Upcoming Games

No games to display

Full list
Add a game

Upcoming Events

No events to display

Funky signal

You are here: Home > Forum > Simulations > Released > Motherwell > Funky signal

Page 1 of 1

Funky signal 29/03/2021 at 20:25 #138241
immense86
Avatar
5 posts
MY309 signal on Mossend Down Rec 1 will not clear. Save game supplied with the signal collared with isolation and reminder. Normally you have to contact the yard if they "forget" to replace the signal but when you contact the yard there are no options.

I "think" it happened when there was an issue with an train on Down Rec 1 and the train was deleted. Since then we've sent 2 trains down there passing MY321 at danger as that signal would not clear, assumedly as MY309 was off.

Thought someone might want to know in case it's some sort of bug.

Post has attachments. Log in to view them.
Log in to reply
Funky signal 29/03/2021 at 22:44 #138242
Peter Bennet
Avatar
5354 posts
Took a while to reproduce but I got there.
Deleting the train and manually pulling the route caused the effect. Neither on their own would have caused it (I think).
However, running a train through should put it back to normal working including the ability to make the phone call.

I don't think it's a bug as such because it was caused by a hand of god event.

If you want to sort it yourself open the .ssg and do the following

change
<TFLG ID="LSMY309">
<State>2</State>

to

<TFLG ID="LSMY309"/>

Peter

I identify as half man half biscuit - crumbs!
Log in to reply
The following user said thank you: immense86
Funky signal 30/03/2021 at 09:46 #138244
JamesN
Avatar
1570 posts
Online
Surely if a sim needs a save file edit to continue with play, then it’s a bug no? I’m a very experienced player but I’m not comfortable editing the save file; and I’m of the opinion no player should ever have to.

Hand of God actions are legitimate actions for a player to take - if they weren’t they wouldn’t be provided.

Log in to reply
The following users said thank you: Meld, Hap, y10g9, Dionysusnu, DonRiver
Funky signal 30/03/2021 at 09:59 #138245
bill_gensheet
Avatar
1309 posts
Edited .ssg save attached.


Bill

Post has attachments. Log in to view them.
Log in to reply
The following users said thank you: Dionysusnu, immense86
Funky signal 30/03/2021 at 13:00 #138246
Peter Bennet
Avatar
5354 posts
You don't have to edit the timetable, I'm just saying you can.

Peter

I identify as half man half biscuit - crumbs!
Log in to reply
Funky signal 30/03/2021 at 14:56 #138247
Dionysusnu
Avatar
575 posts
Online
Peter Bennet in post 138246 said:
You don't have to edit the timetable, I'm just saying you can.

Peter

Assuming you meant to say "savefile" instead of "timetable", this means it's a choice between
- the signal being stuck forever
or
- doing something complicated that users may very well not be familiar with

In my view, if an action is included in the game, the game should not break when that action is used.

Log in to reply
Funky signal 30/03/2021 at 15:47 #138250
Peter Bennet
Avatar
5354 posts
Dionysusnu in post 138247 said:
Peter Bennet in post 138246 said:
You don't have to edit the timetable, I'm just saying you can.

Peter

Assuming you meant to say "savefile" instead of "timetable", this means it's a choice between
- the signal being stuck forever
or
- doing something complicated that users may very well not be familiar with

In my view, if an action is included in the game, the game should not break when that action is used.
or running a train through as I said.

Peter

I identify as half man half biscuit - crumbs!
Log in to reply
Funky signal 30/03/2021 at 17:02 #138251
immense86
Avatar
5 posts
Thank you, this is running on my MP games so I'm going to keep it as a dodgy signal for that and just put a block on the line. Sparks a little interest. There's only 2 more train booked in there anyway from 1100-end of timetable, I'm sure we can cope lol.
Log in to reply