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AI train slow

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Member since Feb-26-04 · 6 posts

I'm making an activity in winter with the snow on Marias Pass 3.1. The problem is that the AI trains are very, very slow. How can I make them faster ?BTW, how you I turn on the lights of the AI engines ?

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RE: AI train slow, upamanyu, Jun-13-04, 05:49 PM, (1) RE: AI train slow, Thierry Gschwind, Jun-14-04, 06:45 AM, (2) RE: AI train slow, scefhwil, Jun-14-04, 08:48 AM, (3) RE: AI train slow, goonybird, Jun-14-04, 08:46 PM, (4) RE: AI train slow, goonybird, Jun-14-04, 08:51 PM, (5) RE: AI train slow, GaryG, Jun-15-04, 12:57 PM, (6)

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Member since Feb-15-04 · 20 posts

RE: AI train slow

1. You could notch up "expected player performance" in the service editor. The maximum value is 100 and i've seen that it helps regulate the speed of the train.2. You could make your AI trains start at a high speed instead of at zero. Although this does not make the AI train travel faster it will save you the time that the AI train takes to release its brakes and build up speed.Hope this helps

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Member since Feb-26-04 · 6 posts

RE: AI train slow

I tried.
I put start speed at 35, but then train travel with 20 mph the rest of the way. Also put expeted performance at 100 %, except for one because I want it to move slow in the yard.

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Charter Member · 350 posts

RE: AI train slow

Another modification to apply would be to bump up the DerailRailForce value to all the engines and wagons used in your activity. It's been discussed in the past -- in the Route-building forum, I believe. Back then -- at least a year ago? -- the reason was to prevent trains from slowing too much on slopes or curves, or even a combination of both.I myself have determined the appropriate speed limits on many stretches of my network by bumping up the DerailRailForce in much of my stock. I then created a plain old activity to course over the tracking that I wanted to set speed limits. I recategorized the activity to become an introductory train ride instead (the activity-file parameter "Mode" revised from a value of two to zero {2 to 0}). This makes the computer do the driving instead of the player. Oh! I chose my fastest, most flexible stock (some old EMU) to be my player train, and set its performance at 100 instead of the default 75. I then played the activity ensuring my compass was displayed while keeping my camera view in the cab, and each time I witnessed the speed changing, I'd take a screenshot of the instance, overwrite the change of speeds right over my screenshot, and draw upon these data from each screenshot once I was back in RE plopping down the according speed limit.The handy thing about this way is that it's become possible to keep the derailment option activated in the sim, such that your player train would derail only if you'd have exceeded the declared speed limit by quite a broad margin. You see, I've found that most routes being uploaded have speed limits set too high to the point that if you exceed the posted limit by even 0,5Km/hr, your train is guaranteed to derail thus booting you out of your activity.Cheers,
goonybirdUpdated March 2004: http://www.geocities.com/BourbonStreet/Bayou/4804/ - a fictitious network serving London, Weymouth and points in between

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Charter Member · 257 posts

RE: AI train slow

HiHas your AI gone through a Restricted Speed zone? If so, I've found on a different Route that an AI will never speed up again. Example, entering a Permissive or Restrictive block with the signal displaying a Permissive or Restrictive indication; entering into a Restricted speed zone such as a siding will both cause a permanent slowdown.GaryG

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