container crane

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container crane

Unread postby gonarch » Sat Jul 20, 2013 9:44 am

in castle rock route there is a container crane... does that work at all with any of the X2K wellcars?

i tried with a 'refuel' instruction set to that transfer point (seven i think) and the timetable editor accepted it, but running the scenario nothing happens and as result if fails that step with an X on F1... i tried to unload and the command displayed was 'Unload a container'
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Re: container crane

Unread postby OldProf » Sun Jul 21, 2013 3:27 pm

gonarch wrote:in castle rock route there is a container crane... does that work at all with any of the X2K wellcars?

i tried with a 'refuel' instruction set to that transfer point (seven i think) and the timetable editor accepted it, but running the scenario nothing happens and as result if fails that step with an X on F1... i tried to unload and the command displayed was 'Unload a container'


That type of container crane can be found in numerous routes. It should work with any container car. In far too many routes, the crane object is not placed correctly. For more information about that, see my thread on the subject: http://railworksamerica.com/forum/viewtopic.php?f=29&t=7126&hilit=container+crane. Furthermore, in order to function properly, a container crane must be located adjacent to a siding or destination marker, but many are not.

If you specify the numerical/verbal designation of the container crane you're trying to work with and describe its location, I'll be happy to take a look at it.
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Re: container crane

Unread postby gonarch » Mon Jul 22, 2013 3:02 pm

@Old Prof: did check the post you refer to and yes makes perfect sense... the crane i refer to is in Castle Rock intermodal yard (very north-east of the route i think) at lat 39.3939 long -104.8588 and it named Transfer7 and the blue 3D frame is located on a siding (yellow); perhaps i try with wrong vehicle as i try with the X2 wellcar (the referenced post images show a different car and i have been unable to find that type of car on my list of vehicle at this point anyway)
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Re: container crane

Unread postby OldProf » Tue Jul 23, 2013 4:07 pm

The information you provided made finding Transfer 7 easy. This is, as you noted, a correctly positioned loader and the route creator even placed some loads at its pick-up point, so that containers to be loaded don't appear out of thin air. I set up a new Standard scenario there to test the loader:

Image

Next, I placed an engine and three container cars (Container x2 Stack Gold 01) near the loader. After opening the Editor dialog box, I designated the engine as the player and added three loading instructions, one for each car:

Image

After assigning a final destination to the engine, I tested the scenario. The wagons loaded as intended. What I can't figure out is why the loader didn't work for you. Perhaps after looking at this post you'll figure it out? If not, don't hesitate to ask more questions.
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Re: container crane

Unread postby gonarch » Sat Jul 27, 2013 6:59 am

@OldProff: much obliged... 1) i will repeat for myself the test you have done 2) you have a transfer for each car and not the entire consist and that could be my problem -- i assume the transfer instruction is the little fuel pump (as per manual) and i will configured it for one car only

i'll let' ya know how things turns out... thx
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Re: container crane

Unread postby gonarch » Sat Jul 27, 2013 7:04 am

i forgot... 3) actually i was trying to unload instead of load, so i will try both per your guidance one car per instruction...
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Re: container crane

Unread postby OldProf » Sat Jul 27, 2013 9:23 am

gonarch wrote:i forgot... 3) actually i was trying to unload instead of load, so i will try both per your guidance one car per instruction...


In most cases, that same instruction automatically loads an empty car and unloads a full one, but supposedly pressing <T> loads and pressing <shift> + <T> unloads. Some scenario writers prefer to insert only one loading/unloading instruction despite the number of cars to be handled; others, like me, prefer one instruction per car: both seem to work equally well, so it seems to be just a question of style.

I'm eager to see whether TS2014 brings any changes to the editor ... or at least an updated manual.
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Re: container crane

Unread postby Chacal » Sat Jul 27, 2013 9:20 pm

Well it's not just a question of style.
There is nothing in the game less boring than loading a long string of cars.
By using one instruction per car, the player HAS to suffer through it all.
By using only one or two instructions, it becomes optional.
So if you don't want to bore your player, please limit the number of loading instructions.
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Re: container crane

Unread postby OldProf » Sun Jul 28, 2013 10:07 am

Chacal wrote:Well it's not just a question of style.
There is nothing in the game less boring than loading a long string of cars.
By using one instruction per car, the player HAS to suffer through it all.
By using only one or two instructions, it becomes optional.
So if you don't want to bore your player, please limit the number of loading instructions.


One man's bore is another man's gravy: I find passenger scenarios boring because to me they consist of just one station stop after another (okay, and because I'm not good at maintaining a schedule).

Some of us find loading and unloading worthwhile tasks, because we enjoy simulating freight operations. The engineer of a real train cannot decide to load just one of a rack of 10 container cars any more than the engineer of a passenger train can decide to skip all stops but one. In fact, I wish that more types of loaders were available from RSC (3rd-party items aren't of much use if one's goal is to distribute scenarios through Steam Workshop).
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Re: container crane

Unread postby Chacal » Sun Jul 28, 2013 12:51 pm

Old Prof wrote:The engineer of a real train cannot decide to load just one of a rack of 10 container cars any more than the engineer of a passenger train can decide to skip all stops but one.


