Q137 SPAD error on build 50?

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Q137 SPAD error on build 50?

Unread postby _o_OOOO_oo-Kanawha » Sat Apr 08, 2017 1:52 pm

Now that SPAD seems implemented, I've gotten an SPAD error twice running Q137.

Running the train past the former Sandpatch tower location, with no signal is sight for at least a mile ahead, suddenly the Service ended with a SPAD error. On a re-run it happened again, this time while the train was still in the tunnel I peeked ahead using the 2D map and saw only Proceed aspects ahead of my train. A pity there is no option to keep a log file of selectable events in the game.

I'd like to hear if anybody else has encountered this before I raise yet one more support ticket.
I might try again, and keep timing of my train passing the control points. Perhaps I was running too late for the pre-programmed script of this Service?
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Re: Q137 SPAD error on build 50?

Unread postby _o_OOOO_oo-Kanawha » Mon Apr 10, 2017 10:07 am

I am still getting this error on each and every run of this Service. When I run fast, I get the SPAD after passing Sand Patch summit, when I run slow, I get it before the summit.

I am under the impression it is one of the AI services that is causing the SPAD but without a log file it is difficult to find which one and where.

Any ideas? Without an independent confirmation I cannot raise a support ticket.
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Re: Q137 SPAD error on build 50?

Unread postby _o_OOOO_oo-Kanawha » Mon Apr 10, 2017 1:11 pm

I think I have found the culprit.

I had the "9" 2D view open the moment the game wanted to quit because of a SPAD. My Q137 was running some 22 minutes late since I do not hunt for the absolute speed limit.
At around 17:29 when the SPAD occurred, Short Operation Service U876-C coming off the Salisbury Industrial Track had its lead engine's nose just past the dwarf signal protecting the entrance to Main Track #2 at Salisbury Jct.
U876-C was supposed to enter MT#2, reverse (in the siding at Yoder?) and pass Salisbury Jct 1730 on its way towards Cumberland.

If the Services Mode timetable is correct, U876-C should be out of the Industrial Track by 17:17???

I did check the entire Rockwood - Cumberland main to see if any other Services were in the foul, but couldn't find any.
Trailing X790 was at least two blocks behind, still running on Clear indication, despite being a light engine move.
Opposing Q138 appeared to wait patiently for its turn, scheduled to depart Rockwood at 17:38.

What to do next? Relinquish Q137 in the next attempt and let the AI engineer drive the train so I can follow it on the map and see what happens?

Edit: that's what I just did. I disembarked, waited for the offer to relinquish Q137, clicked Yes and hopped back on before it took off.
I am now standing behind the engineer looking over his shoulder, he obeys the speed limits, but drives like a maniac otherwise. No physics of a heavy freight train at all. So that's where DTG probably got its unrealistic timetable objectives.
I believe as soon as I sit down in the third man's chair, I am driving again, so better stay on my feet and see what the times at the objectives are.
Interesting, and I can finally operate the Horn Sequencer piston. *!lol!*
Engine sound change according to track speed, but no handles or indicators move. No track sound inside the cab.
Even more interesting, the cab gently tilts into the curves while the horizon stays level as it should!
Passed Hyndman objective marker at 16:32:30 or thereabouts, 3 minutes late.
Suddenly I am out on the platform of the first well car and cannot climb back on the engines ...
Passing Mance at 17:01:40 still 3 minutes late, I have been thrown back a couple more well cars, without any means of clawing my way back to the engines ...
In the meantime, U876-C was slowly crawling up the grade towards Salisbury Jct.
Around 17:14 Q137 passed Salisbury Jct, with me riding hobo on a well car. I could hear U876's SD40's down the hill, it is crawling at snail's pace.
At 17:32 I've arrived in Rockwood, the train finally stopped, and I was able to climb down.
Now, about U876, the presumed culprit: it did run the Stop aspect of the dwarf signal protecting MT#2, was it under track warrant to proceed to Yoder siding? The switch at Salisbury Jct seemed lined for the main track but U876 just crawled on.
Finally, there was the SPAD, when I was trying to board Q138 for the return trip to Cumberland. I think U876 either split the switch or overran the ABS Stop signal on the portal MP2162, probably both, its track warrant expired?
This is probably too complicated to report to DTG.

I have repeated the relinquishing of Q137, and am now sitting in the middle seat with a female engineer and conductor. When seated, the outside view tilts into the curves, which I think is wrong. Standing had it right, the cab needs to tilt.
Anyway, I am not lifting a finger this time and let the women do the driving. *!!wink!!*
The ladies are cheating, they use the passenger speed limit!
Last edited by _o_OOOO_oo-Kanawha on Mon Apr 10, 2017 3:57 pm, edited 9 times in total.
Edwin "Kanawha"
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Re: Q137 SPAD error on build 50?

Unread postby AmericanSteam » Mon Apr 10, 2017 1:54 pm

I have been having the same issue. Green aspect and then SPAD.
Just an old Alaska guy trying to live in an insane world. Degree in life, Masters in common sense.
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Re: Q137 SPAD error on build 50?

Unread postby SamYeager270 » Wed Apr 12, 2017 1:07 pm

_o_OOOO_oo-Kanawha wrote:The ladies are cheating, they use the passenger speed limit!


No wonder the timings are unrealistic! Seems as if you have got lots of materiel to raise multiple tickets. *!!wink!!*
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Re: Q137 SPAD error on build 50?

Unread postby _o_OOOO_oo-Kanawha » Wed Apr 12, 2017 1:25 pm

I did raise a lot of tickets, but they are almost all on the operation and simulation aspect of the game. Currently, DTG seems most occupied with persistent keyboard control and performance issues. Better let them at it for the moment, so far they didn't seem the have touched the scripted simulator core.
Operation and simulation are probably triaged into second or third priority, or just put aside. I only wish they were honest and upfront in saying "we won't implement this or that because ...(whatever reason or excuse)"

That will answer my main question: is TSW a train driving game or a railroad simulation?

I did get an answer to my ticket why the game keeps running full pelt when paused:

"When the game is paused everything is still running, it just isn't moving forwards in time.

This means your system will still be working to keep it at that point, same for a minimised game, the simulation is still running."


Not very environment friendly, consuming 300 Watts in paused gameplay? Keeping the GPU in the 180's Fahrenheit?? What are other UE4 games doing when paused?
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