I've spent a great deal of time trying to manage AI traffic on my single-track mainline. I wanted my player train to enter a passing siding, come to a red signal at the end of the siding, wait there for an oncoming AI train to arrive and pass, and then have the signal clear and allow the player train to proceed.I read everything I could find on AI traffic, and experimented extensively with double reversing points and passing/optional paths, but nothing seemed to work consistently. It seemed almost random. Sometimes the AI train would appear and pass--if I first nudged the player train into reverse, but that seemed a bit gimicky to me, and in any case the signal facing the player train would never go red.I finally found a method that seems to work flawlessly, at least for me, and I offer it here for discussion, for whatever it may be worth. Maybe it's been tried before, but I haven't seen anything on it. I don't know if it will work with other signal systems, but I use Hank's upper quadrant semaphores and they work perfectly on these passes, for both the AI and player. The player gets a red at the end of the passing siding, the oncoming AI train appears and passes, and the signal facing the player train then clears to green.1. First note the signal block in which the player is to stop (call it the reference block).2. Start the AI train's path in the third block out from the reference block. Then just run the path through the siding on whichever track it is to use--no passing path or optional path. End the AI path in the block after the reference block.3. Set the AI start time according to the player train: the AI must appear in its starting block while the player train is in the third block out from the reference block--in the opposite direction. (I just run the sim, note the time when the player train should be in that block, and then use that time for the AI start time.)Again, this may sound a bit weird, it may not work with other signal systems, and it may not meet everyone else's requirements, but it's been working like a charm for me. I was so frustrated with AI passing problems that I was on the verge of abondoning the hobby, and so I hope someone out there may find it helpful.
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RE: Towards Intelligent AI Traffic, robertreedy, Jun-14-04, 08:02 PM, (1) RE: Towards Intelligent AI Traffic, kevarc, Jun-14-04, 10:53 PM, (2) RE: Towards Intelligent AI Traffic, JohnR, Jun-14-04, 11:47 PM, (4) RE: Towards Intelligent AI Traffic, JohnR, Jun-14-04, 11:45 PM, (3) RE: Towards Intelligent AI Traffic, robertreedy, Jun-15-04, 11:00 AM, (5) RE: Towards Intelligent AI Traffic, JohnR, Jun-15-04, 11:40 AM, (6) RE: Towards Intelligent AI Traffic, JohnR, Jun-15-04, 07:21 PM, (7) RE: Towards Intelligent AI Traffic, robertreedy, Jun-15-04, 08:24 PM, (8) RE: Towards Intelligent AI Traffic, JohnR, Jun-16-04, 11:21 AM, (9) RE: Towards Intelligent AI Traffic, GaryG, Jun-16-04, 01:48 PM, (10) RE: Towards Intelligent AI Traffic, JohnR, Jun-18-04, 11:28 AM, (12) RE: Towards Intelligent AI Traffic, GaryG, Jun-18-04, 12:07 PM, (13) RE: Towards Intelligent AI Traffic, JohnR, Jun-18-04, 12:51 PM, (14) RE: Towards Intelligent AI Traffic, railfan4ever, Jun-16-04, 04:13 PM, (11) RE: Towards Intelligent AI Traffic, goonybird, Jun-21-04, 05:49 PM, (15) RE: Towards Intelligent AI Traffic, kevarc, Jun-21-04, 09:37 PM, (16) RE: Towards Intelligent AI Traffic, goonybird, Jun-22-04, 01:03 AM, (17) RE: Towards Intelligent AI Traffic, kevarc, Jun-22-04, 08:31 AM, (18) RE: Towards Intelligent AI Traffic, goonybird, Jun-22-04, 11:36 AM, (19) RE: Towards Intelligent AI Traffic, kevarc, Jun-22-04, 11:54 AM, (20) RE: Towards Intelligent AI Traffic, goonybird, Jun-23-04, 05:20 AM, (21) RE: Towards Intelligent AI Traffic, goonybird, Jun-23-04, 06:35 AM, (22) RE: Towards Intelligent AI Traffic, goonybird, Jun-23-04, 07:50 AM, (23) RE: Towards Intelligent AI Traffic, jamesphh, Jul-02-04, 03:43 PM, (24) RE: Towards Intelligent AI Traffic, robertreedy, Jul-02-04, 07:24 PM, (25) RE: Towards Intelligent AI Traffic, goonybird, Jul-03-04, 07:26 PM, (26) RE: Towards Intelligent AI Traffic, goonybird, Jul-05-04, 09:12 AM, (27)
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I'm certain all the knowledge shared early on in this thread is indeed valid. It's just that there are indeed other influences that factor into the handling by the sim, for there also appears to be much uncertainty and speculation in what folks share here.My findings friggin' well occurred/happened/took place/became history!! I'd simply like somebody else to try out the full chrono sorting to verify my findings, and overcome all this BS with respect to priority assignments made by the sim -- there's still left so much other ground for us enthusiasts to pour over, no?I also have a hunch that some random factor has been written into the sim by its programmers at point of manufacture. For instance, has any of you ever noticed how the derailed cars fall differently every time you restart a saved activity (my derailments amounted to train meeting end of track 15 seconds after my save)?Cheers,