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Finding locations in a route

Unread postPosted: Mon Apr 02, 2012 7:30 am
by LionelDave
I haven't found a way to do this yet.

But I seem to spend a lot of time trying to find where I'm suppose to drive my train in a scenario. for example where is "Aux 1" and I need to go by "D4" after I pass the wood chip loader. (It seems like the larger the route the harder it is to find these locations)

It takes forever scrolling through the 2D map to find the locations and then the scenario timing is way off.

I'm beginning to think a hard copy of the route would solve the problem but don't know how to make one.

Any ideas or suggestion on how I should handle this problem?
Dave

Re: Finding locations in a route

Unread postPosted: Mon Apr 02, 2012 9:21 am
by OldProf
Something I've learned to do in similar situations is to open the 2D map and then press <ESC> to pause the action. I can then use the mouse wheel to zoom the map in and out while I hunt for that teeny-tiny marker I'm supposed to drive to or via. The selection menu squats in the middle of the map, partially blocking the view, but I've learned to work around that as follows: place the mouse cursor in the middle of the map and zoom out slightly, then find a place you want to examine more closely, place the mouse cursor near it, but slightly toward the center, and zoom in slightly. This takes some patience and practice, but it works and helps avoid the ticking clock you mentioned.

This kind of searching usually isn't necessary in passenger scenarios, since your train will be moving forward 95% or more of the time, but freight scenarios are a different story and I prefer those. The scenario that takes place in the huge yard on the Cologne-Dusseldorf route gets my award for most time spent searching for destinations, by the way.

Happy hunting,

Re: Finding locations in a route

Unread postPosted: Mon Apr 02, 2012 10:45 am
by arizonachris
Wow, Tom, I have been trying forever to pause the sim while looking at that (expletive) map. I'm gonna give that a try! *!!thnx!!* (otherwise I usually run into, or past something)

Re: Finding locations in a route

Unread postPosted: Mon Apr 02, 2012 7:30 pm
by LionelDave
Thanks for the information It will help but as you say it's a little trickey to use.

Dave

Re: Finding locations in a route

Unread postPosted: Mon Apr 02, 2012 9:27 pm
by Chacal
The F4 hud tells you the distance to the next destination, you can use that as a guide for finding it.

Re: Finding locations in a route

Unread postPosted: Mon Apr 02, 2012 10:33 pm
by Machinist
Chacal wrote:The F4 hud tells you the distance to the next destination, you can use that as a guide for finding it.

Sometimes, only if the marker is straight forward (or backward) and the path is already set till the marker: moving at least 0.1 you can notice if you are closer (or not) to the marker. However if the marker is not yet on your path, for example, the marker is parallel to your current position (on a yard, for example) or have a junction not set yet till the next marker, then you have to check at each junction if you are approaching (or not) the marker. A pain... If a scenario makes me use more than couples minutes the map view (which is totally unrealistic, unless you are also simulating reading a map) I simply give up. Spend a lot of time on map trying to find the next "destination" is a sort of hardness that I don't appreciate.

Re: Finding locations in a route

Unread postPosted: Mon Apr 02, 2012 11:11 pm
by Chacal
It would be great if scenario writers included a simple map with distances.

Re: Finding locations in a route

Unread postPosted: Tue Apr 03, 2012 12:10 pm
by OldProf
Chacal wrote:It would be great if scenario writers included a simple map with distances.


Where and how would that map be "included"? And would distances really help? Distances to markers and signals already appear in the F4 HUD's ribbon, but sometimes the target is just out of its range. There's no easy way of judging distances on the 2D map. If you're thinking of a map included in a read-me file, that would have to be printed out and ... we're on our way to those pounds of paper required by MSTS.

What does help is a simple addition to the in-scenario instructions, such as "drive ahead" or "drive south" (the 2D map is correctly oriented, with north at the top). I try to do this, but, frankly, sometimes making the driver hunt for the marker is part of the exercise. In any case, as Machinist has already pointed out, that only helps if reaching the target does not require changing to a parallel track.