You have a point here.
On the other hand, I wonder if loading/unloading is performed by road engineers or by dedicated crews with yard switchers?
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Re: container crane

Unread postby OldProf » Mon Jul 29, 2013 11:55 am

Chacal wrote:You have a point here.
On the other hand, I wonder if loading/unloading is performed by road engineers or by dedicated crews with yard switchers?


That's beyond my knowledge level, but I thought of another reason why loading isn't boring: it takes some driving skill -- balancing acceleration and brakes -- to position each car precisely, by which I mean actually centered on the loader, so the container doesn't drop off-center and then awkwardly and very unrealistically "scooch" into place. Of course, after 10 cars or so ... *!rolleyes!*

{I looked for a yawning smiley, unsuccessfully.
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Re: container crane

Unread postby gonarch » Wed Jul 31, 2013 6:22 am

ok several things here:

- by personal preference i prefer freight operations, and in our context simulations, than passenger routes, for same reasons as mentioned by all of us here in this conversation... so in light of that i side on one instruction per vehicle load/unload

- yes yard ops are done with switchers and dedicated crews, however that does not mean it is a constrain... i am working on (when i have some free moments) a scenario with yard activities done by switchers together with a line run and the engineer will actually drive both a switcher and a regular loco as appropriate to the particular task... it is tricky to do with this tool, but there is a way to work sufficiently enough around the limitation...

- i reproduce the test and it worked, but loading only... ok now i did not know about the shift-T so perhaps that is my problem... i shall try once more... if the shift-T works ah that will allow me then to improve my realism... thank you so much... i'll be in touch... (i dont think shift-T is known by users so i will say so in my instructions)
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Re: container crane

Unread postby Chacal » Wed Jul 31, 2013 5:00 pm

Old Prof wrote: Of course, after 10 cars or so ... *!rolleyes!*

{I looked for a yawning smiley, unsuccessfully.


Precisely.
Also having 10 loading instructions in the task list makes it cluttered.
I favor putting only one loading instruction, but writing a message that says "Load the 10 hoppers".
So the player can load them all or move along when he's bored.
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Re: container crane

Unread postby gonarch » Sat Aug 03, 2013 6:42 am

ok here is a summary of things -- perhaps this post and conversation will help someone in the future...

- i have replicate the tests described with success

- however (and i have version 2013 the latest i guess) my load instruction does not allow me to select a car, only the transfer point

- but each load (unload) instruction will complete or fail after one car has been processed

- finally the Shift-T initiates an unload yes -- but this command is nowhere in my documentation, and the T intiates only load (contrary to what the docs says)

hope this helps...
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Re: container crane

Unread postby OldProf » Sat Aug 03, 2013 9:54 am

gonarch wrote:ok here is a summary of things -- perhaps this post and conversation will help someone in the future...

- i have replicate the tests described with success

- however (and i have version 2013 the latest i guess) my load instruction does not allow me to select a car, only the transfer point

- but each load (unload) instruction will complete or fail after one car has been processed

- finally the Shift-T initiates an unload yes -- but this command is nowhere in my documentation, and the T intiates only load (contrary to what the docs says)

hope this helps...


Just a few quick comments: the "Pick Up Fuel or Freight" scenario instruction (its official name in the RW Timetable View Manual) has never allowed selection of a car, just the fuel or loading point to be used. Yes, each instruction covers a single car, just as each "Stop At" instruction covers a single stop (or Go Via). Since you have apparently not bothered to read the RW Timetable View Manual, here is the section about this instruction:

4.2.3 Pick Up Fuel or Freight
The Pick Up Fuel or Freight instruction is used in conjunction with transfer points in a route. A transfer point is any location where freight or fuel can be added or removed from the player service. Examples in RailWorks include, but are not limited to:

· Diesel Pump
· Water Column
· Container Crane
· Coal Loader
· Coal Unloader

These transfer points show on the 2D map as blue circle with an image of a diesel pump, with the unique name of the transfer point also displayed.

To set up a Pick Up Fuel or Freight instruction you open the instruction properties by clicking the icon in the instruction list. When using the Set Destination icon, the destination in this instance is the transfer point itself.

The Pick Up Fuel or Freight instruction will succeed if the player lines up the relevant part of his train to the transfer point and activates the transfer point by pressing the T key. Once loading is complete the text in the success field will be displayed and the instruction will be classed as success.

The instruction can fail if the player fails to stop at the transfer point, overshoots or moves during the transfer process. In this case the failure text will be displayed and the instruction will count as a failure towards completion of the scenario and the next instruction will become active.
Note: Transfer points must be located on a marker (destination, platform or siding) for the transfer point to be valid.


For future reference, I hope you realize that this entire discussion could have been avoided had you simply read the relevant manual.
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