Hello,
I bought SA yesterday and started playing it, but for several hours now, I am stuck at a single problem. If I have read correctly, you can now park your trains at a depot and set interruptions which alter it's schedule, essentially functioning like LTN used to.
There is very little written or said about this new system, but from what I gathered you only have to insert item/resource icon into train station's name and set that same name as target in interruption except you replace it with parameter.
I have done all that, the train left the depot to refuel and when it returned it doesn't want to leave anymore. I have tried several different trains, fiddling around their interruptions, but I get the same message every time: "No stops with this name exist".
I have the same naming system as for the fuel which works and there is no problem with path since both station are essentially in the same place.
I have also tried changing the train limits, no success.
Item parameter simply doesn't get replaced with resource (iron, copper or coal in my case) in the schedule whereas fuel parameter does.
Please help and if possible explain how TS 2.0 work
*I have attached some screenshots of train and its schedule
Train automation
Train automation
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- train.JPG (64.35 KiB) Viewed 771 times
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- train2.JPG (288.95 KiB) Viewed 771 times
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- train3.JPG (86.28 KiB) Viewed 771 times
Re: Train automation
The item wildcard only matches items already in the train. So if the train is empty, there is no item to match and it does what you observe.
The limitation of doing "LTN with interrupts" is that you have to have loaded trains waiting in the loading stop. Then the interrupt condition has to be "[Item wildcard] Drop has space available" and the interrupt destination is "[Item wildcard] Drop", and the condition is normally E"mpty cargo".
Then all the "Pick" stations are named the same no matter what item they have, and the train's main schedule just has "Pick" in it, and you need at least as many trains as there are Pick stations. If you have more, you can an interrupt-driven depot for waiting empties why Pick is full.
The limitation of doing "LTN with interrupts" is that you have to have loaded trains waiting in the loading stop. Then the interrupt condition has to be "[Item wildcard] Drop has space available" and the interrupt destination is "[Item wildcard] Drop", and the condition is normally E"mpty cargo".
Then all the "Pick" stations are named the same no matter what item they have, and the train's main schedule just has "Pick" in it, and you need at least as many trains as there are Pick stations. If you have more, you can an interrupt-driven depot for waiting empties why Pick is full.
My mods: Multiple Unit Train Control, Smart Artillery Wagons
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Re: Train automation
[Koub] Moved to Gameplay Help
Koub - Please consider English is not my native language.