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A real PO&N6 activity surprise

A real PO&N6 activity surprise – image 1

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Reading Topic #1329

Charter Member · 217 posts

I had just begun the Newcastle Heavy activity and was about to depart the yard with two units and a caboose when an AI train comes roaring by on what is normally a player-only track.A real PO&N6 activity surprise – image 2 As the train passes it suddenly jumps on top of my units causing a major pile up.A real PO&N6 activity surprise – image 3

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Charter Member · 1362 posts

RE: A real PO&N6 activity surprise

I have had this happen on an activity I did for the PO&N ver5.....I modified it to avoid the problem.LHW

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Charter Member · 3956 posts

RE: A real PO&N6 activity surprise

LAST EDITED ON Dec-01-02 AT 00:25 AM (EST)

Now that is funny. Two items:A real PO&N6 activity surprise – image 4The wye connecting Newcastle with the North Pass has the straight portion of both switches going into Newcastle, so if the player is coming up or down the pass and wants to stay on the North Pass and not go into Newcastle, he has to manually set the switch for the curve to stay on the North Pass. When you're setting up the AI traffic path, if you forget the "take other exit" either after the PonyShoe curve bridge (going into the tunnel to 77 from the South Pass) or, for traffic going the other direction the switch before the Newcastle/North Pass wye, the AI train will end up on the player route, and take the straight path into Newcastle.
Probably the easiest way to avoid that is the way I did, I made one eastbound and one westbound traffic path, double checked to make sure the AI train stayed on the AI route, then cloned all the rest using the "Use As Template" button. That would be your best bet to avoid re-inventing the wheel, since you know all the traffic paths I included work, pick one of those, eastbound or westbound, and do the Use As Template for your AI services. Saves a lot of tedious work!Item two, the TA/MS cement hopper has a bug in it, last I heard leesome was working on it diligently. When the new cement hopper goes thru a switch that's set against it (look at the switch window in your picture, the switch is set for the curve and the AI train is going thru the straight), it "wags it's tail" and whips over to the other track, either breaking couplers or whipping the rest of the train across. That's actually an MSTS bug, I've seen it before with certain combinations of short and long cars, what's really stupid is that the default Microsoft consist with 3 SD40-2s and 49 cars does it, which gives you an idea of how thoroughly Microsux tests these things.Sorry. Bad mood right now, waited 8 months for the front coupler patch, and the @%&*$#! thing still randomly locks up when I'm switching with the front coupler.

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Charter Member · 217 posts

RE: A real PO&N6 activity surprise

Thanks for the help. I'm not sure what was wrong, but changing the headway on the AI trains from 10 min to 12 min made the problem go away.Larry

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