Train-Sim.Com
MSTS Activity Design

Path problem/question

Notice to all visitors and members of the Train-Sim.Com message forums:
If you plan on using a signature banner in your posts, we would like to remind you that there is a maximum size for banners. That maximum is 450 pixels wide by 120 pixels high, and not to exceed 25k. Your compliance is appreciated. FORUM RULES Problems? There are two common reasons for problems with logging in and posting messages. The first is that you are running a firewall that prevents your messages from being sent to the server. The other is that you have cookies disabled; the DCForum software requires cookies to work properly.

Previous Topic | Next Topic

Printer-friendly copy Email this topic to a friend

Reading Topic #1840

Member since Aug-31-02 · 410 posts

I am working on an activity where I am traveling east on the east main and have to cross over to the west main, pick up some cars from a blind siding, cross back over to the east main, and head on east. My problem is with a westbound AI train. If it starts (just starts, not arrives in the area) before I am back to the east main, it resets the switch on the crossover and I cannot get back to the east main at all. The crossover switch is an automatic so I can't manually reset it. Is there any fix for this short of changing the switch it self to a manual?Brad Meyer

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

RE: Path problem/question, robertreedy, Aug-30-03, 04:00 AM, (1) RE: Path problem/question, Brad 110, Aug-31-03, 04:36 AM, (2) RE: Path problem/question, robertreedy, Aug-31-03, 07:39 AM, (3) RE: Path problem/question, Brad 110, Sep-04-03, 06:37 PM, (4) RE: Path problem/question, sniper297, Sep-06-03, 10:26 AM, (5) RE: Path problem/question, robertreedy, Sep-06-03, 09:57 PM, (6) RE: Path problem/question, sniper297, Sep-06-03, 11:10 PM, (7) RE: Path problem/question, robertreedy, Sep-07-03, 04:20 PM, (8)

Conferences | Topics | Previous Topic | Next Topic

Charter Member · 918 posts

RE: Path problem/question

Click to send message via ICQ

Brad, not sure I'm following you exactly, but have you tried using reverse points to get back and forth across the main? They will usually work for the player and automatic switches, but can wreak havoc on the AI depending on how you set it up. By doing it this way you can make the AI wait for you to cross back over, or if you time it correctly, you will have to wait for it to pass and dispatch to change the switch before being able to cross back overRobertR .. ADF-M&RM at http://www.adfrr.com

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Aug-31-02 · 410 posts

RE: Path problem/question

LAST EDITED ON Aug-31-03 AT 04:39 AM (EDT)

I probably did not express myself well. The player path crosses over to the west main, goes into the siding, has a reverse point on the siding, goes back over the crossover to the east main. Lets say that from cross over to cross over the whole process takes 6 mins. If during that six mins., the start time for the AI train comes up, it resets the crossover for straight through operation and the player can no longer follow the player path because the crossover switch has been set wrong for the player (but right for the AI). It is as if the AI path is overwriting the player path. The AI train itself is still miles (and about 11 mins.) away, so there is no signal indication that the AI train is near. My first indication of trouble is when, after pulling out of the siding into the westbound main headed back to the crossover, I don't the little switch arrow on the track monitor. Even a signal on the siding would not help because the AI train itself is still several block back up the west main.Thinking about it, I suppose one solution would be to use a location event to send a dispatch notice telling the player to hold on the siding until such and such westbound train passes by. I will have to check to see if, after the AI train passes (or after it reaches the end of its run and "disappears"), the crossover switch is given back to the player path and is again thrown for crossover operation. I was actually aiming for somewhat the situation you outlined, where if the player made good enough time he could get across and back before the AI train became a concern, but if he was slow getting to that point he would either have to wait to cross over or wait to cross back.Brad Meyer

