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advancedtrack's Issues

Train/drop track length incorrectly calculated for backwards-facing trains (also momentum thing)

On a shuttle-operating transport ride with 2 lift/drop tracks - one for each direction - a train facing backwards will move only the first piece of drop track. The entire train does move, but only the first car is released when the track finishes moving, as the rest of the track did not.

(Also, powered vehicles appear to retain their previous pre-braking momentum once released from a lift/drop track)

revtrack.mp4

Feature Request: Select Incoming Diection For Switch

I asked you about what I'm attempting to do on a DKMP Help Thread, and I've hit a problem with setting up the Switch Tracks in a way that looks random, I either need to be able to test what track is on top, or just saying which direction a train is coming from to not make a solution on par with OpenTTD logic. Thanks

Built switches are retained if a scenario is restarted

I have built 2 track switches in forest frontiers and saved that park.

I then tried opening a fresh instance of the same scenario, but the switches were retained (but now marked invalid)
If I start this scenario again after restarting OpenRCT2, the switches are still thrown into this empty park.

For some reason they also stick around even if i delete them first and then restart the scenario.

Not sure where the problem lies

Plugin menus not working

Clicking create inside the "Control System Wizard" doesn't do anything.

Same occurs when clicking create in the main Advanced Track window if Lift/Drop Track is selected.

Unable to maintain switch online, also instant server desync when track is switched.

I've noticed that the switch does not stay operative during online play for, what seems like much longer than a short while after going offline. This means it can't be used where most would like to see it functional, and can badly disrupt online play once it stops working.

Also, I'm experiencing an instant desync -EVERY- time the switch activates while playing online.

Block Brake not triggering

I'm trying to build a Top Thrill Dragster style launch coaster, with a block brake that holds the train in the middle of a boost section. I've then got a trigger set up for a train entering the front tile of the station that launches the train, so it's held there a short while.

In order to prevent the coaster from automatically unsetting the holding brake when a train clears the following block, I've got an invisible s-bend to break the link. This works, and the train doesn't advance.

However, nothing I do will get the brake to release when another train passes the trigger I've assigned. I've quadruple checked my setup, as well as tried it on various different tiles to test. I can set up switch tracks without issue, but no matter what I do I can't open that block.

Here's the save, not sure if I need an additional file or not for AdvancedTrack.
Failed Launch pause test 2.zip

I'm also a little confused by the language used on the editor window. The description for triggers states Triggers when the last car of a train has cleared the selected tile, but from what I can tell this is only true if you've got the trigger set to Trigger when the: Train exits the sensor. If you've got it set to the other option then it triggers when the first car of a train enters the tile.

Hopefully you can shed some light on this, I've been having a great time with this plugin but I can't for the life of me figure out why this isn't working. I assume I'm doing something wrong, but at this point I'm wondering if it's a bug.

Thanks!

Feature Request: Combine "Control System Wizard" into the main Advanced Track page

While what is currently in place is completely functional, having to create each control system, move to the right of the screen to choose the action type, and then back to the left is not my favorite. I think those options could be added to the bottom of the main Advanced Track page.

advanced track page example

Here's a rough mockup I made. Here, if Lift/Drop Track were selected then the bottom area would be blank (or the boxes greyed out or something).

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