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P&o6 problems

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Reading Topic #1685

Charter Member · 37 posts

LAST EDITED ON Jun-03-03 AT 09:31 AM (EDT)

Has anyone noticed an problems with the AI in the activities?I have had one running for several days, and i only play for about an hour and then i save it.
I noticed the other day that the AI had stopped running.I kept getting restricting reds (stop and go and 20 mph) and i always rear eneded an AI train. I got smart and slowed down and waited behind it for about a half hour and it never moved.
I then moved up to the train and hooked on to it. And when i did the trucks on the sd40 just went away, that could be a driver problem on me end.
BUt i pushed the train out of my way and set it somewhere out of the way.
It seemed like i hooked on to it that it was a player train or loose consist.
I will have to check again when i get a chance.
But it seems like the AI trains went back to normal.Oh yeahas i was pushing the train around i saw like 10 other trains that were stopped at red lightsI just wondering if some else had seen that.Thanks Ryan

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RE: p&o6 problems, sniper297, Jun-03-03, 10:54 AM, (1) RE: p&o6 problems, ryanreeves, Jun-04-03, 10:15 AM, (2) RE: p&o6 problems, kevarc, Jun-04-03, 10:21 AM, (3) RE: p&o6 problems, sniper297, Jun-04-03, 01:32 PM, (4) RE: p&o6 problems, jtsdadinaz, Jun-05-03, 07:05 PM, (5) RE: p&o6 problems, sniper297, Jun-06-03, 01:04 AM, (6) RE: p&o6 problems, jtsdadinaz, Jun-06-03, 12:28 PM, (7) RE: p&o6 problems, sniper297, Jun-07-03, 05:20 PM, (8)

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Charter Member · 4632 posts

RE: p&o6 problems

You didn't mention whether you're talking about the original activities that come with it, or the latest PON6updt.zip from the file library, or the original activities with some custom hacks.http://www.railpage.org.au/steam4me/trainsim/tutorials/ai_speed.htmlThe PON6updt.zip incorporates that hack into the AI traffic, so if you modify any of the consists with Conbuilder, the AI trains should continue to flow in a smooth pattern even if you change PON20mix.con to the Empire State Express and PON15oil.con to Thomas the Tank Engine and 80 loaded coal hoppers (my son has done that!), since conbuilder doesn't mess with the maxvelocity values. Using the consist editor within the activity editor to do the same, all bets are off - the KUJU consist editor recalculates maxvelocity and screws everything up."I then moved up to the train and hooked on to it. And when i did the trucks on the sd40 just went away, that could be a driver problem on me end."Never can tell, I got a P-4 2.66ghz with a gig of RAM and a Radeon 9700, and sometimes I get wierd things like one axle from all the hopper cars disappearing when I use the front coupler."BUt i pushed the train out of my way and set it somewhere out of the way.
It seemed like i hooked on to it that it was a player train or loose consist."Nope, stalled AI train, meaning the .srv file or .con file was changed from the default. Once you couple the player train onto an AI train tho, it stops being an AI train and becomes part of the player train. Uncoupling after that don't turn it back into an AI train tho, now it IS a loose consist, and you can stash it wherever you want."But it seems like the AI trains went back to normal."Yup, removing the stalled AI train does restore the traffic flow in most cases, with the AI main tracks no longer blocked the AI trains that don't have SFNRS (Stop For No Reason Syndrome) will start running again. Until the next AI service with SFNRS comes along, that is!PON6updt.zip is supposed to fix all that, gotta start a new thread since I'm not getting much feedback (people are afraid to hurt my delicate fragile little feelings, HA!), altho there's two guys so far having trouble that was originally attributed to invisocar;http://www.train-sim.com/dcforum/DCForumID3/18334.htmlTry installing (or reinstalling, if you already have it) PON6updt.zip, see if that fixes it, and lemmee know.

