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As you can see my problem is stated above, could someone please tell me step-by-step how to make an AI train moveable. I want to be able to pull into a siding wait for about 3 minutes and have an AI pull by on the main then pull out of the siding. Thanks.-MattATSF GP60M #104 works on the local in Flagstaff, AZ.
www.atsfrr.com Please attend the up coming convention in Pasadena, California. Vice-President of FWLS. Now Hiring! If you cant find me at Home I'm railfanning up and down the BNSF Ft. Worth Sub.
RE: AI Trains how do you get them to move?, robertreedy, Jul-25-04, 09:26 PM, (1) RE: AI Trains how do you get them to move?, ATSF104, Jul-28-04, 01:11 AM, (2) RE: AI Trains how do you get them to move?, oakpalms, Jul-28-04, 04:14 PM, (3) RE: AI Trains how do you get them to move?, ATSF104, Jul-28-04, 07:23 PM, (4) RE: AI Trains how do you get them to move?, oakpalms, Jul-30-04, 04:09 PM, (5) RE: AI Trains how do you get them to move?, JohnR, Aug-01-04, 11:42 AM, (6) RE: AI Trains how do you get them to move?, JohnR, Aug-01-04, 11:49 AM, (7)
Matt, the easiest method of doing this is to use double reverse points. If you do a search on that, here in the activity forum you will find many ideas and links to other information. The first two that come to mind (but I don't have the urls) are Kevins forum on 3dTrains and the steam4me site. Just google it {EDIT} On second read, don't know for sure if that was what you are asking. If the AI won't move at all, then the signalling is probably stopping it. It's all a matter of timing to get it all to come together. It would still be worth looking at both of the above sites for information. RobertR .. ADF-M&RM at http://www.adfrr.com
No Luck any other ideas?-MattATSF GP60M #104 works on the local in Flagstaff, AZ.
www.atsfrr.com Please attend the up coming convention in Pasadena, California. Vice-President of FWLS. Now Hiring! If you cant find me at Home I'm railfanning up and down the BNSF Ft. Worth Sub.
Matt,Are you running single or double track? AI's are very easy to set up and run. If you are running on a single mainline, then your AI train may not work very well passing while your player train pulls into a siding. You will have to start your AI at least 3 signal blocks prior to where your player train departs the mainline, and remember your path for the AI train starts at the rear of the train--not the front. However, a brief three minutes to await a trailing train is not very realistic and MSTS probably will not provide that since the AI will be controlled by the block signals--be prepared to wait a while longer!If it is on a double track then it is no problem to get an AI to pass by using the free track just adjust the time for it to pass where you want.Bob Edwards
Well What I'm trying to accomplish (on TPII) is something like this. Player train pulls into the siding. Waits about 8-15 minutes. A train pulls by going the other way. Wait another 8-15 minutes. Have a second train go by on the main then pull out of siding. So I'd like to know what the steps are to setting up these trains to pull by me. -MattATSF GP60M #104 works on the local in Flagstaff, AZ.
www.atsfrr.com Please attend the up coming convention in Pasadena, California. Vice-President of FWLS. Now Hiring! If you cant find me at Home I'm railfanning up and down the BNSF Ft. Worth Sub.
Matt,The first thing you will need to do is to determine the time your player train leaves the mainline. The train going the opposite direction path should be started at least three signal blocks prior to the closest switch to the siding. You will need to set the time for it to originate so that it will arrive at the siding at the time you want it to. You can also use the percentage setting that actually controls its speed. You will find that in the same box with the begin/end speeds. You will need to extend its path sufficiently past the siding so that it does not do a disappearing act on you. If you have a second train following the first AI you can simply use the same path and set a second start time that would appear to be practical. This setup would allow for the shortest wait in the siding. Most of us don't like long waits for the train to come around the corner!If your second passing AI is coming from the same direction as the player train, then it must be started at least three block signals prior to the start of the siding as well. Just remember that it will also be influenced by the first AI train since it appears you are using single track mainline for this pass. Just how soon you can start that train will be determined by how far the single track runs and how the computer would calculate the use of that track by your first AI train even if you end its path before reaching where your second AI train starts. Use the playback feature with the Activity Editor--it should be pretty close since all trains are connected and running. The AE feature is really off when you couple an engine/s to your consist to form the player train, and it is never right on the money--a poor way to run a railroad.Bob Edwards
Matt, a few thoughts that may (or may not) help:I don't think anyone can give you a simple step-by-step procedure for handling AI trains, because they seem to be affected by so many variables--the particular signal system in use, lengths of the different blocks, switch locations and configurations, and so on. For some of us, managing AI traffic has been very, very time consuming.If you haven't already done so, use the forum's search feature and review the many threads pertaining to AI trains.To have a player train on a single track main enter a section of double track and wait there for a following AI train to come from behind and pass: I route each train's path as desired, and I place a pair of reversing points in the player path where the player train is to stop. Although it is usually suggested that the AI path start at least 3 blocks back, on my system, when the AI train is coming from behind the player train, I can start the AI path in any block--even the block immediately prior to the switch.It always works for me (and only works for me) if the timing is as follows: 1. The AI train (coming from behind) must appear before the player train activates the double reverse points; if the DBTs are activited prior to the AI's start time, the waiting player train will get a green signal at the end of the siding and the AI will get a red and will stop there and wait. 2. The player train must activate the DBTs before the AI passes; if the DBTs are activated before the AI passes, the AI will pass but the red signal facing the player train will never clear.Again, although I've done a lot of experimenting to establish the above guide lines, and they've been effective for me, they may not work on a route with different characteristics.Hope this helps.JohnR
Please note the TYPO (omission of the word "NOT") in my above message, which should have read:> 2. The player train must activate the DBTs before the >AI passes; if the DBTs are NOT activated before the AI passes, >the AI will pass but the red signal facing the player train >will never clear. JohnR