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New Level Crossing System Coming To Other Routes?

Discussion in 'PC Discussion' started by stijn.claessens, Jan 26, 2021.

  1. stijn.claessens

    stijn.claessens Member

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    Will we have trickle down effect to older routes from the new level crossing systems? Matt already said that the lights going green when ypu close the doors would be on the way out.
     
  2. Cameron's Gaming

    Cameron's Gaming Well-Known Member

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    They said in the stream it should go onto old routes in time (it's part of Adam's remit), like departure boards, which are currently in production for a couple of the preserved routes. Given it goes hand-in-hand with a revamp of the signalling system, I imagine it'll take a lot longer for the preserved routes.
     
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  3. Monder

    Monder Well-Known Member

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    I am very interested in how this can be implemented elsewhere the way it works on SEHS. As they're connected to signals and you get green only once the gates are down, wouldn't this make you go permanently on yellows/reds on let's say Peninsula Corridor where you have extremely long distances between signals about half a million crossings?
     
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  4. Cameron's Gaming

    Cameron's Gaming Well-Known Member

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    yeah, they'd probably have to build different systems for Europe and the Americas. This implementation is only really appropriate for 2 of the 3 main types of gated level crossing in the UK, unless European crossings work the same way.
     
  5. matjamca

    matjamca Well-Known Member

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    LIRR will benefit from functional crossings as there are loads. I don’t understand the signalling on LIRR though.
     
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  6. max88183

    max88183 Member

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    I would love to see the railroad crossings in the preserved routes. I really hope that Adam and the perseveration team are able to do this after departure boards and PIS.
     
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  7. Dave Mel

    Dave Mel Well-Known Member

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    i never saw no cars or pedestrians at the level crossings, strange
     
  8. heardturkey

    heardturkey Active Member

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    Lockdown 3;)
     
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  9. Crosstie

    Crosstie Well-Known Member

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    The absence of properly functioning grade crossings on Sand Patch and other routes was explained by the "performance hit" that would result from their inclusion. Seeing the well modeled crossing on SEHS, does that mean that this "explanation" was not valid?
     
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  10. Monder

    Monder Well-Known Member

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    It was more about the performance you don't see - they were checking for the presence of trains all the time no matter how far you were. The 3D models and animation had nothing to do with it.
     
  11. CK95

    CK95 Well-Known Member

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    This could be a question for Adam tonight.
     
  12. geloxo

    geloxo Well-Known Member

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    There's no performance hit if you do things properly. You don't need to check every train position permanently, just once at the level crossing block. Once train has entered it barriers should never open until it leaves the block. So only two triggers or checkings are needed at the track block containing the level crossing and they will work for all trains and at all times during the whole day. This is the same principle of the collision detection in a buffer stop or the non electrified track sections, and we have tons of them that were never claimed to have any impact on performance.

    Cheers
     
    Last edited: Jan 26, 2021
  13. Crosstie

    Crosstie Well-Known Member

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    I get that. So how is it possible to include them in a new route and avoid the performance hit? Is there a new modeling system in place?
     
  14. Michael Newbury

    Michael Newbury Well-Known Member

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    Workable level crossing will come to other routes, but it was said not all at once. It will take a little time to get preserved content done.
     
  15. stijn.claessens

    stijn.claessens Member

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    DTG Protagonist or TrainSim-Adam because it is my birthday i will have to miss this one live. Could you give us some info on this?
     
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  16. Monder

    Monder Well-Known Member

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    This has been proposed many times in stream chats and on forums. It seems simple enough, but there might be some issue with this approach, IDK. I would think it would be the easiest way as well. "train detected at A - gates down, train left B - gates up"
    Well, the new logic seems to be pretty simple, so it should be fine performance-wise. But it probably won't solve all routes, just this one specifically, because it works like that here IRL.
     
  17. geloxo

    geloxo Well-Known Member

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    What is the difference then with the detection of any train passage on a signal to turn it red when block is occupied? Do signals also have a severe performance impact then? Indeed we have more than level crossings and it´s just the same principle what is needed for level crossings. To me that given explanation seems to be more an excuse than anything else, specially as level crossings were working perfectly in the earlier versions of game and nobody ever complained about performance hits caused by them.

    Cheers
     
  18. Crosstie

    Crosstie Well-Known Member

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    Plus, they always seemed to be perfectly workable in TS right from the beginning, or is that what you meant?
     
  19. geloxo

    geloxo Well-Known Member

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    Yeap. This is Heavy Haul (the stage before TSW1) that included only Sand Patch route:



    Once we started with the DLC party in TSW1 then some routes started to come with no barriers animation (always closed) and persistent warning lights and sounds. That was the beginning of the lazy approach till we came to the current situation where not even the warning sounds work. And now wow, we have a brand new system advertised with bells and whistles. Well... that´s life :o:D

    Anyway I´m happy to have the level crossings working well. At this point I really don´t care about what the background of all this situation is. I hope that at least AI trains use their horns when approaching them. That would be something really new.

    Cheers
     
    Last edited: Jan 26, 2021
  20. Crosstie

    Crosstie Well-Known Member

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    Interesting. Actually I meant Train Simulator but your point is well taken. I'd forgotten about Heavy Haul.
     
  21. Rudolf

    Rudolf Well-Known Member

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    Not right from the beginning. I still remember it was introduced later.
     
  22. Crosstie

    Crosstie Well-Known Member

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    Yes, I'm sure you're right, but it still begs the question as to why they were implemented in TS and HH, but not in TSW2. We were told they were too much of a "performance hit" but now suddenly they're possible. I'd like to know more.
     
  23. Anthony Pecoraro

    Anthony Pecoraro Well-Known Member

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    It
    It has to do with how the detection works. It was already described above.
     
  24. DTG Natster

    DTG Natster Community Manager Staff Member

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    Now that we have working level crossings for SEHS we know how to implement it. However as has already been stated this is no quick job, and is certainly not a priority to introduce to other routes.

    We will continue to focus on some of the more challenging problems with the preserved collection (such as the sound issues and game breaking problems) before we look at introducing working level crossings.

    By no means am I saying we won't implement it ever, I simply want to ensure a realistic timeframe you should expect.
     
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  25. saltychipz#3569

    saltychipz#3569 Well-Known Member

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    Would love working level crossings on ECW
     
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  26. Crosstie

    Crosstie Well-Known Member

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    Fair enough, I wasn't expecting any retrofitting in the existing routes in the near future, but only hoping they would be routinely included in future releases.
     

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