I don’t think that is an error in the Brennerbahn. To my recollection the spawnpoints just weren’t correctly set to spawn freight trains.
Beiträge von Kim_olesen1
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I’ll experiment with that.
What solves the problem for now is deleting an Ai train 30km down the route.The dispatcher code is a fragile thing... I’ve had it happen exactly as this in Kö-Ko. Except there was no solution at all.
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The train changes from the mainline to the tracks where the gegenverkehr comes. This happens dispite having routed the train via the right destinations. The dispatcher simply ignores the route i’ve set for the train. The “via” checkbox is checked.
I’ve illustrated how the dispatcher sets the switches. The player train is routed via the the destination. (It is the Gotthardbahn so the trains are driving in their respective left sides)
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Faido - Bellinzona real drive. We are in betatest of the two realdrives i’ve posted videos of. It wont be long untill release.
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I am making a Quick Drive for the Gotthardbahn with lots of AI traffic both as Gegenverkehr and in front of the player train (to generate red signals). But the dispatcher has one switch that is wrong and the player train can’t go any further.
My question: Is there any way to take over control of a switch from the dispatcher in a quick drive.
I’ve only ever had that happen in two other routes. HH-Lü northbound. And that was because there is a “hole in the electrification”.
KÖ-KO northbound. I never found out what the problem was there. -
Some of the best work on rockfaces i’ve ever seen in TS apart from Freiburg Basel.
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If you, will you share it with me, i have a couple of cases where it would come in handy in my realdrives.
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We don’t know how Rivet Games responds to bug reports. That remains to be seen.
I submitted a bugreport regarding the brakeforce and one of the signal problems that @TheMawiLP talked about.
But i asked beforehand if bug reports were welcome and the answer to that was a pretty clear yes.
EDIT: The train brake seems to work if you start by cycling through the different brake modes.
The Kombihebel just does not brake much at all even when in emergency setting. -
Wow. Even with train brakes on emergency the re460 intercity train rolls slowly downhill!
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Danke alle. Es funktioniert

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OT:
Just letting you know that it is fine to answer my posts in German (this is a German forum after all). I only write in english out of respect for the german language, since i am not very articulate when speaking german. Reading it is fine.
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I don’t think i’ll ever dare to go into the loco scripts and change things. But ofcourse, with a backup i can try.
Let me know if it helps.
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I don’t know the solution to the problem at hand, but generally i think it is a goid idea to always start with the path of the player train. Set that. Save. Test the scenario and then do AI traffic afterwards.
That way you wont waste hours of work if the dispatcher code throws a fit.
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@TheMawiLP
Thanks. The brakeforce being too low is a real problem when stopping at platforms. There is close to no brakeforce below 50km/h -
Thanks folks. After figuring out how to make preload consists i’ve made over 200 and it’d be nice to organize them in subfolders. And specially if i want to export some of them.
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Is it just me or are the brakes in the Re460 way too weak?
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I eas thinking along the lines of making subfolders in my developer folder.
Like the Kuju folder in assets. The preload folder has a subfolder called Hagen - Sieg where the preloads for the german trains are.
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A little 44 km ride.
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If i move a set of blueprints that i made for train consists from the folder they were made in, to a new folder, will the consists stop working?