Vehicle Contents (Movement Order): Difference between revisions

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A Vehicle Contents movement order is defined by a set of delimited values that determines changes to be made to a set of vehicles. Changes include loading/unloading passengers, loading/unloading freight, changing vehicle destinations, and changing freight contents.
A Vehicle Contents movement order is defined by a set of delimited values that determines changes to be made to a set of vehicles. Changes include loading/unloading passengers, loading/unloading freight, changing vehicle destinations, and changing freight contents.


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For each vehicle that is to be changed, 5 values need to be defined. For 2 vehicles, 10 values are required, etc. The format for each vehicle is as follows:
For each vehicle that is to be changed, 5 values need to be defined. For 2 vehicles, 10 values are required, etc. The format for each vehicle is as follows:
<pre style="color:blue;font-size:16px">
index;loaded;loadtype;mass;destination
</pre>


  index;loaded;loadtype;mass;destination


;index:
;index:
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Example:  
Example:  


<pre style="color:blue;font-size:16px">
       loco, car1, car2, car3, .... car9
       loco, car1, car2, car3, .... car9
   index: 0    1    2    3          9
   index: 0    1    2    3          9
   
</pre>
 
<pre style="color:blue;font-size:16px">
       loco1, loco2, loco3, car1, car2, car3  
       loco1, loco2, loco3, car1, car2, car3  
   index:  0      1      2    3    4    5
   index:  0      1      2    3    4    5
</pre>


During simulation, if there is any mismatch in indices (example: 10 values, only 9 cars) the simulation will not execute the order. When inn Developer mode, a warning message is generated when order execution fails due to an index mismatch.
During simulation, if there is any mismatch in indices (example: 10 values, only 9 cars) the simulation will not execute the order. When in Developer mode, a warning message is generated when order execution fails due to an index mismatch.






;loaded:
;loaded:
empty: 0
<pre style="color:blue;font-size:16px">
loaded: 1
0 : empty
1 : loaded
</pre>


Any other value generates a warning in Developer mode, and loaded is set to 0 (empty)
Used to indicate whether a passenger car is loaded or not. '''This value is ignored for freight cars'''. Any value other than 0 or 1 generates a warning in Developer mode, and loaded is set to 0 (empty)




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example:   
example:   
0 equals "empty"  (not defined in table, is a special value)               
<pre style="color:blue;font-size:16px">
1 equals Iron Ore (defined in table)
0 equals "empty"  (not defined in table, is a special value)               
2 equals Grain    (defined in table)
1 equals Iron Ore (defined in table)
2 equals Grain    (defined in table)
</pre>


If load type is mismatched with load class of car type (example: Iron Ore in tank car) then the simulation generates an error.
If load type is mismatched with load class of car type (example: Iron Ore in tank car) then the simulation generates an error.
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;mass
;mass
Integer value in metric tonnes.  
Integer value in metric tonnes. Used for freight cars. '''For passenger cars, this value is ignored'''.


If empty: 0  
If empty: 0  
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;destination
;destination
Text of desired vehicle destination. In Developer mode, a text length longer than 30 characters generates a warning.
Text of desired vehicle destination. In Developer mode, a text length longer than 30 characters generates a warning.
==Examples==
<pre style="color:blue;font-size:16px">
  1;1;1;20;Bonn
</pre>
*1 = vehicle index #1 (0 is the loco) 
*1 = loaded (0 if we're unloading) 
*1 = contents is Iron Ore (this value we get from the TrainLoads table, so the numbers could be different in this column) 
*20 = load mass, in tonnes. 
*Bonn = ultimate destination of this vehicle 
<pre style="color:blue;font-size:16px">
  2;1;8;20;Köln
</pre>
*2 = vehicle index #2 (so this is actually the third vehicle from the front)
*1 = loaded (same as previous)
*8 = liquid iron (from TrainLoads table)
*20 = load mass in tonnes
*Köln = ultimate destination (I just picked this destination at random.. in reality you would not take liquid iron to Köln!)
If both cars are part of such a movement order, we can "string" them together:
<pre style="color:blue;font-size:16px">
  1;1;1;20;Bonn;2;1;8;20;Köln
</pre>
For a really long train with lots of cars being changed, you might get something like this:
<pre style="color:blue;font-size:16px">
  1;1;1;20;Bonn;2;1;8;20;Bonn;3;1;1;20;Bonn;4;1;8;20;Bonn;5;1;1;20;Bonn;6;1;8;20;Bonn
</pre>
{{DeveloperNavBottom}}

Latest revision as of 12:39, 13 July 2011

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A Vehicle Contents movement order is defined by a set of delimited values that determines changes to be made to a set of vehicles. Changes include loading/unloading passengers, loading/unloading freight, changing vehicle destinations, and changing freight contents.

The type number for this order is 18.

For each vehicle that is to be changed, 5 values need to be defined. For 2 vehicles, 10 values are required, etc. The format for each vehicle is as follows:

index;loaded;loadtype;mass;destination


index

The vehicle index, where the first vehicle is index 0, the second is index 1, etc.

Example:

       loco, car1, car2, car3, .... car9
   index: 0     1     2     3          9
       loco1, loco2, loco3, car1, car2, car3 
   index:  0      1      2     3     4     5

During simulation, if there is any mismatch in indices (example: 10 values, only 9 cars) the simulation will not execute the order. When in Developer mode, a warning message is generated when order execution fails due to an index mismatch.


loaded
 0 : empty
 1 : loaded

Used to indicate whether a passenger car is loaded or not. This value is ignored for freight cars. Any value other than 0 or 1 generates a warning in Developer mode, and loaded is set to 0 (empty)


loadtype

Integer as defined in table 'TrainLoads'.

example:

 0 equals "empty"  (not defined in table, is a special value)               
 1 equals Iron Ore (defined in table)
 2 equals Grain    (defined in table)

If load type is mismatched with load class of car type (example: Iron Ore in tank car) then the simulation generates an error. If load type is not found (or is not a number) sim generates an error when sim starts.


mass

Integer value in metric tonnes. Used for freight cars. For passenger cars, this value is ignored.

If empty: 0

If a value is larger than the max value for that type of car is entered, the simulation automatically clips to max value. If not a valid integer, an error is generated. If a valid integer, but is negative, a warning is generated, and the value is interpreted as zero.


destination

Text of desired vehicle destination. In Developer mode, a text length longer than 30 characters generates a warning.

Examples

   1;1;1;20;Bonn
  • 1 = vehicle index #1 (0 is the loco)
  • 1 = loaded (0 if we're unloading)
  • 1 = contents is Iron Ore (this value we get from the TrainLoads table, so the numbers could be different in this column)
  • 20 = load mass, in tonnes.
  • Bonn = ultimate destination of this vehicle
   2;1;8;20;Köln
  • 2 = vehicle index #2 (so this is actually the third vehicle from the front)
  • 1 = loaded (same as previous)
  • 8 = liquid iron (from TrainLoads table)
  • 20 = load mass in tonnes
  • Köln = ultimate destination (I just picked this destination at random.. in reality you would not take liquid iron to Köln!)


If both cars are part of such a movement order, we can "string" them together:

   1;1;1;20;Bonn;2;1;8;20;Köln

For a really long train with lots of cars being changed, you might get something like this:

   1;1;1;20;Bonn;2;1;8;20;Bonn;3;1;1;20;Bonn;4;1;8;20;Bonn;5;1;1;20;Bonn;6;1;8;20;Bonn



Contents | Developers pages | Command Line Options | Timetables | Scenario Creation | Developing Installers