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I am working on an activity and have two questions.1. Does the performance of the AI trains change with a change in the weather or the season. From observation I do not believe that there is any change, but would like to have someone confirm the answer.2. In the Route Editor, I can run the simulator starting at any time I want to specify. For example an activity may specify a player start time of 12:00, but in starting the simulator I can specify 13:00 and it starts with the Player train an hour into the activity and the AI trains wherever they would be at 13:00.The question is whether there is any way to start the game at 13:00 other that to figure out where the Player train should be at 13:00 and modify the path to start there and the modify the Player start time to 13:00 in the RE?If there were a way to do this it would greatly aid in activity design.Bob
1. No. 2. Do you mean in the AE playback? Do not use this for anything important, it is very unreliable. No, the start time of the activty is what you set in the AE and it starts at the beginning of the path. To change it you would need to run it IN the sim to determine where to put the new staqrt point. But why?Kevin Arceneaux DEFAULT IS FOR DUMMIES Cry havoc and Let slip the dogs of war. Lone Wolf Activities Forum and Activity Packs are on www.3DTrains.com
Kevin, I'm kind of 'butting in here' and may be way off base, but it sounds like he's trying to set up a type of 'mini-scenario' to get some of the AI bugs worked out in stages rather than all at once. If this is correct, I've come pretty close to doing the same thing by starting with a 'master' then cloning it with 'save as', doing my experimenting and checking with it by altering start-time and place of the player while keeping the AI constant. Then when everything is worked out, it's just a matter of using the now modified (and hopefully perfected - in MSTS? ) traffic service with the original player service path and time. Sounds crazy, but it seems to work pretty well. However, to actually answer the second question, as Kevin said above, there is no shortcut in doing this as far as I know. You have to manually change the three things: start time, start position (path) and starting speed unless you factor that in to the path.RobertR .. ADF-M&RM at http://www.adfrr.com
He could be.I create mini activities all the time to check things. Mostly it works, but I have found a couple that are just plain strange when you try - Katoonie is a good example of this.Kevin Arceneaux DEFAULT IS FOR DUMMIES Cry havoc and Let slip the dogs of war. Lone Wolf Activities Forum and Activity Packs are on www.3DTrains.com
>I create mini activities all the time to check things. >Mostly it works, but I have found a couple that are just >plain strange when you try - Katoonie is a good example of >this. Kevin, to give credit where due .. I think you were the 'originator' of this idea and just letting you know it has been helpful to all of us in many forms to get around some of the vagaries of the AE. Not holding my breath, but can't wait to see what MSTS2 has to offerRobertR .. ADF-M&RM at http://www.adfrr.com
Thank you.If they had only coded all the menu choices in the pop up menus, esp. in the path editor, it would have made the AE a whole lot better. Along with a decent readme on the use of the AE. But they didn't so we are forced to grope around in the dark. I think Rich and a couple others have done a tremendous amout of work in explaining things. I just got curious and wondered what happens if I do this or that. The AE is not really that hard to use, the hard part is getting it to work right.Kevin Arceneaux DEFAULT IS FOR DUMMIES Cry havoc and Let slip the dogs of war. Lone Wolf Activities Forum and Activity Packs are on www.3DTrains.com
You are correct, I keep cloning the master and starting at later times and positions in order to work out bugs with the AI trains. It works, but it would be nice if there was an easier way.Bob