Making scenario specific markers long enough to find is also helpful. Some scenario writers seem to be competing for the "shortest possible marker" award and when the marker's label is also very short ("D1", "MW2", etc.) finding it is next to impossible.

Distance to the marker is indicated in the F4 HUD, but that must be as the crow flies and any attempt to search for a distance on the 2D map is futile.

Here's a great solution: using those flashy message boxes that now appear in some of RSC's scenarios and which can contain illustrations as well as words. So far, RSC hasn't let us ordinary mortals know how to create those. Maybe some day?

As a scenario writer, I will appreciate and evaluate all reasonable suggestions about this matter, so keep 'em coming, folks!

Re: Finding locations in a route

Unread postPosted: Tue Apr 03, 2012 3:02 pm
by arizonachris
I forgot about F6 and F7, which puts "signs" up that tell you, in the 3D world, what track numbers are as well as what rolling stock numbers are.

Re: Finding locations in a route

Unread postPosted: Tue Apr 03, 2012 3:05 pm
by Machinist
Some scenarios writers classify their scenarios level according to the to headache they provide to users find markers and/or find what to do (just say: follow task list - F1). It's an option, or a style, or a matter of courtesy, I respect all...
Since 2001 with MSTS I'm an engineer trainsimer, so my scenarios are engineer focused with means you will have a conductor aboard taking care of route, destinations, duties, signals, speeds etc. As driver you will be focused on your prime functions: accelarate, de-accelarate and stop the consist safely. Player even don't need to use any external view, neither map view, nor F4 (unless he don't have Raildriver or don't like to play with keyboard). F3 is forbiden since each scenario has up to 10 random versions varying signal aspects and minor events (like stop or not stop at certain place), as suprising factors to re-run a scenario instead repeat the same till master it (I usually play 1 or 2 times to understand instructions, and more 1-2 times untill I get about 100% on both scores at the end of scenario).
Trainz have the best windows instructions screens system: one retangular and small on the top of screen for main instructions, and one small in the bottom to secondary and fast messages/warnings. And more: both don't block driver vision of track and are time controlled: you can display say 2-3 secs for a short message like: easy (when almost coupling), go ahead, move forward, hold, wait, proceed etc.
I've already suggested (i.e., e-mailed to support) something similiar to RSC but they came with a instruction screen even larger (and jumping in the game screen) holding a totally unusefull pic of crew outside... As driver I can't understand, sincerely !*don-know!*
If the task is exclusively at a certain yard, you can display in the first message an advice to driver go to Map View and study the area before proceed, and so on... In RW is missing a tool to print track plans, otherwise scenario writer could provide a small printable map with the scenario pack.
**!!2cents!!**

Re: Finding locations in a route

Unread postPosted: Wed Apr 04, 2012 10:10 am
by OldProf
Machinist wrote: ... If the task is exclusively at a certain yard, you can display in the first message an advice to driver go to Map View and study the area before proceed, and so on...


That's an interesting possibility, provided the scenario does not include any timetabled items. I tend to avoid passenger scenarios precisely because there's no time to do anything at the start. I've tried to train myself to push the "T" key the moment the scenario finishes opening, but then I've also encountered passenger scenarios that begin with an immediate departure and by the time my loading completes I'm behind the clock. I keep meaning to experiment with having the player engine "start" 30 seconds or so after the scenario's start time, to find out whether this is possible, giving the player time to read the first instruction and, if necessary, find the first destination.

I've noticed that most scenarios seem to be based on the concept that an engineer already knows the route, but I've also seen (and written) some that treat the driver as a newcomer or novice and provide detailed driving instructions. I guess the smartest thing to do after acquiring a new route is to drive around in a free-roam scenario for familiarization, but I always want to plunge right into a standard scenario and "do some work".