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I have an activity where the AI train goes into a siding and waits for the player train to go by. The AI train goes into the siding and stops past signal blocking the mainline. Any idea what could cause this? Thanks in advance.
Being totally ignorant of exactly how AI handle signals, I'll give it a try...is the signal by chance set to close to the turnout?Cheers! Marc - 3DTrains http://www.3dtrains.comPro Series SuperPacks
From the pic, it's just to the left of the engine under the bridge, looks like a searchlight signal. AI trains run thru permissive signals on the red without stopping, they only actually stop and hold for an absolute signal. Since I don't know which route that is, or what signal set, I couldn't even guess which kind of signal that is, but if it's a permissive (ABS, Interval) the AI train won't stop, if it's an absolute (Interlocking) the AI train should stop if it's red when he gets there. One way to check is in the activity editor, USUALLY (not everything in MSTS is guaranteed) a permissive will be green and an absolute will be red without the VCR running."If it's red when he gets there", that's the other thing, are you arriving at the junction with the player train finding that the AI train has already passed the signal, when he was supposed to stop and wait for you to pass? Look at the AI service in the activity editor, click on the edit path button, and see if the "Player Driveable Path" box has a checkmark in it. If not, check the "Player Driveable Path" on for all AI trains, that gives the player path priority.
Thanks for the replies. The mark for ending the passing path was missing at that signal for some reason. I redid the path for the AI train and the passing path had the marks at both ends of the siding. Every thing works OK. Just another MSTS mystery. The route is the soon to be released Glorieta Pass. The signals are searchlight and semaphores who use the scripts I developed for Raton Pass - they will have new shapes and textures.