Gentlemen -I have just uploaded a file with activities for AI trains on Austral Bay route. It should appear in the file library as:
ab_act_1.zipThere are two activities, one commencing at Chippewa Falls and the other at Sundermeyer.Both have AI trains running at 10 minute headways (westbound, long and slow for the Chippewa activity; eastbound, short and fast for the Sundermeyer activity).At this frequency the player train encounters an AI train at most, if not all, passing loops.I have included a document with full instructions,including how these AI trains may be incorporated into any activity that you may create.Only default MSTS rolling stock and consists are used. The "Austral Bay" route is, of course, required.Comments are welcome.Best,
Phil Skene
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RE: Austral Bay - activities - AI trains @ 10minute, brucek, Jun-09-04, 05:14 AM, (1) RE: Austral Bay - activities - AI trains @ 10minute, philskene, Jun-09-04, 06:56 AM, (2) RE: Austral Bay - activities - AI trains @ 10minute, longislandmike, Jun-09-04, 07:35 AM, (3) RE: Austral Bay - activities - AI trains @ 10minute, philskene, Jun-09-04, 06:04 PM, (4) RE: Austral Bay - activities - AI trains @ 10minute, brucek, Jun-10-04, 02:04 AM, (5) RE: Austral Bay - activities - AI trains @ 10minute, longislandmike, Jun-10-04, 06:32 AM, (6) RE: Austral Bay - activities - AI trains @ 10minute, hotmetal2, Jun-11-04, 11:46 AM, (7) RE: Austral Bay - activities - AI trains @ 10minute, niknak, Jun-11-04, 12:36 PM, (8) RE: Austral Bay - activities - AI trains @ 10minute, niknak, Jun-16-04, 03:55 PM, (9) RE: Austral Bay - activities - AI trains @ 10minute, sniper297, Jun-17-04, 00:55 AM, (10) RE: Austral Bay - activities - AI trains @ 10minute, philskene, Jun-17-04, 04:24 AM, (11) RE: Austral Bay - activities - AI trains @ 10minute, niknak, Jun-18-04, 02:15 PM, (12) RE: Austral Bay - activities - AI trains @ 10minute, sniper297, Jun-19-04, 12:31 PM, (13) RE: Austral Bay - activities - AI trains @ 10minute, Colin, Jun-19-04, 12:52 PM, (14) RE: Austral Bay - activities - AI trains @ 10minute, sniper297, Jun-19-04, 04:35 PM, (15) RE: Austral Bay - activities - AI trains @ 10minute, sinclair97, Jun-19-04, 06:24 PM, (16) RE: Austral Bay - activities - AI trains @ 10minute, sniper297, Jun-19-04, 09:21 PM, (17) RE: Austral Bay - activities - AI trains @ 10minute, philskene, Jun-20-04, 00:08 AM, (18) Ooopz, you said the "T" word!, sniper297, Jun-20-04, 01:17 AM, (19) RE: Ooopz, you said the "T" word!, philskene, Jun-20-04, 03:36 AM, (20) RE: Ooopz, you said the, sniper297, Jun-20-04, 06:38 PM, (21) RE: Ooopz, you said the, philskene, Jun-21-04, 00:26 AM, (22) KILL KUJU!!, sniper297, Jun-21-04, 02:19 PM, (23)
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Here shown with clockwise traffic.I had smoothly flowing AI traffic in both directions, then KUJUed it up by trying to get some green lights for the player. PO&N 8 was uploaded with a very simple set of activities with westbound (counter clockwise) only traffic, that's because I couldn't get the eastbound (clockwise) traffic to work without SFNRS. Now I have the opposite problem, clockwise works no matter what, counter clockwise goes to hell if I change/add/remove one signal. What's really odd is I'm using the PO&N 8 services/consists, which are nearly identical other than having the cars rearranged. freight1, freight2, freight3, freight1, freight2, freight3, and so on. The first 13 trains (four repetitions of each, plus a fifth freight1) make it all the way thru, then #14 (the fifth repetition of freight2) stops for no reason at various places near Anderson depending on which signals I changed lately. Some variations in the loop around Anderson/Paludan cause #1 to stop dead 3 to 7 junctions past Anderson. It don't matter to the clockwise traffic, whatever I do to the signals in the loop it just flows on smoothly. Why any of that should make any difference I dunno, all the junctions and signal arrangements at those junctions are identical.Most places where I have a short passing siding I eliminate the first signal that triggers the first switch, leaving the "cutoff" signal at the opposite entrance to the doubletrack section to perform that function. Works fine everywhere except the bridge in Saint Marys that goes over the mainline between Port Ogden and Johnsburg, if I leave out the trigger signal it gets SFNRS at that junction (again only counterclockwise, don't affect clockwise traffic).Point to all this, if you get SFNRS, sometimes just adding another spacer signal for the AI trains will cure it. Sometimes you gotta add a lot of them. 
Signalnumclearahead 5, place 5 permissive signals from 100-200 feet before the interlocking. As long as you don't run a train shorter than 200 feet (engine and 2 cars), there's no potential for the permissive signals to allow one AI train to rear end another. Wanna cross the AI main, nothing up ahead, quick look over the shoulder;
Hmmm, better wait, here comes Crazey Jones.
This works from both ends, since you can see the AI train from the junction long before he hits the signal trips. He has 5 greens before the red interlocking, so he don't even slow down.
As soon as he hits the trip for #5 both switches throw curved, but by that time the player is well aware of the need to stay out of the crossover.Obviously that only works for these very short crossover-type junctions, with a half mile long single track section, especially around a curve or thru a tunnel, the more traditional 4 spacers plus one 2000 feet or so further back still needs to be used.And Phil, don't get me started on that unholy TDB rebuild and them demon spawn blue poles, you'll never hear the end of it! 
Here we have a very short section for the AI between the east crossover and the east mainline merge (GREEN), problem with that is a player approaching Sundermeyer from Van den Hoven. There's one passing siding (BR/AUSSIE "passing loop") between Sundermeyer and Van den Hoven, and when the player hits the west end of that coming to the green single track section, if an eastbound AI train was going thru the east Sundermeyer crossover at the same time, it would throw the switches at both ends of the single track mainline. To sequence that out I added spacer signals at the east end of the shorty track, and even moved them within 10 meters of the interlocking to get the AI train to momentarily slow down, but the best I can get is 16 seconds between switch throws. Possible solutions, some kind of sign to get the player to slow way the *&%$#! down when approaching Sundermeyer on that passing siding, find some way to slow the AI train way down without triggering SFNRS, or put in a disclaimer that really fast reflexes are required to play the activities.Problem with speedposts is they automatically jump across to any parallel track, what I need is a speedpost that affects only the AI track. As sinclair observed tho, AI trains have their own set of rules as to whether they pay any attention to speed limits or not.