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MSTS Activity Design

AI or Static / Static or AI

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Reading Topic #1573

Charter Member · 7 posts

Can anyone help resolve the following problem : I am trying to write an activity for KHP and would like to have static trains appear and disappear at will; that leaves out AI Trains, as they can do that, so I’ll try to explain.Your train (the player’s train) is coming to Lake Louise on the South main line as is customary with a full-fledged static train picked up earlier. I would like to have an AI Train going West on the North main right there and then. That’s easy enough… but a potential source of conflict for what’s coming up next...When the player’s train arrives at Eldon, his orders are to turn around after having dropped its static rescued train on the main line and start heading back West towards Field. Can that static consist be made to disappear after awhile ? If so, how ?On its way West, the player is to be re-routed to the South main as there is (if it can be managed !!!) a static Work train on the North track between Lake Louise and Divide dumping ballast.And in there lies the difficulty: putting any static train on a piece of track has to be done and wired in BEFORE the activity begins (or it could be abandoned by another train during the course of one) and once detected in a block, the MSTS dispatcher will never ever let another one in; if by any twist of fate that miracle should happen, the AI train ( the westbound mentioned up above I’d like to see go through), or any other train for that matter, would only ram into the static train causing a derailment… (This is the only conclusion I think makes sense and will most likely happen but haven’t tried it to verify one way or the other.)One possible solution would be to have a westbound AI go through that piece of track the normal and easy way; roughly 5 minutes before the player’s train gets to Lake Louise, a now AI (as opposed to Static) ballast train would appear and start inching its way West on the North main at a steady 4 mph. Is this at all possible and, if so, how do we tell an AI train to run a steady preset speed ? Nothing too complicated, please; my computer savvy has definitely technical limits it can’t go beyond without a lot of TLC.Prototype railroads can do it… can MSTS ?Any suggestions anyone ? PG Bourdua
RTC by trade – Train simmer for the pleasureMay all your signals be GREEN and the road ahead… really CLEAR !!!

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Member since Oct-10-02 · 208 posts

RE: AI or Static / Static or AI

AI or Static / Static or AI – image 2

Yeah like Kevarc said, you'd need to have some AI with very low performance, but you should also realize that activities take different times for certain people.On part I of my 856 activity for Sandpatch, it took me 3:40 to run it, while for another person it might take 4:30 to run it due to some fairly complex switching.If you have that work train appear too soon, then you might actually block the player train for someone who is "behind schedule", killing the activity for them.Usually If I am dealing with AI at a diamond crossing or something then I will make it spawn multiple times to make sure that the player train will meet it, but your situation is kind of tricky, so think out what you are doing carefully.Jake Mensel
Sandpatch Dispatch
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Charter Member · 7 posts

RE: AI or Static / Static or AI

Thanks for the reply gentlemen,I think I'll experiment with low performance first and if this tricky situation doesn't resolved my next step would be to imbed 'reverse points' in the section of track that will not see any other traffic for the rest of the activity.Thanks again guysPG B (Copy19Y)

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