Mid-Train Crossing Deactivation

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Re: Mid-Train Crossing Deactivation

Unread postby OldProf » Mon Mar 09, 2015 9:35 am

Deja Vu all over again.
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Re: Mid-Train Crossing Deactivation

Unread postby Unlimited » Mon Mar 09, 2015 12:28 pm

I have had this issue before awhile back. What caused mine to do it is that I adjusted the activation and deactivate distances in the script. I'm not sure, but I believe the game has a limit with cars from the front and rear of the train.
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Re: Mid-Train Crossing Deactivation

Unread postby HankySpanky » Mon Mar 09, 2015 12:41 pm

Mine does that all the time with long trains.
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Re: Mid-Train Crossing Deactivation

Unread postby JerryC » Mon Mar 09, 2015 2:40 pm

It's an old issue that has never been addressed in the core game. If your crossing activation is set for 400m out, but your train is 900m long, here is what happens:
-
- Xing activates at 400m before your train arrives.
- Zing deactivates 400m after the lead locomotive passes.
- Xing reactivates 400m before the tail of the train arrives.
- Xing deactivates after last car passes.

You have three choices. Lengthen the scripted activation time, or shorten your train.
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Re: Mid-Train Crossing Deactivation

Unread postby HankySpanky » Mon Mar 09, 2015 11:06 pm

So how does one go about editing the script? Where is it?
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Re: Mid-Train Crossing Deactivation

Unread postby JerryC » Tue Mar 10, 2015 5:00 am

It's been a long time since I messed with these. The script should be in the Kuju assets level crossing folder. The activation / deactivation times are in the first few lines of the script.
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Re: Mid-Train Crossing Deactivation

Unread postby OldProf » Tue Mar 10, 2015 9:32 am

JerryC wrote:It's an old issue that has never been addressed in the core game. If your crossing activation is set for 400m out, but your train is 900m long, here is what happens:
-
- Xing activates at 400m before your train arrives.
- Zing deactivates 400m after the lead locomotive passes.
- Xing reactivates 400m before the tail of the train arrives.
- Xing deactivates after last car passes.

You have three choices. Lengthen the scripted activation time, or shorten your train.


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Re: Mid-Train Crossing Deactivation

Unread postby HankySpanky » Tue Mar 10, 2015 1:54 pm

Would the script be the BAN file? If so, what is used to edit it? I looked at it with Notepad++ but couldn't find a readable format.
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Re: Mid-Train Crossing Deactivation

Unread postby Bananarama » Tue Mar 10, 2015 2:39 pm

A *.ban file is an animation file. The script will be a *.lua or *.out - the former you can edit using Word Pad, but the latter is encrypted and locked
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Re: Mid-Train Crossing Deactivation

Unread postby HankySpanky » Tue Mar 10, 2015 6:42 pm

Okay - got it. Thanks much. !!howdy!!
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Re: Mid-Train Crossing Deactivation

Unread postby Nitsujy12345 » Fri Apr 03, 2015 5:17 pm

(Bringing back an old topic)
So is there any way AT ALL to have the crossing activate sooner but have a long train still? I'm trying to recreate the line I live near in Railworks as accurately as possible, and NS brings in the H95 Local every morning, and it is pretty long too, but the crossings all over this line activate really close to when the train is at the crossing. I did change the LUA to activate really close but now, like you said, it deactivates really close too !*hp*!
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Re: Mid-Train Crossing Deactivation

Unread postby Unlimited » Sun Apr 05, 2015 12:12 am

Nitsujy12345 wrote:(Bringing back an old topic)
So is there any way AT ALL to have the crossing activate sooner but have a long train still? I'm trying to recreate the line I live near in Railworks as accurately as possible, and NS brings in the H95 Local every morning, and it is pretty long too, but the crossings all over this line activate really close to when the train is at the crossing. I did change the LUA to activate really close but now, like you said, it deactivates really close too !*hp*!



The only thing I could think of really is to place more links on the one track. This will see the end of the train or the front of the train at different times so the signals may stay on longer. However, depends on where your very last link is; the signal would not deactivate until it clears that distance.

So doing this would almost be impractical but it's an idea.
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Re: Mid-Train Crossing Deactivation

Unread postby trev123 » Sun Apr 05, 2015 4:23 am

Anyway who sits at a crossing watching there train going past when you should be in the cab. I have had RW/TS since 2010 and have never heard of this so today I sat at a crossing and watched my train go by and sure enough the lights went out and the barrier arms came up and the cars started crossing while the train was. Not a biggy really.
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Re: Mid-Train Crossing Deactivation

Unread postby Nitsujy12345 » Sun Apr 05, 2015 9:57 am

I play how I want to play, I drive more outside the cab. Plus some of the cabviews suck.

Placing more links will just make the crossing activate earlier anyway
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Re: Mid-Train Crossing Deactivation

Unread postby NYWhiskey » Sun Apr 05, 2015 8:46 pm

trev123 wrote:Anyway who sits at a crossing watching there train going past when you should be in the cab.


I guess that means you don't have Krellnut's beautiful sounds installed. !*hp*! !*don-know!*
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