Are you testing a complete circuit? if you are testing an open circuit ride, it defaults to stop the train at the end of the last full block section. That's the only explanation I have for what is happening.
It probably has to do with the blocking. The block in front of this brake section is probably occupied by a train. It will not be allowed to pass until the next block is open. Just a guess.
I just had this problem. If it's a brake and you want it to rest with the train entirely on within the brake segment, you have to set it to Middle Car and the position on section to be in the middle.
Observation: this is looking very similar to the problem I reported in the "Broken station" thread, altho I have not yet noticed if the station is malfunctioning as I have this failing brake block in the way.
Yes my setup runs all the supplied tracks perfectly.
Going to do some experiments with brakes etc and creating more blocks just to ensure I have not inadvertently violated anything. But this does only have one train so not sure I will learn anything.
Am also emailing this problem to nolimits themselves, altho I guess they are a bit busy right now as I have yet to receive a reply to my last email (a week ago now).
This has got to be solved - and soon - as I am either inadvertently violating some obscure rule - or I have unearthed a bug that we all need to be aware of. I just wish someone could shed some light on this as it is undermining my expectation of this otherwise wonderful product.
Just reduced the length of the pre-station brake to the extent that it now fails to completely stop my 64mph train, and now it reaches the station, and the station brakes just stop the train with no attempt to stop it gently and it now comes to a complete halt well before the designed stop position (ie aligned with the gates). At this point of course the ride now halts forever as the gates/harness/gates sequence does not start and no further launches take place.
This is now looking exactly the same as the problem I posted about in my topic "Broken station". The general symptom is that brakes (in station or otherwise) fail to work as designed.
After much digging and experimenting I can make the following statement with some confidence.
If you violate a "complete stop" brake, all remaining brakes in your ride will malfunction. That simple.
This is clearly a bug. If you violate any brake it should only lumber you with the consequences of that single action, and not cause other items in the ride to malfunction.
Shooting through stations coz you approached too fast for the brakes to succeed does only result in infinity rides. [:(!] Failing to stop on "complete stop" sections because you inadequately designed the section for the speed and incline etc should only result in a train proceeding on at a faster speed than you intended. [:(!]
So to answer my own question - there is nothing wrong with the brake section I queried, its malfunction was all down to the earlier "complete stop" brake section being violated and its subsequent effect on all down-ride brake sections, including the final station brake. So simple - yet inherently obscure!
Thanks to all who scratched their heads over this puzzle.
Hardly a bug, that is just an accurate simulation of standard blocking procedures, if something about one brake fails then all subsequent ones will lock shut in case it caused any blocking issues.
RIP
Log Jammer, SFMM
1971-2011
Originally posted by richie5126 T: all newtons on this site are smooth so this must be high.
Mmmmmmmmmmm - yes I can see something valid in that explanation in the real world - and yes I appreciate NL2 is doing its best to be in the real world - but not thinking down that avenue when confronted with the original effects threw me off the scent.
But by the same token, if you zoom through a station at unstoppable speed then surely all subsequent brakes ought to adopt that fail-safe mode - but they don't, the ride just continues to operate as designed. Its only the violation of the "complete stop" setting that invokes the subsequent brake behaviour.
But your comment is appreciated - and I have undoubtedly learnt from my experience.
In real life a block violation would result in a trouble light and a stop event. A PLC stop event power disconnects everything of importance and goes to a safe state. Essentially leaving all brakes closed, feed motors disconnected, lift off.
The only issue in no limits is they they do not support a mode called ESR. Or Emergency Stop Reset.
This is what allows you to reset the trouble light and continue operating.
Purely a initial development anomaly. You're getting the speeds and G forces sorted and sometimes you'll violate all sorts of parameters as you progress towards a comfortable and survivable ride experience.