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Don't really know what it does, but the result was my little worms now continue toward one another and wiggle past each other with gay abandon instead of stacking up in a stalemate several blocks away from each other.Perhaps there's hope now for a route that has a single track mainline w/many pass tracks?Andre Ming
Yep, it is a handy little thing to know. It relieves you of remembering did I run the player path in the siding or the main when doing AI paths. All I have to remember, and I write it down, it where I did NOT use a passing path. There are places you need to be extremely carefull in using them. You cannot use them where the straight part of a switch does not rejoin the mainline. If you try to edit it, it will cause the AE to throw up all over itself. I found a few places like this in the CGW route and a couple of other routes.This was a problem in many of the original activities for the Cajon pass route. The passing points were there, but they did not go through the path a section at a time checking the optional paths button.For more information http://www.train-sim.com/dcforum/DCForumID7/1186.htmlKevin Arceneaux DEFAULT IS FOR DUMMIES Lone Wolf Activities Forum on www.3DTrains.com
Thanks for the link. Lots of info there.Apparently, in spite of doing everything wrong and undoing/learning as I go, this first activity just MAY see the light of day!!!Why, oh why, couldn't I have written a simple activity first? (Or IS there such at thing?) At this point, oncoming AI trains: 13 and still counting. When it works, it's fun. Andre
The more Ai trains the longer it take for the activity to load. I had one up to 5 minutes and counting before I killed it.Kevin Arceneaux DEFAULT IS FOR DUMMIES Lone Wolf Activities Forum on www.3DTrains.com