Upcoming Games

(UTC times)


Full list
Add a game

Upcoming Events

No events to display

Who's Online

Chaining issues when hosting multiplay chained Saltley + Derby

You are here: Home > Forum > General > General questions, comments, and issues > Chaining issues when hosting multiplay chained Saltley + Derby

Page 1 of 1

Chaining issues when hosting multiplay chained Saltley + Derby 24/04/2015 at 00:49 #71404
Frankley Junction
Avatar
37 posts
I have some problems with chaining at the moment, having just hosted a multiplayer chain of Saltley + Derby

  • F10 messages are not getting through to the other sim, despite ticking the relevant box in the Send Message popup box. This is particularly awkward when hosting a multiplayer chain as one has to repeat oneself for the benefit of people on the other sim.

  • Late or early running trains do not report their performance to the adjacent sim and are shown as ‘on time’ on entering from the chained sim until they pass the first available timing point, at which point, their lateness or otherwise is accurately picked up. Would be good if their running appeared in the Incident Report, as per standalone sessions.



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
Avatar
4869 posts
" said:


  • F10 messages are not getting through to the other sim, despite ticking the relevant box in the Send Message popup box. This is particularly awkward when hosting a multiplayer chain as one has to repeat oneself for the benefit of people on the other sim.

  • 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
    Avatar
    1171 posts
    " said:
    " said:


  • F10 messages are not getting through to the other sim, despite ticking the relevant box in the Send Message popup box. This is particularly awkward when hosting a multiplayer chain as one has to repeat oneself for the benefit of people on the other sim.

  • F10 messages have never been passed to clients on the others sims, only to the host.
    I'm not sure that's true

    Log in to reply
    Chaining issues when hosting multiplay chained Saltley + Derby 24/04/2015 at 11:25 #71415
    JamesN
    Avatar
    1608 posts
    " said:
    " said:
    " said:


  • F10 messages are not getting through to the other sim, despite ticking the relevant box in the Send Message popup box. This is particularly awkward when hosting a multiplayer chain as one has to repeat oneself for the benefit of people on the other sim.

  • F10 messages have never been passed to clients on the others sims, only to the host.
    I'm not sure that's true
    No I'll agree with Karl on this one, sim - sim comms has only ever been between hosts.

    Log in to reply
    Chaining issues when hosting multiplay chained Saltley + Derby 24/04/2015 at 11:35 #71417
    Stephen Fulcher
    Avatar
    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
    Avatar
    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.
    Log in to reply