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Changing Consists in Activities

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Charter Member · 40 posts

I'm trying to find out what problems I might expect if I change locomotives in Activity Consists. I'm sure many of you will agree that seeing the same train several times or seeing a train with identically numbered locomotives in an activity lacks a bit in the realism department. Now that there a so many repaints and renumbers available, it would be easy to fix this problem by changing the consists; OR WOULD IT?????. I've seen posts about changing consists but trying to keep total train weight the same or keeping train total horsepower the same. I've changed a few "Player" consists myself with out apparent problems. The big question is: What happens when you change the locomotives in a "traffic" consist in an activity? I've managed to figure out how to actually change the consists and don't need any guidance there, but, I need help with what to expect from the changes.Do activity "traffic" consists need to have a AI locomotive in the lead position? It seems that I have seen some without an AI lead but I'm not sure.Do these consists even have to INCLUDE an AI locomotive? And, if not, why do we even need AI locomotives. I've never quite understood these things anyway. I have noticed that there are some differences in AI .eng files, but I'm not sure I would like to try to convert a non-AI locomotive to an AI or vice-versa. What's involved?I am willing and able to renumber/repaint AI locomotives so that I have more to choose from when editing consists if I need to. I would also tackle changing .eng files if I have the right guidance.Any help would be appreciated.Buddy

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RE: Changing Consists in Activities, kevarc, Feb-10-03, 10:20 PM, (1) RE: Changing Consists in Activities, Swissie, Feb-11-03, 02:20 AM, (2) RE: Changing Consists in Activities, Foghorn, Feb-11-03, 09:54 AM, (3) RE: Changing Consists in Activities, kevarc, Feb-11-03, 10:47 AM, (4) RE: Changing Consists in Activities, Foghorn, Feb-11-03, 07:22 PM, (5) RE: Changing Consists in Activities, kevarc, Feb-11-03, 11:32 PM, (6) RE: Changing Consists in Activities, dispatcher618, Feb-12-03, 02:22 AM, (7)

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Charter Member · 3287 posts

RE: Changing Consists in Activities

I've seen posts about changing consists but trying to keep total train weight the same or keeping train total horsepower the same. I've changed a few "Player" consists myself with out apparent problems. The big question is: What happens when you change the locomotives in a "traffic" consist in an activity?
Nothing
Do activity "traffic" consists need to have a AI locomotive in the lead position? It seems that I have seen some without an AI lead but I'm not sure.
no
Do these consists even have to INCLUDE an AI locomotive? And, if not, why do we even need AI locomotives. I've never quite understood these things anyway.
no
I have noticed that there are some differences in AI .eng files, but I'm not sure I would like to try to convert a non-AI locomotive to an AI or vice-versa. What's involved?
editing the cabviewKevin Arceneaux
It is time for Amtrak to become a fallen flag!Changing Consists in Activities – image 1

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Member since Sep-27-02 · 90 posts

RE: Changing Consists in Activities

Hi Buddy,agreeing with Kevin, changes wisely applied shouldn't harm anything in an activity. Just make sure that the "new" train is approximately the same maximum weight, lenght, HP etc (use ConBuilder to get these values, they are displayed in the lower left corner once you have opened the consist in question). If the new values are close to this maximum or lower, no problem should exist at all. But imagine your extra heavy player train is waiting at a siding for the new AI meet that is heavier, weaker and longer. It is crawling up the hill way too late and too slow (4 F7s can't pull the load of two Dash 9's) just when you realize that the new AI-train is now two cars longer than the siding, so that you both get stuck by your tails blocking the main...Btw: Instead of going into the Activity Editor and its traffic pattern to select new consists for an activity, you can also simply edit the existing appropriate consits in ConBuilder, or do your own consists and then name them appropriately, so that they overwrite the originals (but better have a back-up somewhere safe).Lukas a.k.a Swissie

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Charter Member · 40 posts

RE: Changing Consists in Activities

Many thanks to you and Kevin for the prompt reply. One thing still isn't clear. From Kevin's comments, I'm beginning to realize that there is nothing "special" about an AI locomotive except that it is a "regular" locomotive without a cab view. Is this correct? If so, then they serve no specific purpose with regards to "traffic consists" or "player consists". They can be used or ignored as desired except that they can't be the lead unit in a "player consist".Am I on the right track? (no pun intended)Buddy

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Charter Member · 40 posts

RE: Changing Consists in Activities

Kevin,
Thanks, quick and to the point! Now, I've got two more AI locomotive questions.1. Does the use of AI locomotives as opposed to non-AI locomotives in consists have an impact on CPU processing workload that can be translated into potential frame rate hits?OR 2. Does MSTS simply ignore the Cabview() statement in the .ENG files of locomotives other than lead units in a player consist.If (1) is 'yes', it would make sense to convert locomotives to AI units if one doesn't intend to use that particular locomotive as a lead unit. i.e. potential improved frame rates with consists with lots of locomotives.If (2) is true, there would seem to be no need for AI units at all.Buddy

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Charter Member · 3287 posts

RE: Changing Consists in Activities

An AI generally gives better frame rates. Also for some reason, known only to MSTS, it also gives true sounds. Most units will only idle instead of reving up with the increased load. Every now and again I will make an AI unit, they are easy to do.2 ignores them. But like I said there are strange things in MSTS.Kevin Arceneaux
It is time for Amtrak to become a fallen flag!Changing Consists in Activities – image 3

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Charter Member · 101 posts

RE: Changing Consists in Activities

Yes. If you look carefully in the file libraries, you will notice that most of the user-built or user-skinned locomotives are all player driveable and have some kind of cab, of course with the exception of "B"-type units. It just allows the makers of the simulator the ability to have more than a couple kinds of locomotive running on a route without going to all the work of making them player driveable. Computer programmers seem to be lazy by nature...As you have inferred, don't think of it as simply an AI locomotive, but as a locomotive that can only be controlled by the computer or indirectly by the player. I suppose if you really wanted to, you could modify the ENG files and alias or copy a cabview and sound files and turn the locomotive into a player driveable one. Besides, the v1.2 SD40-2 is a far better looking model than the SD40 "AI" unit that came with earlier versions.- dispatcher618

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