt whilst using navigate the train didn't stop and so it's something I just always add in now. The load and unload are completely not necessary at a platform but are simply habit. With all of those commands it doesn't hurt to have them so I simply add them in.
      RE driving to markers and not stations. I've done this for a very long time. Infact I started doing this back when I made my first Tane series (The simple route). I found when driving to a station all trains do stop at the station but they don't always stop in the same place. This isn't really an issue if they stop somewhere on the platform but some didn't. Some parked half the train off of the platform. It worked and picked up passengers but didn't really look that good so ever since I have always driven to markers. I just prefer telling the train where to stop rather than letting the game decide. But as I say in the video you can do either and if driving to the platform works for you theres certainly no reason not to.
      RE coupling. For this line the method was okay but for in the next episode because of the design on its route is essentially going around in a circle when doing it's run-around it would never couple to the same carriage and so I do indeed use a more generic command. From memory I think I use couple near signal. It might be couple to the nearest wagon/ carriage. Can't remember... either way it works fine.
      I'm a bit further on with it now. If you watch ep 30 you see I mention I wish to fix the smoke in the tunnels. This is now done and a number of new lines added. It still feels too sparce so more is still needed. If I have time to figure it out (again if you've seen ep30 you're know why time is limited right now) I want to add a mechanism where the trains that start in the fiddle yard instead of just doing their circuit and heading back there will divert to platform 1 in the main station if it's empty. I have an idea how this might work using a trigger that swaps the trains commands but it depends if a rule exists to check if a section of track between 2 signals is clear or not and I'm not sure if it does. It would be a fun add-on if I could add this but if not it's fine.

    • @thierryforni379
      @thierryforni379 ปีที่แล้ว

      @@bluewizard RE coupling. You may use coupling to the next signal but when shunting, a signal means a switch behind and a possible error. With the track marker you are closer to the consist and nothing in between to interfere. I usually put it after the switch at the beginning of the track.
      Detection on a track section. This does exist, its part a the Enhanced Interlocking tower system developed by Pierre Guy. To watch a portion of track you isolate this portion with 2 insulator called Track Circuit Insulator at both ends and put a Track Circuit detector in the middle. The Enhanced Interlocking Tower check if a consist is occupying this section, and if so will change the path of the approaching train to another free section, usually another platform. It's also prevent trains to start if the path they are taking is already occupied or preempted by an other consist. You need to install Interlocking Tower(s) where you want to control path, near stations mostly.

  • @cyborgbadger1015
    @cyborgbadger1015 5 หลายเดือนก่อน +1

    i the gaps in the baseboasrd tiles creating a train room effect

  • @snodgers
    @snodgers 5 หลายเดือนก่อน

    runaround does not need uncouple, couple, it is built in. Drive to trackmark, runaround, drive to.... will do a simple runaround.

    • @bluewizard
      @bluewizard  5 หลายเดือนก่อน

      Runaround is an option and can be tried but it fails often when there are multiple junctions nearby. I have shown on video previously the loco simply getting lost. This is a safer solution.

  • @donaldcollins8551
    @donaldcollins8551 ปีที่แล้ว

    That coupling is a little ruff.

  • @cyberdonblue4413
    @cyberdonblue4413 ปีที่แล้ว

    When you are attempting to run round, the signal won't clear because the AI sees that you have a train in the section (in the platform.) You need a shunt or subsidiary signal to allow your loco into that 'occupied section.'

    • @bluewizard
      @bluewizard  ปีที่แล้ว

      No I don't believe thats all together true. The AI looks at the signals along the track infront of the loco in the direction the points are facing and and sets the signals accordingly. When the loco is heading away from the carriages the ai was looking towards the buffers (and the hidden track and hidden signals beyond that). Once the loco got beyond the points, stopped and its direction changed, then the ai changed the points towards the middle track and then looked at the signals heading towards the middle track and beyond. And once the loco reaches the other end of the carriages, stops and changes direction again, the ai changes the points, checks any signals and connects the loco back up to the carriages.
      The run around command didn't work at the main station but did work at the other end. Both have the same signal configuration and both have multiple platforms the loco could be sent to. At the main station it sent the loco down the completely wrong line but at the other end it didn't. Sometimes it can be a little hit or miss I find. Although I want it to look real(ish), I always think of it as a game and treat it as such when setting up a session. It's the reason I always add in the extra non needed commands to double make sure the loco does what I want it to.
      I've not heard of using a shunt signal to fix this. I presume this is what you mean that the shunt signal will help it finds the correct way. Certainly worth a play to see what the effects are. Cheers.

    • @Sharadise
      @Sharadise 5 หลายเดือนก่อน

      ​@@bluewizard I do think @cyberdonblue4413 is correct here:
      08:20
      In the first instance there is a signal between the loco and the coaches, with its face towards the loco (giving it a danger aspect). When the AI gets stuck at a red signal it flips the next switch to see if that randomly clears the signal, then it continues. Which in this case it did (but it sent the train down the wrong track). Notice how when the run around works in the second attempt 17:09 (with the individual track marks) the loco stops reversing _before_ it runs past that signal that it went past in the first instance.
      23:32
      In the second instance there is still a signal between the loco and coaches, but this time it's facing away from the loco (the AI treats it as if it isn't even there), allowing the train to approach the coaches and couple.
      I think pre T:ANE it worked differently -better- than it does now.
      And trust me when I say that I know how annoying this can get. I've made dozens of sessions for my own payware DLC routes that each use quite a lot of AI. I'd be lying if I said that it didn't make me want to pull my hair out at times.

    • @Sharadise
      @Sharadise 5 หลายเดือนก่อน

      You can use the Set Signal session rule to manually set a troublesome red signal (such as the one at 08:20 ) to clear or caution, thus allowing the train to pass it and couple.

  • @kiwi9044
    @kiwi9044 ปีที่แล้ว +1

    remove signal where the train is and it will do a around with no problems

    • @bluewizard
      @bluewizard  ปีที่แล้ว

      Don't think it was the signal stopping it at the beginning. After that I let it run mutlple circuits and it worked without issue after that.

    • @Sharadise
      @Sharadise 5 หลายเดือนก่อน

      @@bluewizard As I mentioned in my reply above, the issue was the signal.
      The reason why it worked on the circuits after, is because each of those times the loco stopped on the track mark _before that signal_ . Meaning it never passed it while reversing.
      In other words, you placed that track mark such that the loco never gets a signal (facing it) between itself and the coaches, thus allowing it to couple. This is also why the run around command worked at the other station: there was no signal between the loco and coaches (that faced the loco) to give it a red light.

    • @Sharadise
      @Sharadise 5 หลายเดือนก่อน

      And you don't even need to remove the signal. Using the Set Signal session rule to force it to display a Clear or Caution aspect works just as well.