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Moving the end node to a different track section requires that some of the elements in the end node be adjusted to the new track section. If the track is in a vector with an end node then it can be repaired by removing the damaged track section and those to the end node from the vector and moving the end node to the last undamaged track section. ‘TrVectorNode(318-2)’: Connection between Shape-/Section-Id and UiD not available! When a track shape is missing from a world file but present in the track database then that track cannot be selected in Route Editor.
MSTS ROUTE EDITOR CRASHES MANUAL
) Author Jeffrey Kraus Posted on JanuCategories Train Simulator Leave a comment on Automatic and manual switches Repairing damaged track The third attribute is 1 for manual junctions and 0 for automatic junctions. The second attribute of TrJunctionNode, 216, identifies the track shape. Search the track database file for this junction using the x-coordinate, -347.236. The 2 identifies that TrackPDP element as a junction node. The path file used is from C:\Program Files (x86)\Microsoft Games\Train Simulator\ROUTES\SoldierSummit\Paths and a short path with a start, junction, and end nodes will have three TrackPDP elements. To determine whether a switch is automatic or manual create a short path that includes just that switch. Automatic switches function as manual switches while in explore mode.Īctivity Editor shows automatic and manual switches using the same graphic so they are not distinguishable. Manual switches are controlled by the player. Automatic switches are controlled by the dispatcher. Switches in Microsoft Train Simulator are either automatic or manual. ) Author Jeffrey Kraus Posted on JJCategories Train Simulator Leave a comment on Collide objects Activity Editor symbols The SD file for a shape must have a bounding box to be ( 3DT_Car_TrailerG142a.sĮSD_Bounding_Box ( -3.18 0.0 -7.83 3.18 4.1 7.79 )
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Press Ctrl+Plus in simulator to make bounding boxes visible.Ĭollide object do not stop trains but instead stop smoke and can be used for bridges over track. In Route Editor a Collision properties tab is added. The definition is changed in the world file to Select a static object in Route Editor then press Ctrl-M to make it into collide object. When placed a static object is defined in the world file as