|
Post by theflyingoreo on May 4, 2017 0:28:35 GMT
Currently knocking together a few scenarios using the WTT and I've encountered a major problem.
According to the current WTT, it takes 5 minutes to get from Ealing Common to Acton Town, however in game and sticking close to the speed limit, it can be done in just over 2 minutes. Because of this snag, I've had a few issues with placing AI in the route.
Now the question is whether it can be done in 5 minutes? E.g. both flags down? Unless they go through the depot to get to Acton?
If anyone could assist, it would be appreciated.
|
|
|
Post by Eddie on May 4, 2017 9:45:23 GMT
As always with LUL WTT's the year is 2012. What you might not know from that is that there were line notices in force for that particular timetable. Speed restrictions might have been imposed because of engineering works overunning at weekends and so on. 5 minutes might also mean a long dwell at Acton Town to allow late trains to catch up with the WTT if there are delays elsewhere. I'm not a scenario builder, so I can't offer a workaround other than invent an issue that will force your train to take 5 minutes.
|
|
|
Post by theflyingoreo on May 4, 2017 10:11:01 GMT
Forgot to mention that I'm using the current WTT but thanks for the explanation.
|
|
|
Post by Jimi on May 4, 2017 13:17:28 GMT
I've created WTT-based scenarios with no problem, and maybe a little adjustment to fix issues caused by TS pathing and AI behavior. It's important to note that the 5 mins from ECM to ACT is a max duration time, such that the overall timetable can be kept to. There will be times you can run it faster, while keeping to speed limits. There will be times you're held at the outer home 'cos the pfm is occupied by an annoying Picc train, or other minor delay.Any train out of it's usual pattern and times will have some knock-on effect. This doesn't stop the scenario working, nor the train departing each station to time - assuming you drive within the allotted times. Your train will be held to stated departure time if you are early into a station, so you should always depart on time even if early arriving. I believe dwell time is also factored into the 5 mins, and given ACT has an adjacent Picc pfm, it's possible that allows for train interchange also. When creating WTT scenarios I simply put the scheduled departure time in the timetable, and/or adjust the train's percentage number to tweak the times to be correct. If the percentage is too low you will tend to have longer dwell times. And weaving other services around the player train can be problematic, and always has been. Take a look at the 2nd half scenario I put together, and you'll see I used AI trains multiple times so they appeared where/when I wanted and unless you noted the car numbers you'd not now it was the same AI train. If I'm missing your point, or you'd like to discuss further with the team please keep replying. This is a great topic for discussion.
|
|
|
Post by theflyingoreo on May 4, 2017 13:31:47 GMT
Thanks Jimi for your input.
I've tried certain things, (e.g. Pretending the line is closed and having to go through the depot, Control asking you to lower any flags for the section) to try and stretch it out a bit and they seem to have improved a bit. Tweaking the times for the arrival and departure of the AI seems to have helped too.
I shall experiment more and report back.
|
|
|
Post by Jimi on May 4, 2017 15:43:10 GMT
The section EB from ECM to ACT can fool TS into pathing through the depot, as it's a shorter path. However I put in a destination marker on the "Slow Ealing" road EB that can be used as a "via" marker and force pathing down the correct road. As I wrote elsewhere:
Every platform and siding has a marker that can be referenced in scenarios.
Additionally there are several destination markers placed for things like "limits of shunt" that may be needed as a destination as part of a scenario, such as reversing wrong-road into Lillie at West Ken. There are also specific destination markers that when used will force correct pathing in some locations. Example - just using ECM EB and the Acton Town EB Slow pfm will cause pathing through ECMDT as the path is shorter! There is a destination marker on the EB Slow road that if placed as a "go via" between ECM and ACT will cause correct pathing via the "slow Ealing" road.
Hope this helps!
|
|
|
Post by theflyingoreo on May 5, 2017 7:49:06 GMT
I think I may have overcome this.
I'll post the scenario in my other thread when I've finished with it so everyone can have a look.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jun 5, 2017 16:32:53 GMT
Is there any chance you could modify the bin files or what ever needs to be modified for the speed on the D78Stock and the BatteryLoco as I'm sure you're aware the D78 has a maximum speed of 60 MPH rather than 45 MPH and the BatteryLoco has a maximum speed of 29 MPH rather than 45 MPH. I do love the product but I would like it even more if the D78 and BatteryLoco could have more realistic speeds if possible please.
|
|
|
Post by Jimi on Jun 6, 2017 1:16:35 GMT
Given it is illegal to drive the D78 anywhere with both flags raised, it is impossible to exceed about 45mph (coasting with weak field raised), which is also the maximum speed limit on the NR sections of the line. We have based the D78 physics and control systems on a number of very detailed documents, and have taken much trouble to emulate it's performance as closely as the sim allows. All aspects - acceleration and speeds in various notches, plus the Westcode braking system modeling were tested and validated by several current and former DR Instructor/Operators who kindly acted as advisors to the team. In short, we believe the simulated performance to be very accurate but would be interested to see any information you have that would improve it.
The speed of the Battery loco is largely dependent on the number of wagons being hauled. I agree it's more likely to be driven at low speeds, however in order to haul 6 Turbots or so, it needs a certain amount of motive force. This would lead to a higher possible speed if run light loco. The TS physics engine does not allow totally detailed simulation of electric motored trains in some aspects of operation, so we have to use LUA code to simulate the effects of, for example, series and parallel switching and notching relays. Again, if you can assist us with more information we'll try to improve our physics modeling.
Thanks for your interest in the Virtual District!
|
|
|
Post by theflyingoreo on Aug 3, 2017 11:08:55 GMT
Ok, after all this time, I forgot the little letters in some of the times had meant a train arrived a certain number of minutes early at that location.
All good now!
|
|