Gameplay New Timetable Caused Player To Spawn In Random Stations Instead Of Services.

Discussion in 'PC Editor Discussion' started by The7Train, Feb 24, 2024.

  1. The7Train

    The7Train Active Member

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    Hi all,

    I recently made a mod for the Harlem Line that has more services. I simulated the timetable and everything properly finished, however when I load up a service from the front end menu, it randomly spawns me at a random station along the line instead of the train, with a “LOAD PASSENGERS” objective on the top left. I’ve tried several services and they all do the same thing with spawning me at random stations along the line instead of the train itself.

    [​IMG]

    [​IMG]

    I should also mention that the duration times for some of the services are out of wack, saying it ales 5 hours to complete, but the playback shows it finishing in 44 minutes.

    any ideas?
     
  2. CFTFC

    CFTFC Active Member

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    I had the same issue with randomly spawning trying to start a service. Check your start service time starts on a full minute (no seconds). Just looking at your image does your service start at 08:11:05 cause if it does I suspect in the menu the start time is 08:11. If so when the game starts at 08:11 the service hasn't started and it throws a fit.
     
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  3. CFTFC

    CFTFC Active Member

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    If the above doesn't fix the problem also look at this for the possible reason.
     
  4. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Do any layers have spaces in their names - remove them if so.

    Spawning on foot means that fundamentally the train is NOT in the right place at spawn time, so it just picks a random spawn on foot location - check the end of the log and make sure that there are no "service x ends after service y begins" warnings - those will all spawn on foot 100% of the time.

    Make sure the data tracks are being written and have data in them.

    Matt.
     
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  5. The7Train

    The7Train Active Member

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    Thanks Matt, will try this method.

    What about the spawning on foot glitch where it uses the default timetable instead of the new one?
     
  6. classthrash#2930

    classthrash#2930 Member

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    This happens when the timetable is not aligned correctly, if you are taking over an AI service, make sure your drivable service start time is at least 1 min after the AI arrival, otherwise you will not be able to drive the service , keep changing the player start time later and make sure the AI arrival times are using SIMULATED time , so you can see what time the incoming AI service arrives at, I had exactly the same issue, lost count of how many times it took me to sort it, good luck!!!
     
  7. bassv#9864

    bassv#9864 Member

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    I have the same problem. Is there a fix for this?
     
  8. classthrash#2930

    classthrash#2930 Member

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    Another thing to remember is , if your timetable is , say 24hr and goes over midnight, trains starting time for midnight isn't 00:20 for example is written 24:20 in the timetable, took me ages to figure that out !
     
  9. bassv#9864

    bassv#9864 Member

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    Good to know, but for now every service I spawn into, places me at a random spawnpoint on the map with the first instruction of the service in the left corner (go to or unlock doors etc). The service itself however is nowhere to be seen on the map (hence why I get spawned at a random place).

    Also every other service that should be running somewhere on the map isn't there... I'm scratching my head for multiple days now and have no clue what the problem can be.

    Simulating the timetable works fine, I have the datatracks of all the layers after simulation. Playback in the editor also works and I can see all my trains running.

    Cooking finishes ok without errors. But in-game spawning in at a random time in the timetable no trains are visible or running, except the static consists. After a while trains do start to leave portals like they should according to the timetable.

    I just don't get what's going wrong here...
     
  10. classthrash#2930

    classthrash#2930 Member

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    Ok here goes , AI_exit train is Blue (no drivable and omitted from timetable, spawns with driver and guard ,,,,portal exit ticked) your flow you be like this.........formation ----- AI service ---- exit portal---- stop at location ------ End service ---- player service ---- load --- goto next location.
    Make sure ALL nodes have simulated arrival times ticked (not rounded) and then ensure the player train start time is a few minutes after the AI arrival and of course if it handing over to an AI driver at the other end , reverse the process, Player ......stop at location...load./unload .....end service......start AI.....drive to portal..set ribbon to 1.0 for long formations and use exact stop in portal exit.



    I hope that helps
     
  11. bassv#9864

    bassv#9864 Member

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    upload_2024-4-10_11-11-14.png
    Looks like this now. Should be alright?

    I have also added the log file after simulating the timetable. Anything strange here?
     

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  12. classthrash#2930

    classthrash#2930 Member

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    Look good , except you need to know what is the stop time at the location so you can ensure the player service is after that also put at simulated time in the end so you can be sure the times are before the handover , if that makes sense, but the flow looks good
     
  13. classthrash#2930

    classthrash#2930 Member

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    Also exit time on the portal, really at every stage so you know what's happening
     
  14. classthrash#2930

    classthrash#2930 Member

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    You will have to re-simulate to get the correct timings
     
  15. bassv#9864

    bassv#9864 Member

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    The AI service ends almost 3 minutes before the player service starts. So that's not the problem I guess.

    I also noticed that in de playback editor every service that starts shoots first along the designated path at rocket speed on the map before spawning in again and driving at "normal" playback speed. What could this mean? I'm out of ideas almost and about to give up.

    SOLUTION: I've simulated the whole timetable so NO services where running anymore at the end of the simulation. That seems to have done the trick: I can now spawn into the services.
     
    Last edited: Apr 10, 2024
  16. mkraehe#6051

    mkraehe#6051 Well-Known Member

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    That's just a weird thing that the playback view does. Doesn't mean anything.
     
  17. CFTFC

    CFTFC Active Member

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    Here is your problem (taken from your log file),

    TS2Editor: Of 53 total services...
    TS2Editor: 39 services completed
    TS2Editor: 12 services were still running
    TS2Editor: 2 services had not started

    You need to fix whatever is causing the services not to complete for it to work in game. See Matt's post regarding Diagnosing timetables.
     
  18. classthrash#2930

    classthrash#2930 Member

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    play back doesn't tell you when trains don't run, always check the "Crash Report" from the simulation and ensure that all services start and finish, any services that remain running or don't run will cause timetable instability, the playback is just a tools to point you in the right direction "ALTHOUGH I WISH SOMEONE WOULD CHANGE THE COLOUR OF THE PLAYBACK TRAINS FROM GREY!!" rant over, glad you got it sorted, i've been there and done that, i've got a very large timetable, which is still in development and i've encountered all sorts of issues. Best of Luck with yours!
     
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  19. bassv#9864

    bassv#9864 Member

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    That's good to know. Thanks!

    The reason why the services hadn't ended is because I hadn't simulated the whole timetable. I thought that wouldn't be necessary to check some things. Turns out it is necessary to run the whole timetable before you cook the mod and load it in the game. For the editor it doesn't seem necessary btw.

    Thanks for your help and thoughts. I'm just messing around with a real-life timetable but no intentions to release something. Looking forward to your content, good luck with that!
     

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