Assemble Train function doesn't work in OR (X3447, 3DTS Tehachapi Pass II, 3DTS_TEH2_2-L_BK_BK_1-05 [Part 1])
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Open Rails |
New
|
Undecided
|
Unassigned |
Bug Description
In the Tehachapi Pass route by 3DTrainStuff, there is an activity which requires the player to assemble a train on UP Yard 1. In MSTS, this would require that the cars are not only on the specified track, but that they are in the specified order. The activity would then complete.
In OpenRails, the program doesn't appear to recognize when a train has been assembled on the correct track. It recognizes pickups and drop-offs with no problem, but doesn't appear to know when a train is assembled in the correct order or on the correct track.
I have been using OpenRails for several months, but have not come across this issue previously. The main reason for this is that I have not attempted any activities that require the "Assemble a train" as part of the work order.
Is this function enabled and supported by OpenRails? It doesn't cause a crash, but it doesn't cause the activity to complete either. Nothing at all happens.
Thanks,
--James Bradley, Jr.
summary: |
- Assemble Train function doesn't work in OR + Assemble Train function doesn't work in OR (X3447, 3DTS Tehachapi Pass + II, 3DTS_TEH2_2-L_BK_BK_1-05 [Part 1]) |
This bug can be cancelled. I found the problem, or rather, series of problems--most of which are not OR related.
1)The way the activity is built, the player locomotives are not considered part of the "Assemble Train" event, and thus must be uncoupled from the train in order for the event to trigger. The briefing mentions nothing about uncoupling from the train. It only states to "move forward after assembling your train". This is an activity issue, and not an OR issue.
2)The "Activity Complete" point is beyond the end of the player train's path. The player can not reach the "Activity Complete" point without first switching to manual mode. Any player attempting to reach the completion point in auto mode will put the train into emergency. This is both an OR and an activity issue. OR did not exist when the activity was written, and MSTS did not require a player to switch between manual and auto modes. The activity writer could not have anticipated that a completion point beyond the player train's path would cause any issues. OR should be able to recognize that the completion point is beyond the end point of the player train's path and compensate accordingly by extending the player train's path to the completion point.
--James