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
index;loaded;loadtype;mass;destination
 
</pre>




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


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)
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:   
<pre style="color:blue;font-size:16px">
  0 equals "empty"  (not defined in table, is a special value)               
  0 equals "empty"  (not defined in table, is a special value)               
  1 equals Iron Ore (defined in table)
  1 equals Iron Ore (defined in table)
  2 equals Grain    (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. Used for freight cars. For passenger cars, this value is ignored.
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>




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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