Open Rails does not follow player path

Bug #1537298 reported by Kurt Byler
8
This bug affects 1 person
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Open Rails
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Bug Description

See post at http://www.trainsim.com/vbts/showthread.php?324123-Open-Rails-does-not-follow-player-path-file&p=1888896#post1888896

One of my biggest pet peeves in MSTS era activities, especially payware ones, was when the wrong train holds the main at meets. To be prototypically accurate, the train that arrives first is usually (98% of the time) the train that goes into the siding. The train that arrives first is the train that accepts the delays associated with slower speed diverging moves and lower speed limits on most sidings, because it has more time to kill. Putting the first arrival into the hole avoids delays to the second train when it doesn't have to slow down to navigate switches that are reversed. With MSTS, however, you could successfully 'rig' the acts to perform prototypically by using specialty paths with waiting points for the AI. Many people who made acts, however, including payware vendors, just didn't know how to rig the acts properly.

Revision history for this message
Carlo Santucci (carlosanit1) wrote :

Have you checked or not "Location linked passing path processing" in the experimental options? How is your player path built? Have you used passing paths for it and if yes which have you selected as passing path and which as main path for your player train?

Revision history for this message
Mervyn Burse (mervyn) wrote :

I think this is a deeper problem to do with how OR routes trains along a path. In the other activity mentioned in the original TS thread the player is third in a stream of trains, following along on yellow signals. For some reason the player is routed into sidings in places where it could be held at a red signal instead, then proceeding on the player path when the signal changes to yellow. This diversion into the siding happens when location based passing is both checked and unchecked. It is my feeling that the player train should follow the defined player path without diversions.

Revision history for this message
Carlo Santucci (carlosanit1) wrote :

If location linked passing paths are unchecked, and if the player path hasn't passing paths starting at the diverging point, as far as I know and as far as I experience OR routes the player train on the defined player path.

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