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Chaining issues when hosting multiplay chained Saltley + Derby 24/04/2015 at 00:49 #71404 | |
Frankley Junction
37 posts |
I have some problems with chaining at the moment, having just hosted a multiplayer chain of Saltley + Derby
As to your standard requests for info: 1. Have you installed the System files? YES 2. Have you purchased a license (if applicable)? Have you allocated said license to said machine? NOT APPLICABLE 3. What Version of the Loader you're using? 4.4.3 4. What version of the Sim are you using? Latest from loader updater 5. Have you checked for updates? YES 6. What version of the timetable are you using? October 2009 04.45 on both sims. Some slight editing of Derby to deal with discrepancies/missed timing points, but this is not the issue. 7. Please attach a save/screenshot or both. Attached 8. Steps to reproduce the issue. Fire them both up as a chain. Many thanks in advance for any help on this. Cheers, FJ Post has attachments. Log in to view them. Log in to reply |
Chaining issues when hosting multiplay chained Saltley + Derby 24/04/2015 at 10:28 #71411 | |
headshot119
4869 posts |
" said:F10 messages have never been passed to clients on the others sims, only to the host. "Passengers for New Lane, should be seated in the rear coach of the train " - Opinions are my own and not those of my employer Log in to reply |
Chaining issues when hosting multiplay chained Saltley + Derby 24/04/2015 at 10:41 #71412 | |
Sacro
1171 posts |
" said:" said:I'm not sure that's trueF10 messages have never been passed to clients on the others sims, only to the host. Log in to reply |
Chaining issues when hosting multiplay chained Saltley + Derby 24/04/2015 at 11:25 #71415 | |
JamesN
1608 posts |
" said:" said:No I'll agree with Karl on this one, sim - sim comms has only ever been between hosts." said:I'm not sure that's trueF10 messages have never been passed to clients on the others sims, only to the host. Log in to reply |
Chaining issues when hosting multiplay chained Saltley + Derby 24/04/2015 at 11:35 #71417 | |
Stephen Fulcher
2084 posts |
Mantis 10389 applies to that issue, where I logged it as I wasn't sure. It would certainly be helpful if everyone could see it. With the second point, I'm not sure how that would work - for instance if Derby loops a train not booked in at Elford, how would the Saltley Sim know how long the player would keep it there - plus as its a chained game you can just ask the adjacent box to warn you of any delays. Log in to reply |
Chaining issues when hosting multiplay chained Saltley + Derby 24/04/2015 at 12:53 #71422 | |
Frankley Junction
37 posts |
I take your point, Stephen. But would it not still be useful to have last timing point progress forwarded? In other words in your scenario if there is a TT'd looping at Elford, it will show, if Derby decides to loop it out of course then they would discuss with Saltley and it would be a different matter. One is still worse off than on standalone where you get messaged out of course/delayed running, particularly on a busy panel and (in reference to the other point I raised) adjacent panels would need to have the other sim open to be able to communicate with their colleagues, unless they both happen to be on TeamSpeak. In real life, there would be some instantly viewable form of actual train running information available and you would be able to easily phone the next box to discuss real time routeing and decisions made on that actual train running information. So all I'm querying is how that might be replicated.
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