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 918 posts

RE: Path problem/question

Click to send message via ICQ

>The AI train itself is still miles (and about 11 mins.)
>away, so there is no signal indication that the AI train is
>near. My first indication of trouble is when, after pulling
>out of the siding into the westbound main headed back to the
>crossover, I don't the little switch arrow on the track
>monitor. Even a signal on the siding would not help because
>the AI train itself is still several block back up the west
>main.
>
>Thinking about it, I suppose one solution would be to use a
>location event to send a dispatch notice telling the player
>to hold on the siding until such and such westbound train
>passes by. I will have to check to see if, after the AI
>train passes (or after it reaches the end of its run and
>"disappears"), the crossover switch is given back to the
>player path and is again thrown for crossover operation.
>
>I was actually aiming for somewhat the situation you
>outlined, where if the player made good enough time he could
>get across and back before the AI train became a concern,
>but if he was slow getting to that point he would either
>have to wait to cross over or wait to cross back.
>
Brad, not sure of the signalling between the start of the AI and your position, but one way of getting the choice (if signals allow) would be to start your AI at a path and time (maybe closer) that would allow the player to cross both in and out if they are on time, but would make them wait if they are running late. By starting the AI 30 seconds or so after the 6 minute window you could catch the player crossing the second time, but don't really know how to catch them the first time without also keeping them there the final time .. if that makes any sense. RobertR .. ADF-M&RM at http://www.adfrr.com

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Member since Aug-31-02 · 410 posts

RE: Path problem/question

>Brad, not sure of the signalling between the start of the AI
>and your position, but one way of getting the choice (if
>signals allow) would be to start your AI at a path and time
>(maybe closer) that would allow the player to cross both in
>and out if they are on time, but would make them wait if
>they are running late. By starting the AI 30 seconds or so
>after the 6 minute window you could catch the player
>crossing the second time, but don't really know how to catch
>them the first time without also keeping them there the
>final time .. if that makes any sense.
>
I have found a solution for at least part of the problem. I am using a time event to control a location event placed on the siding. The location event sends a dispatch message telling me to hold on the siding until such and such westbound freight passes. Now, if I am early, the location event is not activated and I go about my business. If I am a little late, and on the siding when the AI starts the location event is active and I get the hold message. If I am way late, the signals will stop me before I cross over to the other main. I found I had to set the timed event for 2 minutes before the AI launches to avoid actually being on the crossover when the AI launches. Two minutes is enough time to get from the location event back to the east main.The next issue is getting a "Clear to proceed" message. I think I can do that with a combination of two time events and an action event, but need to do more testing.
Brad Meyer

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 918 posts

RE: Path problem/question

Click to send message via ICQ

LAST EDITED ON Sep-06-03 AT 09:58 PM (EDT)

Sniper, I have had such a cluttered path folder already, I've just never checked the "player driveable path" box. What have I been missing out on?RobertR .. ADF-M&RM at http://www.adfrr.com

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 5539 posts

RE: Path problem/question

I dunno if you missed anything, don't even know for sure if it has a bearing on Brad's problem. No real documentation on it.http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=3909&forum=DCForumID6&archive=yesWhile screwing around with that, tho, I found that not checking the player driveable path box caused all the switches to be set for the AI train's path at the moment of spawning. Obvious drawback to that, I'm booking along at 40mph and not on any kind of official path, and as I approach a player/AI junction the signal suddenly goes red in my face. I overrun the signal into the single track section, now there's no way out since the switches at both ends are set for the AI path. Checking the player driveable path box prevents that, in an opposing meet the far switch throws but the near switch stays straight until the AI train passes the next signal, in an overtaking meet the near switch throws but the far switch stays straight until the AI trips the next signal on its path. Once the back coupler of the player loco clears the base of the switch going into the single track section, HAL9000 (AI dispatcher) will detect the presence of the player, and stop throwing switches to advance the path for the AI train until the player is clear. That gives me the option to either back out or pull ahead, depending on which switch is still set for the player exit."...the start time for the AI train comes up, it resets the crossover for straight through operation ... The AI train itself is still miles (and about 11 mins.) away,... "Sounds like the same type of problem, without the player driveable path box checked on, HAL is setting all the switches for the entire path of the AI train the moment it spawns.

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 918 posts

RE: Path problem/question

Click to send message via ICQ

Somehow, I missed that tutorial. Thanks for the reference and now I know why I've had problems in a couple of places. RobertR .. ADF-M&RM at http://www.adfrr.com

Alert | IP


[ Home | MSTS Forum | MSTS FAQ | File Library ] Copyright © 2002 by Nels Anderson. All Rights Reserved.

Restored from the Train-Sim.Com archive, captured October 28, 2003. About this archive.