Hi all, I've been searching the forums for this but can't find the answer. While simulating the timetable, one of my services keeps getting stuck "waiting for yard dispatcher permission". I've tried to change the amount of cars, the time, etc and it still gets stuck no matter what I do. Any ideas?
Have you tried playing the service in editor? Some paths might not function correctly, even if there are seemingly valid routing options available. If it malfunctions in PIE, try using a different siding (if available) and check if it works now. If that is not the case, then another issue might be that the 'call on dependency' is not set to enter an occupied track. If you provide a screenshot of what you are trying to do (on the map) and of the details of the instructions you're using, we might be able to help you a little better.
i can’t test in PIE because if the timetable isn’t simulated, the service won’t spawn if I set the time to after it starts. I’ve tried using 4 other sidings and keep running into the same issue. I’m not currently at my computer, but if you have the new LIRR, I’m trying to have a service go from Hunterspoint Avenue to the station platforms or the sidings at Long Island City. All the switches are manual. The nodes I have are this: Load & Unload at HPA; 15 seconds -> Go to Long Island City Track 8; Stop within -> Unload at Long Island City Track 8; 15 second -> End Service. what’s weird is the first train I have going to the siding has no problem. If I remove that train, then this one starts to work, but the one after will get stuck the same way.
As you can see the move is fairly simple. The first train has no issue entering the station, and the second one gets held up waiting for yard dispatcher position.
I also keep running into this issue where it says TS2Editor: Simulation start time for service Train 2009: Ronkonkama - L.I.C is later than scheduled time. The train starts at 05:25 AM, and my sim start time is 2024.05.01-01.00.00 -0400. Any ideas?
I don't have LIRR so I can't check on my side, but I'd try to add a dependency from the last instruction of the first service to the 'stop at' instruction of the second one and enable the 'call on dependency' on that last instruction. It seems like the yard manager considers the track occupied, maybe because of the manual switches? Otherwise I have no clue... You shouldn't be bothered by these, they are there because every service actually starts a few milliseconds after the scheduled start time. The only thing that you should worry about is if a previous service ends later than the next service, delaying the start time. Matt mentioned that these are the services that make the player spawn in random locations when they are not fixed. So either make the first service end earlier by resolving delays or shift the start time of the second service until after the first service has ended.
So I've attempted to try numerous things to fix this issue and nothing fixes it. It seems to do it at random where the yard & mainline dispatcher have a standstill and won't let trains enter the yard. Can anyone take a look at my error log and see if I'm missing something? https://drive.google.com/file/d/1GK99w9EclD4FiCtQ5VAzkWsG-EG-8EJu/view?usp=sharing
I've looked at the log and there are some relevant cues: TS2AIController::LogTargetConditionStatus: [TOD] +07:37:00.000, [TargetSpeedCondition] Stop Rail Vehicle Obstruction, [Service] Deadhead, [Location] Lat: 40.74279, Lon: -73.94565, [CurrentVelocity] -0.00m/s, [OtherRailVehicle] RVM_LIRREX_M7-B_C_19, [OtherService] Train 217: Babylon - Long Island City Here it says that Deadhead can't proceed because another rail vehicle is obstructing the path. That other service being the Train 217. TS2AIController::LogTargetConditionStatus: [TOD] +07:37:00.000, [TargetSpeedCondition] Stop Waiting Yard Manager Permission, [Service] Train 2712: Long Island City - Far Rockaway, [Location] Lat: 40.74148, Lon: -73.95833, [CurrentVelocity] 0.00m/s That service again is blocked by waiting for yard manager permission. In the timetable settings is a checkbox "Auto request yard transfers". Is that checked for your timetable? What versions for dispatcher/yard manager have you selected there? I use DispatcherAIV3 and YardManagerAIV2.
I figured it out. The first train, 217, kept getting delayed and would arrive behind train 2712. 217 requested and was granted yard permission, but because 2712 was in the way, 2712 would also request yard permission and failed because the yard path is already locked by 217. I just added an extra 10 seconds to the train that was delaying 217 so it would arrive first and then fixed the whole issue
For those interested, I had a yard exit problem just now. The problem was caused by a missing signal for the yard exit. There seem to be yard tracks (in Aachen Depot) that are missing a signal in one of the directions. Manual junctions are not a problem but any automated junction 100% requires a preceding signal to set it. If such a signal as yard exit is missing, the train won't be able to leave in that direction. Forced me to relocate the train to another track that has such a signal.
I'm back with some more issues, One of my trains, Train 809, keeps getting stuck by some phantom stop signal despite having a clear path to its marker. I've tried routing it to a different track, and no matter what I do, it always either gets held by a stop signal, randomly stops in the middle of the mainline, or gets stuck behind another train. It's the only train doing this, and I can't figure it out. Perhaps someone can shine a new light on it and see what I'm missing. https://drive.google.com/file/d/1cDSa1XVwkIrqzdivHfek0LQO4iXeKZPZ/view?usp=sharing
Code: LogTSWAI: TS2AIController::LogTargetConditionStatus: [TOD] +08:46:13.800, [TargetSpeedCondition] Stop Signal, [Service] Train 809: Long Beach - Long Island City, [Location] Lat: 40.74617, Lon: -73.93709, [CurrentVelocity] -0.00m/s, [RestrictingSignal] Point_832WA This line tells that the restricting signal is Point_832WA. Have you analyzed in the playback what is behind that point? What path is shown in the route map when you select the the next instruction that causes the train to move? It shows the path that the dispatcher has found for the train. I don't have the route so I can't check in the editor myself.
it either bugs out or does this: https://cdn.discordapp.com/attachme...2f8961e7324b89a33274b114743b47462b931d8f36fe& https://cdn.discordapp.com/attachme...12684b181418ee039cbe11a8d605792875ec678eba50& (excuse the background I was watching a documentary)
Just an update with this, has anyone had dispatch beyond ticked on, but it doesn’t work and still only progresses when completing an objective?