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Charter Member · 37 posts

RE: p&o6 problems

I will give that a try
Dont get me wrong I am not un happy with what i have now in the standard activities, that is all i am using right now
what came stock with the routeI have had the axles just go away when using the front coupler.
I just thought it was a video driver problem
and never gave it much thought.Thanks for the help.Tell you what though, it was hard to get the ai train moving,
I could not hardly couple up to it.I am surprised that does not crash the program hooking up to an ai train if it changes the file typehmmmm......ThanksRyan

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Charter Member · 4676 posts

RE: p&o6 problems

Sniper, I like the tutorial, but you need to make it clear that if after they get done hacking the con file and they open it in CB or the AE they will need to back and rehack it as they will reset these numbers.Kevin Arceneaux
DEFAULT IS FOR DUMMIES
Lone Wolf Activities Forum on www.3DTrains.comP&o6 problems – image 1

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Charter Member · 4632 posts

RE: p&o6 problems

Yeah, Kev, when I use the consist editor that's built into the activity editor, it does indeed recalculate (incorrectly!) the maxvelocity for the consist. But the version of conbuilder I have at the moment (Hmmm, lemmee see what I got, Conbuilder 1.6.2 right now.) doesn't mess with it. If I create a new consist using conbuilder, it sets it for
MaxVelocity ( 40.00000 1.00000 )
regardless of what it is, totally ignoring HP/tonnage ratio. If I open an existing .con file and edit it with conbuilder, it doesn't change that line, leaves it at whatever was previously set. Hopefully future versions of conbuilder won't correct this "error"!Ryan:"Dont get me wrong I am not un happy with what i have now in the standard activities, that is all i am using right now
what came stock with the route"That's OK, those were tested to pieces and should work fine. Jury's still out on the update, but so far two people had trouble with the traffic pattern screwing up and got it fixed, two had no trouble:http://www.train-sim.com/dcforum/DCForumID3/18383.html"Tell you what though, it was hard to get the ai train moving,
I could not hardly couple up to it."Curious, you have MSTS 1.0, or with the 1.1 patch, or the 1.2 update? if you have the unpatched train simulator 1.0, the "holding brakes" on the cars ahead of the engine don't release when the front coupler engages, so you're actually dragging instead of rolling."I am surprised that does not crash the program hooking up to an ai train if it changes the file type"Doesn't change the file type, just changes the AI train for the rest of that one activity session into a loose consist. http://www.train-sim.com/dcforum/DCForumID3/18386.htmlStart the activity over or reload a saved activity from before you couple onto the AI train and it will still be an AI train.

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Charter Member · 313 posts

RE: p&o6 problems

Conbuilder only changes it when you create a new consist.
I have asked Carlos to fix the maxvelocity thing when creating a new consist.

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Charter Member · 4632 posts

RE: p&o6 problems

"I have asked Carlos to fix the maxvelocity thing when creating a new consist."Dunno if it really needs fixed or not, 40 and 1 comes out to 64.8mph for max AI train speed at 75% efficiency.http://www.railpage.org.au/steam4me/trainsim/tutorials/ai_speed.html Hope he don't fix it to recalculate, since the way it is now you can change engines & cars in any existing AI train consist without screwing up the activity, since it still runs at the same speed.One thing, I forgot whether I mentioned it to you before or not (pushing 50 in a couple weeks, advanced senility and too much fun back in the 60s), but the latest I got, 1.6.2, if you add a tender to a steam engine you get the "warning, incompatible coupler types" message. Don't affect it, you can ignore the warning and save anyway (they ARE incompatible, sort of, the back coupler on the engine is a bar, and the back coupler on the tender is automatic or chain), but it scares the newbies.

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Charter Member · 313 posts

RE: p&o6 problems

Know what ya mean. It does it on some of the articulated cars as well. Only 50? Be just a tad more than that on monday..getting closer to real retirement, 2nd time..Anybody ever figure out why the F9 key would cause a lockup? And it is only with PON not anything else, works in explore mode, but try AndersonHeavy or Lite and boom, all done..have not had a problem with F4 or F8.I have gotten to the point of using the HUH,AE to start consists that have articulated cars or steam engines, then use conbuilder to add the rest, probably should mention that to Carlos as well and have a better look at the code.I thought I sent you the fixed up 1.6.3 for double cars and engines?

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Charter Member · 4632 posts

RE: p&o6 problems

"Anybody ever figure out why the F9 key would cause a lockup? And it is only with PON not anything else, works in explore mode, but try AndersonHeavy or Lite and boom, all done..have not had a problem with F4 or F8."Nope, first I heard of that one. Have a lot of other things that lockup the sim, but the F9 coupler window is something I have on all the time. "I thought I sent you the fixed up 1.6.3 for double cars and engines?"See the above, it's not just the years, it's the mileage. Getting so bad I can't even remember if my memory ever was any good and it's deteriorated, or was it always this bad? What was I talking about? Oh yeah, 1.6.3, uh, nope, if you sent it to me I either didn't get it or got it and forgot where I put it. Actually forgot where I put it and then forgot I got it afterwards. Or was it the other way around?I think it's time for my nap.

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