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AI train stops at every swithc

AI train stops at every swithc – image 1

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Charter Member · 965 posts

The activity is otherwise working, but the AI train stops behind a switch which I switched for myself. It starts to move when I drive to the track in front of it and change the switch to point to the track where the AI is parked. See the pic 1, my train is on the right, and the white arrow is my path.
How do I set the prority for the AI train?Other "problems" were these tricky swithces in pic2 and my own screw-up. I forgot that I added that box car string to that track, and of course I wasn't watching where I'm going...

AI train stops at every swithc – image 2

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RE: AI train stops at every swithc, sniper297, Sep-29-02, 01:03 AM, (1) RE: AI train stops at every swithc, enocell, Oct-01-02, 01:46 PM, (4) RE: AI train stops at every swithc, enocell, Oct-01-02, 03:23 PM, (5) RE: AI train stops at every swithc, sniper297, Oct-02-02, 04:47 PM, (6) RE: AI train stops at every swithc, enocell, Oct-03-02, 01:34 PM, (7) RE: AI train stops at every swithc, Coonskin, Sep-29-02, 04:16 PM, (2) RE: AI train stops at every swithc, henry3, Sep-30-02, 03:52 PM, (3)

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Charter Member · 3523 posts

RE: AI train stops at every swithc

http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=3909&forum=DCForumID6&archive=yes
http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=3073&forum=DCForumID6&archive=yes
That's the whole sad story, Teemu, and the reason I set up PO&N5 as two seperate routes with a dedicated AI train route, and automatic switches every place the AI route merges with or diverges from the player route."AI train stops behind a switch which I switched for myself", yeah, that's the problem, the AI dispatcher sets the switches for the AI train's path once and only once, and never goes back to check it again. So if you route an AI train through a manual switch, then you throw that switch the other way after it's set for the AI train, everything goes to hell after that. The only answer I could come up with is never route an AI train through a manual switch.

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Charter Member · 965 posts

RE: AI train stops at every swithc

I noticed this when there was a swithc in front of me and the AI train was between it an my train. I swithched my path, AI train started to move and I smashed to it's rear because it stopped to the next switch...

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Charter Member · 965 posts

RE: AI train stops at every swithc

LAST EDITED ON Oct-01-02 AT 03:24 PM (EDT)

I have now this new problem: The activity works fine in AE, but in the game the signals are red. The first one is marked in the pic. The path comes from the upper edge of the pic, goes first to branch 1, and then reverse back and go to place 2. The AI train and first string of cars are on different tracks.There's 2 cars on the track(to be picked up) at the end of branch 1, could this be the problem?

AI train stops at every swithc – image 7

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Charter Member · 3523 posts

RE: AI train stops at every swithc

I suspect that's more of a route problem than an activity problem, Teemu. The signals are set up in a totally bizarre way, and interlocking signals (also known as "nevergreen trees") default to red unless something triggers them to show a different color. One problem is the signal is looking for the state of the next signal down the line, so the last signal on the path will always be red since there are no signals beyond it. A loose consist will also return a red indication, the only cure for that would be to place an interval signal just before the location of the loose consist. The interval would still be red, but since an interval is permissive the player can drive through it anyway. There's a sequence to it also, the interlocking signal will wake up and display something other than red is there is an active path through it, but what it displays depends on the state of the next signal. If you place one interval between the loose consist and the interlocking, since the interval is red the interlocking would show red over yellow. Two interval signals, the first one by the consist would be red, second interval yellow, interlocking red over flashing yellow. Three intervals, 1st red, 2nd yellow, 3rd flashing yellow, interlocking red over green.The other potential is you could fool around with the signal number clear ahead values in the sigcfg.dat file, but that effects everything else as well.

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Charter Member · 965 posts

RE: AI train stops at every swithc

Is it possible to change the signals to be green unless something makes them red?
I changed the activity so that paths runs to place 2 first, then to place 1. It worked fine when I just drove through the activity, but after adding consists and action events almost all signals show red. None of the consists are directly on the path. BTW, the balloon track worked fine in the activity, although the green path doesn't go that far.

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Member since Aug-1-02 · 621 posts

RE: AI train stops at every swithc

enocell:Wish I could help you with your AI problem, but I'm total newbie to Activity creation. (To date: Created one simple activity with no AI traffic.)BUT... I did want to tell you that looking at your pics produced embarrassing amounts of drool and slobber dribbling down my chin. Besides the excellent route work, there's some fantastic looking rolling stock in those shots! Wow... gotta search the files library a bit more thoroughly to see if some of those cars are in there!Andre Ming

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Charter Member · 1036 posts

RE: AI train stops at every swithc

>Wow... gotta search the files library a bit more thoroughly
>to see if some of those cars are in there! IIRC, all of those cars are probably in Enocell's two East Coast boxcar packs. That's probably not the exact names, but you get the idea. Do a search under "Teemu" and they should come up.I think there's roughly 20 or so cars in the two downloads, and he has a Midwest set as well.Henry

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