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Manual vs. Automatic Switches

 
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Hiemdal
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Joined: 06 Jul 2003
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Location: Mansfield, CT, USA

PostPosted: Thu Feb 19, 2004 7:46 pm    Post subject: Manual vs. Automatic Switches Reply with quote

Is there an efficient way to tell which are which while creating an activity?
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Hiemdal
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Rich Wade
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PostPosted: Thu Feb 19, 2004 8:26 pm    Post subject: Reply with quote

I traveled over an hour once only to find an auto switch on a siding I wanted to use. Mad Mad Crying or Very sad
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robertr
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Joined: 12 Sep 2002
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Location: SwampEast Missouri

PostPosted: Thu Feb 19, 2004 8:30 pm    Post subject: Reply with quote

James, the only way I know is to either go into the RE and fast forward (using shift key with the arrows) or actually run the route in the Sim. If you can find a place that has a yard view, you can navigate the same way as in the RE and it's a little easier to do, but there are not too many of them equipped with one.

ADF has all manual switches, I think Whitefish and MP are the same and maybe Seattle, but not sure about any of the others right off hand.

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Hiemdal
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PostPosted: Thu Feb 19, 2004 8:35 pm    Post subject: Reply with quote

Ok, in the RE do I really need to delete the signals to get the properties on a switch? If so this is going to be an "interesting" job. Shocked
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Hiemdal
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robertr
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PostPosted: Thu Feb 19, 2004 8:38 pm    Post subject: Reply with quote

Sorry about the missing information Embarassed Look at the switch and see if there is a small lever sticking up (like a switch handle)on the side of the switch towards the end. If there is, it is manual. If there isn't, it's automatic Embarassed Can't believe I left that off there Doh! Classic senior moment Rolling Eyes
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GaryH
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PostPosted: Thu Feb 19, 2004 9:58 pm    Post subject: Re: Manual vs. Automatic Switches Reply with quote

Hiemdal wrote:
Is there an efficient way to tell which are which while creating an activity?

Sure is! (not) Laughing Laughing
1. Don't use the EXPLORE mode as it sets all switches to manual.
2. The best way is to use a test mode activity. Create a path for the yard or area and see which switches are which and make notes.
3. Some routes have automatic switches on passing sidings and manual in the yard. But this is not a reliable rule.
Have Fun!!
PS You can get around the problem by fully defining the players path with reversing points to control all switches. Good way to start!

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GaryH
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Kip
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Joined: 15 Nov 2002
Posts: 743
Location: Camano Is, Wa.

PostPosted: Thu Feb 19, 2004 10:18 pm    Post subject: switches Reply with quote

On Hoodoo, I only use auto switches on hi-speed cross-overs and diverging switches. All the manuals are on sidings, spurs and yards (mines too).

Some route developers sometimes don't distinguish between the two different switches. Happens.

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krausyao
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Joined: 31 Jan 2009
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PostPosted: Sat Jan 31, 2009 11:42 pm    Post subject: Reply with quote

You can use Activity Editor with a text editor to determine if a particular switch is automatic or manual.

1. Create a short path that includes the switch.

2. Open the path file with a text editor.

3. Look for the TrackPDP element that ends with 2 0.

TrackPDP ( -12818 14287 -589.047 21.6449 35.4675 2 0 )

4. Open the track database file (route.tdb).

5. Find the junction node using the location of the TrackPDP element.

-12818 14287 -589.047 21.6449 35.4675

You may have to use the beginning portion of the location as sometimes they do not exactly match.

-12818 14287 -589.0

6. Examine the last attribute of the TrJunctionNode to determine if the switch is manual or automatic. 0 is automatic and 1 is manual.

TrackNode ( 83
TrJunctionNode ( 0 73 0 )
UiD ( -12818 14287 1 0 -12818 14287 -589.047 21.6449 35.4675 0 1.04702 0 )
TrPins ( 1 2
TrPin ( 86 1 )
TrPin ( 82 0 )
TrPin ( 85 0 )
)
)

Find the track shape in tsection.dat for complete information on the switch. This track shape is 73.

TrackShape ( 73
FileName ( A1tPnt10dRgt.s )
NumPaths ( 2 )
MainRoute ( 0 )
ClearanceDist ( 26 )
SectionIdx ( 1 0 0 0 0 179 )
SectionIdx ( 2 0 0 0 0 183 176 )
)
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