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I'm making an activity for the NEC to Canadianize it (until someone develops a route for Lakeshore East and West in and around Toronto -- hint hint!) and I'm having a problem with AI trains disappearing when they reach the end of their path.In my activity I have two trains, one player driven and the other an AI train, both arriving in Philly at the same time on two different tracks. The AI train is only a few seconds ahead, but immediately after it stops it disappears! I've tried using a wait point but that doesn't seem to do anything, even when I set the damn thing to wait an hour!Any suggestions?Jonesy
The waiting point will only halt the train for a short moment, no matter the delay you enter. There is also a 'remains in world' flag in th activity (only accesible with wordpad and not with the editor) but that doesn't seem to do anything either. The only thing I can think of is to make the disappearing invisible to the player. You could do that by placing a loose consist in the station where the AI train stops behind. Still if you'd arrive a bit later it still might not work. If it wasn't an end-of-line station you could make the AI train wait forever for a red signal, but that will not work here...Frank.
Hi,if the AI train stops at a station and then disappears try to increase the number of waiting passengers at this station. Click with right mouse button on the blue bars on AI trains track and set number to a (extrem) high value. Sometimes this doesn't work if the route endpoint of the AI is inside the blue bars, so try to set the endpoint out of this.Torben
Setting the number of passengers to a super-high number (way in the thousands) didn't work. The end point for the trafic train is Philadelphia station and it is right at the end of the track. The platform I guess is too close to the end point.Any other suggestions?
Maybe setting an reverse point? Then set endpoint out of station. With the high passengers-number you won't see the train leave the station. Just a idea...Torben
YES, you can stop it by setting a reverse point as close as possible of a track end, so close that the loco cannot pass it fully, i.e. a few meters. This trick comes from LongHairedWizard, THE activity expert. Thanks, LHW !Or you could think of making the AI reverse twice at station, again a few meters only, before its path joins the player path. The AI will then, I believe, have to wait till the player has freed the requested track. This shd work if the player is not far behind. I believe the dispatcher recalculates paths at reversal points when they are reached. Without reversal, the AI would get priority.Enjoy ! Love and Peace