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Posts
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Everything posted by jeroezie
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The train brake handle of loco EP08_013 can get stuck in the running position when being towed by another vehicle. It can happen after changing from towing the loco to being the towed locomotive (changing directions with the set of two loco's). I tried to replicate the problem with EP08_001 but that one worked fine. A custom scenario with this problem is provided. Start up the EP08_013 loco first, then drive to the ET22_664, prepare the ET22 for towing (set passive drive switch to jazda Ciagniona, activate the battery, set direct/loco brake handles s to release, set indirect/train brake handles to disabled and release the handbrake), couple up and drive. You can follow the signals, and stop behind the signal on an dead end track or when the stop pop up appears, the shunting signal in rear will clear and you can switch loco until the bug appears. With my test run (log attached), the bug appeared after departing from the Id_Tm62 signal. loco_test.zip SimRail_log_2025-01-13_23-09-27.txt
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Before the 13-12 update, the regional trains runnel was not build exept for the parts visible from the mail line. Ochota, where the player is forced to leave, was build. Also, trains could travel across the unbuild tunnel already. I don't know how much is actually built in the current game version, but considering the player despawn point, I am guessing not much has changed.
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The stuff down here won't be of any help completing the scenario, because the bug with departing from DGZ is still prevalent in my test run. I will do more testing soon. I had already typed the whole thing in, so I am sending it anyways. It seems like, a bunch of shunting routes at Dandowka have disappeared/been removed in the current game version. You could circumvent this issue by changing the signal the players train spawns at, to the SDn_T signal, where the train departs after shunting. You will have to wait for the planned departure time still, and in my trail run the bot 42948 showed up a couple minutes late (15:09) and the signal trigger needed in order to depart, is only created when bot 64948 has reached about halfway the platform. Only then you can call the signaller successfully. Manipulate the mission.lua file the following way: Look fore line 20, replace "SDn1_H" with ("TYPO -> SDN_T") CORRECT -> "SDn_T" The result should look like this: PlayerTrainset = SpawnTrainsetOnSignal("Treintje", FindSignal("SDn_T"), 36, false, true, false, true, Please let me know, if this is successful. The trick should work with all three version of the scenario.
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Can't unlock new dispatch stations.
jeroezie replied to Feleveu's topic in General Discussion [Multiplayer]
Their also was a bug, that is fixed now. -
Its because the radio splitter was added later to the EU07 then the tutorial was made. Turn on the radio equipement on the back wasof the front cabin and set the proper cabin, then it should work.
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Buy a walkie talkie type microphone
jeroezie replied to Mr_Ewann's topic in General Discussion [Multiplayer]
Compared to a fancy 200 pound one, it will probably have a better prise/quality ratio, even when it is garbage. 200 pounds for some DIY electronics, insane. -
AI signalling bugs post 13/09/2024 server side update
jeroezie replied to DazT's topic in Bug reporting [Multiplayer]
I spotted the Lazy LB Ai making dump decisions today, when handling 406xx when it arrived before an 14xx train. First train 1417 was routed via Lazy LB track 3 and then track 3 from LB to Lazy LC in order to 'overtake' train 40619, which was held at Lazy LB track 1. Later a similar thing happened to train 40621 and 1419. 40621 was held at Lazy LB track 1, 1419 was send via Lazy Lb track 3, then track 3 from LB to Lazy LC, where it continued via the slow cargo trains track number 3 to DGZ (instead of main line track 1). 19-11-2024, 1417 around 10:15 and 1419 around 11:16 in game time. -
Please check if the game has not dome something odd with the reverser handle in the unused cabin, I havd had som weird behavior when walking trough it, where the reverser/direction lever got set up in the deactivated cabin.
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Hallo all, For the scenario I am working on, I would like to have the player bring a train, lets call it train A, to a station and leave its train their to be taken over by another (bot) driver. Then, I would like a bot to bring a train (lets call it train B) to the station, where the player takes control of train B. The bot driver then should drive train A further. I have no idea for to code the switching between player and bot driver, is their someone who can help me with this? I am aware that their is an TakeoverTrainset(trainset) function, but the wiki does not explain what it does or how it should be used.
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Theire is no time limit. The 441051 is not important at all, its only a scenery train with a route that does not conflict with the players route. Afther running the locomotive around for departure towards Huta Katowice, you will have to waith until 16:04, then a pendolino towards Warsvhaw should show up. Afther that one has passed, the signaller should ask for your conformation that you are ready to depard, you should call back and your train route gets set up. Did the pendolino show up? Was their an passenger train standing still towards Katowice?
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I was trying your scenario (the easy version to be honest). When driving, some objects appeared in the line. Fallen tree, a bunch of dear. How to you get past them? I always see them late and smash in to them, causing an accident and the scenario failing because of it.