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AI Meets

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Member since Jul-12-02 · 324 posts

Did a search, didn't see anything that answers my question - is there a set number of signals (or blocks - not sure what the difference is) that an AI train has to pass thru before entering a passing path, with some assurance of success? That is, where the AI will take the siding, sit at the signal politely, and wait until the player passes?There was a recent thread about short AI paths versus longer AI paths, and the consensus seemed to be that longer is better, although running the full length of the route is not necessarily necessary. I've been fiddling around with a new activity, and notice that three signals out works well, in other words, starting the AI train at least 3 signals away from the passing siding seems to be reliable (so far, and at least on the Whitefish 2 Route). Short AI paths, i.e. starting the AI right before the siding in question, don't work.Any advise/thoughts would be appreciated,MC

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RE: AI Meets, Kentucky86, Sep-17-03, 06:50 PM, (1) RE: AI Meets, MasterChief, Sep-18-03, 02:13 PM, (2) RE: AI Meets, Kentucky86, Sep-25-03, 09:44 PM, (3) RE: AI Meets, kevarc, Sep-25-03, 09:47 PM, (4) RE: AI Meets, oakpalms, Oct-04-03, 06:28 PM, (5) RE: AI Meets, kevarc, Oct-04-03, 07:44 PM, (6)

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Charter Member · 479 posts

RE: AI Meets

I have found on some routes. AI trains can run the whole route with the passing paths set in at the appropiate sidings. Do not make a passing path where you have cross overs on double track that seems to cause the redlight stand off.Anyway on most routes as long as the passing paths meet on both directions things work out good.On other routes I have had to start some AI traffic mid route (Marias Pass 3.0) in order for it to work properly.BobFlorida Railfan Page
http://www.geocities.com/Kentucky86.geo/Boston MBTA Railfan Page
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http://www.geocities.com/Kentuckyrails

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Member since Jul-12-02 · 324 posts

RE: AI Meets

Thanks, Bob.I'm working on an activity in MP 3.1 right now, hence the question. Starting too close to the siding in question doesn't work, whereas starting 2 - 3 signals away works fine.I also noticed that a passing path doesn't work if there is a second siding branching off of the siding used as the passing siding, in other words, a passing siding off the main, and another, shorter siding branching off the passing siding.Its a learning process...MC

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Charter Member · 43 posts

RE: AI Meets

MasterChief,There is not any benefit in making long AI paths since the more AI traffic the more stress on the memory. Even with 512K DDR RAM I find that even when an AI approaches my video slows down a bit. I would hate to think what would happen to a lot of people with less RAM if their CPU had to track 10-12 trains at the same time. However, for the sake of easier activities I tend to use AI traffic on a path that I will run a player train. I imagine we all do that, and in most cases they are not real short. I usually try to put in several AI meets on all my runs lasting over an hour. I believe in heavy traffic such as on the BNSF and not daily milk runs as on so many other lines today. After all, it is AI traffic that makes MSTS challenging as well as entertaining. I have found comments on AI passing, reversing points, and AI overtaking very helpful. Thanks.Is that a Navy title per chance?Bob Edwards
oakpalms@comcast.net--Retired Navy Chaplain

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Charter Member · 5780 posts

RE: AI Meets

Wrong, it makes no difference whether you do long or short paths. It always slows down when the AI train approached the player train, it is more a function of loading the ace files/number of polys in the model. And tracking the placement and redrwing of the ace files of them on the screen as they pass.As for path it depends, but very seldom do I use a path for AI and player. I prefer to keep them seperate as I have differnt start and end points for themKevin Arceneaux
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