Location As Opposed To Time Based Message

Discussion in 'General Discussion' started by OldVern, Nov 7, 2024.

  1. OldVern

    OldVern Well-Known Member

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    Working on a little scenario in TSC, I know how to place “triggers” in the player train list of instructions. The problem is, they can only be set to activate at a pre defined interval in the scenario which means if the player train runs late (or early) they might not pop up when needed. For example, approaching Garve on the Kyle Line I put in a message that the player should expect to pass the Down train there and wait for the flashing blue light on the RETB board to proceed. But the only way I can insert that is via a time interval two or three minutes before arriving at Garve. So if the player runs late, the message might pop up just after Achnasheen or if they thrash the guts out of the loco and arrive early, not until they are in the station.

    I’ve studied the Wiki and cannot see any means of placing some sort of prompt to occur at a specific location, in this case passing the fixed distant on approach to Garve would be about right.

    Am I missing something obvious here with my old, dull brain?
     
  2. 70045

    70045 Active Member

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    Place a marker and put the message with that?

    John
     
  3. OldVern

    OldVern Well-Known Member

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    That’s a thought, will take a look later.

    Edit: Actually thinking about it if the route has limit of shunt or similar markers on the approach to the passing loops, a Stop At but with a minimum speed of 1 MPH on that with a success pop up message ought to suffice. Wouldn’t even need to place a scenario specific additional marker. Don’t think waypoints allow you to generate messages but if they do, even better.
     
    Last edited: Nov 7, 2024
  4. 70045

    70045 Active Member

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    Waypoints don't, correct. What you suggest is what I meant.

    John
     
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  5. 749006

    749006 Well-Known Member

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    On the ECML South L-P there is a warning in scenario that the Signal at Hitchin on the down slow may not clear and to ignore it.
    That is based on a track marker as it appears as you pass over it.
     
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  6. OldVern

    OldVern Well-Known Member

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    Thanks Peter.
     
  7. Spikee1975

    Spikee1975 Guest

    Don't forget that you may need to reload the scenario into the editor after placing a destination marker for your trigger (and please use "1mph" speed) for it to appear in the destination list.
     
  8. OldVern

    OldVern Well-Known Member

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    Done that and remember from that flawed scenario on WCML Over Shap (TSC version) where the trigger speed to pass the check was set too high for the conditions. Anyhow the scenario is currently being tested now. The only fly in the ointment is that at Kyle Of Lochalsh 1720 i the evening even with summer selected it is starting to get dark whereas in reality in Northern Scotland that time of year it is light until well after 2200.

    Edit: Lighting solved by going to CP Clear, now it's nice and bright. I also hid the message triggers from the visible task list. Now to start testing... again.

    kyle1.jpg
     
    Last edited: Nov 7, 2024
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  9. Spikee1975

    Spikee1975 Guest

    Correct northern daylight is provided when using "DynamicClouds" and a 3D weather blueprint :). It then takes the scenario date field into account (not the season as for 2D/AP weather which by design only offers four different presets per route.)

    Best to use the core 3D weather, because it works for everyone.

    Players having DynClouds active will see the 3D weather and lighting.
    Players having it turned off will either see the route's sky and weather or AP if applied without having to change anything.

    (Tunring off dynclouds does nothing more than reverting to TimeOfDay and falling back from SL_Clear to RW_Clear, SL_Cloudy to RW_Cloudy etc...)

    Can't wait to play this Vern :)

    Requirements?

    In the meantime, playing a Career scenario (A Day In The Life... swapped in the AP 37) on that route I haven't played in ages...
    2024-11-07 23_39_00-Train Simulator (x64).png
    2024-11-07 23_44_39-Train Simulator (x64).png
    2024-11-08 00_00_15-Train Simulator (x64).png

    OldVern Do you have a list or map of valid NRN zone codes? Couldn't find anything on the net, but like to set these up correctly (although irrelevant in the game)...
    2024-11-07 23_48_45-Train Simulator (x64).png
     
    Last edited by a moderator: Nov 7, 2024
  10. 749006

    749006 Well-Known Member

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    I think it was some time when they stopped using NRN on the line as it has been RETB since 1984!
    With RETB you just pick up the hand set and call the signaller

    The NRN code for Dundee was 094 and that covered to Inverness
    IMAG0069.jpg
    IMAG0070.jpg

    IMAG0071.jpg
     
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  11. OldVern

    OldVern Well-Known Member

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    Fairly straightforward...
    The Kyle route (Steam version).
    VW Peppercorn K1.
    Matrix Trains P1/P2 LMS coach pack. https://store.steampowered.com/app/...__Cream_Coach_Pack_AddOn/?snr=1_7_7_230_150_1
    Plan is to pop it on Steam Workshop once tested, provided the Matrix coaches get through the check as I believe there have been issues in the past. If not, I'll drop it on TS Community.

    The first section to Strathcarron is a bit of a crawl, albeit scenic due to the large cluster of stations and low line speed. After that it should get going a bit.
     
  12. Spikee1975

    Spikee1975 Guest

    Great, thanks!
     

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