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marshall instruction tips?

Unread postPosted: Sat Jan 07, 2012 3:27 pm
by gwgardner
Marshall instructions have been hit or miss with my attempts. They work, they don't work.

Anyone know how to make them work all the time?

Re: marshall instruction tips?

Unread postPosted: Sat Jan 07, 2012 4:09 pm
by Machinist
Not only marshall but also many other stuffs sometimes work, sometimes don't... AI traffic is working fine then suddenly is not anymore, and then working again back with no reasonable and clear explanation...

Only the time and a long (very long, very much long) serie of successfull and unsuccessful attempts will hone yours skills.

Re: marshall instruction tips?

Unread postPosted: Mon Jan 09, 2012 10:27 am
by OldProf
gwgardner wrote:Marshall instructions have been hit or miss with my attempts. They work, they don't work.

Anyone know how to make them work all the time?


I frequently use marshaling (British spelling: marshalling) instructions in scenarios and have had no problems with them -- well, except that players sometimes cannot figure out how to follow them. In some, but not all cases, a single marshaling instruction can take the place of numerous pick-up and drop-off instructions, while allowing the player to work out a personal solution to a complex switching problem.

If you describe specific difficulties that you have experienced in using marshaling instructions, I may be able to provide some advice based on personal experience.

Tom Pallen

Re: marshall instruction tips?

Unread postPosted: Mon Jan 09, 2012 12:57 pm
by Chacal
The marshalling instruction is great indeed when it works. RSC has said previously that its reliability was iffy (translation: this is old Railsimulator code and we don't know how it works so we're not gonna touch it anytime soon).

So you have to test it thoroughly on your scenario and keep it only if it works well. Don't use it if you need the cars in a particular order. Use it for added challenge in complex yard puzzles.

Make sure you don't have two cars with the same number anywhere in the scenario. This can break any or all consist operations, including AI operations.

Re: marshall instruction tips?

Unread postPosted: Mon Jan 09, 2012 4:06 pm
by gwgardner
I've used the instruction for creating consists with no particular order of cars. I have not checked if there are any duplicate car numbers.

Does it matter if the player only has part of the whole consist actually located on the designated siding? I mean, all the cars are coupled, but not all of them are within the limits of the siding marker.

For steam engines, I note that I can't specify the tender as part of the consist to be marshalled.

Also, does it fail if more cars are in the consist than were supposed to be marshalled?

Re: marshall instruction tips?

Unread postPosted: Mon Jan 09, 2012 4:51 pm
by artimrj
Dont know about the failing part if more cars than supposed to be, but if cars are not on a siding marker RW doesnt really recognize them.

Re: marshall instruction tips?

Unread postPosted: Wed Jan 11, 2012 10:54 am
by OldProf
gwgardner wrote:For steam engines, I note that I can't specify the tender as part of the consist to be marshalled.


Adding a tender and and engine should be possible -- at least, I can say that I've done it and, in some cases, it's absolutely necessary. For example, if the idea is to have a driver assemble a consist at a marker and then drive away with that consist, the engine must be part of the marshalling instruction.

Tenders often do present a problem because most of them lack numbering files, so if you double-click one what you'll see in its properties box is a very long string of figures that has been generated automatically in the absence of actual numbers. Just highlight that string and type in a "normal" car number. I usually put in the engine's number with a T at the end of it.

Tom Pallen

Re: marshall instruction tips?

Unread postPosted: Wed Jan 11, 2012 10:56 am
by OldProf
artimrj wrote:Dont know about the failing part if more cars than supposed to be, but if cars are not on a siding marker RW doesnt really recognize them.


I'll second this information, especially if the cars are to be picked up by an AI engine.

Tom Pallen

Re: marshall instruction tips?

Unread postPosted: Wed Jan 11, 2012 11:04 am
by OldProf
Chacal wrote:Don't use it if you need the cars in a particular order.


Actually, I have successfully used the "Consist Order" check box when writing scenarios and have driven scenarios in which it applied. It can be stressful for the driver, who has to keep a careful eye on car numbers while assembling the consist, but it's handy for a switching problem that requires, let's say, picking particular wagons/cars from several yard tracks and dropping them on another track. There is one restriction: currently, it cannot be used with AI switching, since it often requires that the same car/wagon be moved more than once.

Tom Pallen

Re: marshall instruction tips?

Unread postPosted: Wed Jan 11, 2012 2:56 pm
by gwgardner
Thanks for all the responses.

Old Prof wrote:
Tenders often do present a problem because most of them lack numbering files, so if you double-click one what you'll see in its properties box is a very long string of figures that has been generated automatically in the absence of actual numbers. Just highlight that string and type in a "normal" car number. I usually put in the engine's number with a T at the end of it.

Tom Pallen


With some of Britkits engines, the tender number is a code for the logo or number that appears on the side of the tender. Like xxx4xxx4xXxx4x on the Mogul tender. I tried clicking on that tender as part of a marshall instruction, but RW doesn't recognize it for some reason. maybe because of the x's?

Re: marshall instruction tips?

Unread postPosted: Fri Jan 13, 2012 2:54 am
by PapaXpress
The numbering system for the model has to be setup to handle 'x'. In the case for Britkits, these models do more as it can parse all sorts of information from that line.