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jones113 (3 posts)
Jul-28-01, 09:49 PM (EST) "Here's help with overtaking trains, reverse points, and mandatory stops." I have been fiddling with the Activity Editor for hours and believe I have found a reliable way to force a train (AI or player) to stop in a block to allow other trains to overtake it by using reversing points.Apparently, the AI Dispatcher "looks ahead" for about five signals/blocks in front of a train when clearing signals, but only clears enough signals to reach either the end of the path, or a reversing point. Therefore, when designing a path, I placed a reversing point about 4 carlengths before a signal at an interlocking, and then placed a second reversing point just behind the first (effectively forcing a train to pull up, back up a couple of feet, and then proceed forward again). The AI Dispatcher will only clear blocks to allow the train to move into the block with the double reversing points, then after the train has stopped, reversed a couple of feet, and started forward again, the Dispatcher will clear additional blocks as normal (if traffic allows).This has been a great addition to my AI paths because it forces a train to stop at a certain point. If this is done before a crossover, or other interlocking, and since the signals ahead of the stopping point are not cleared until the AI train reverses a few feet, it allows other AI trains, or the player train, to overtake it through the crossover/interlocking since its signals are free to be cleared first.It can also be used with the player path (say on a slow freight) to force the player to stop and allow other faster passenger AI trains to overtake it, however the player needs to know exactly where to stop and must perform the brief reverse movement in order for the next signals to clear. I accomplished this with location event "messages" instructing the player to "Wait here for further traffic clearance" or similar.I hope this helps with your activities.P.S.: I determined that the reverse point is considered crossed when the center of the lead engine crosses the reverse point. This holds true regardless of which direction the train is moving. Place dummy consists on the path when planning reverse points, with the expected number of cars the train will have when it reaches the point, place the point, then delete the dummy consist.-Jamie Alert Edit | Reply | