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junctions, switchable and non-switchable

Posted:
Sun Jan 20, 2013 10:14 am
by gonarch
in driver mode, in a given route with several sessions there are junctions that i can switch and other junctions i can not switch; depending on which session i drive the switchable junctions are not always the same meaning a given junction can be and can not be switchable in different sessions
i find this to be much anoying because in some cases it prevents me from selecting a particular way (in driver)
my question is: is this condition on a junction configured while editing a scenario, and if yes how, and if no why not?
i would appreciate much if anyone has experienced this also and could share info on this matter
thanks
Re: junctions, switchable and non-switchable

Posted:
Sun Jan 20, 2013 3:34 pm
by Chacal
Like in real life some switches are manual and some are remote-controlles by the dispatcher.
In RW standard scenarios, you cannot changes switches that are locked by the dispatcher. This happens when a path has been reserved by the dispatcher for an IA consist.
I *THINK* that this depends on the priority of the IA consist vs the player consist.
As a scenario editor, you can force the dispatcher to select a specific path for a consist by adding some destinations or waypoints. You can also change the consist priority.
In free-roam scenarios, all switches are manual.
Re: junctions, switchable and non-switchable

Posted:
Tue Jan 22, 2013 9:23 am
by gonarch
thank you much obliged
ok yes i do understand everything you say and it all make sense to me... i will need to perform further testing to thoroughly understand the various conditions but thanks to you i have now a starting point from which to work from...
Re: junctions, switchable and non-switchable

Posted:
Wed Jul 17, 2013 6:36 am
by gonarch
yes i have observed the behaviors you present in your comments... i have also observed that in yards with yellow sidings junctions appear to remain manual, while on main line junctions appear to be under automatic control...
yes one way to go around some of the constrains/limitations is to add waypoints or in the timetable editor the red flag instruction which is specifically for the dispatcher algorythm... it's far from perfect but as in all things with a little skill one can work around the issues... thanks...