[resolved, kind of] stumped with turntables, why won't turn?

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[resolved, kind of] stumped with turntables, why won't turn?

Unread postby gwgardner » Sat Nov 24, 2018 7:34 pm

I can drive an engine onto and off a turntable on my route, but can't turn the turntable.

I can drive onto the turntable even if it's not aligned.

screenshots show two different turntables; all nine turntables on my route are failing like this.

Any ideas what would cause that?
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Last edited by gwgardner on Mon Nov 26, 2018 1:20 pm, edited 3 times in total.
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Re: stumped with turntables, why won't turn?

Unread postby AmericanSteam » Sat Nov 24, 2018 8:37 pm

I believe some have stated you can not make a turntable turn in the editor. You need to save and exit,.
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Re: stumped with turntables, why won't turn?

Unread postby gwgardner » Sat Nov 24, 2018 10:33 pm

Oh, definitely tried it in a scenario. I can drive on and off it, just won't turn.
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Re: stumped with turntables, why won't turn?

Unread postby AmericanSteam » Sat Nov 24, 2018 10:56 pm

When you hover over the turntable does the switch icon appear?
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Re: stumped with turntables, why won't turn?

Unread postby gwgardner » Sat Nov 24, 2018 11:00 pm

AmericanSteam wrote:When you hover over the turntable does the switch icon appear?


no

I just created a test route, placed the same turntable, same track, everything worked ok. Cannot imagine what's different on my regular route.
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Re: stumped with turntables, why won't turn?

Unread postby GreatNortherner » Mon Nov 26, 2018 9:34 am

Hi Gary,

Being able to drive onto the turntable from any connected no track, no matter if its correctly aligned or not, is I think correct behavior for RW turntables (if you look at it in 2d map view, you'll see that it consists of half as many tracks as it has exits).

Not being able to use it in Play mode is something I've never seen before though. Are you building your route with the 32 bit game exe? There's a critical bug in the 64 bit RW exe that can cause a route's tracks.bin and/or tiles to get fried when saving after editing the tracks. Maybe this also affects turntables (just guessing).

Cheers
Michael
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Re: stumped with turntables, why won't turn?

Unread postby gwgardner » Mon Nov 26, 2018 10:51 am

GreatNortherner wrote:Hi Gary,


Not being able to use it in Play mode is something I've never seen before though. Are you building your route with the 32 bit game exe? There's a critical bug in the 64 bit RW exe that can cause a route's tracks.bin and/or tiles to get fried when saving after editing the tracks. Maybe this also affects turntables (just guessing).

Cheers
Michael


I started the route and have done 95% of the work with 32-bit, but in the last month have used 64-bit.

Turntables and connecting track that I placed a couple of years ago are not working. Since the problem is route-wide, but not with other routes, it has to be something unique to this one route. At this point, having spent hours trying different things, I've shelved it and will await some hoped-for 1) fix that someone like you come up with!!, or 2) a fix from DTG.

Thanks for your response.
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Re: [resolved, kind of] stumped with turntables, why won't turn?

Unread postby gwgardner » Mon Nov 26, 2018 1:25 pm

Following up on Michael Stephan's post here, I installed a pre-64bit TS version of my route. All the turntables worked ok.

Hope DTG resolves this. I'd hate to release Fort Worth 1925 with nine static turntables. I'm way too far scenicking since the release of 64bit to allow me to revert to that old version.

Anyway, thanks again Michael for the insight.
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Re: [resolved, kind of] stumped with turntables, why won't turn?

Unread postby gwgardner » Tue Nov 27, 2018 11:00 am

Today I realize that signalling no longer works either. All my signals over the whole route are now dead. I tested them all long ago, worked fine.
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Re: [resolved, kind of] stumped with turntables, why won't turn?

Unread postby GreatNortherner » Tue Nov 27, 2018 4:43 pm

gwgardner wrote:Today I realize that signalling no longer works either. All my signals over the whole route are now dead. I tested them all long ago, worked fine.


This is consistent with what others have reported:
https://forums.dovetailgames.com/thread ... post-53473

Do you have route backups that consist of the whole route's folder and go back until before the 64 bit TS went life? I think a safe way to resurrect your track work would be to take one of those old backups and extract its tracks.bin and the entire Track Tiles folder (and nothing else) from it and put them into your working copy of the route. That way you can keep all your scenery edits you have done since then but should be able to reinstate a non-broken version of the tracks.

Cheers
Michael
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Re: [resolved, kind of] stumped with turntables, why won't turn?

Unread postby gwgardner » Tue Nov 27, 2018 5:20 pm

GreatNortherner wrote:
gwgardner wrote:Today I realize that signalling no longer works either. All my signals over the whole route are now dead. I tested them all long ago, worked fine.


This is consistent with what others have reported:
https://forums.dovetailgames.com/thread ... post-53473

Do you have route backups that consist of the whole route's folder and go back until before the 64 bit TS went life? I think a safe way to resurrect your track work would be to take one of those old backups and extract its tracks.bin and the entire Track Tiles folder (and nothing else) from it and put them into your working copy of the route. That way you can keep all your scenery edits you have done since then but should be able to reinstate a non-broken version of the tracks.

Cheers
Michael


I can try that. Thanks.

Would mean I must use the 32-bit TS from now on (until 64-bit is fixed)? Could I use 64bit when creating and playing scenarios?

[later]

I thank you, and the T&P yard crew thank you! That worked for both the turntables and signals. I did run with 64-bit, but will make sure to edit only with 32bit for the time being.

Note your many assets in the screenshots.
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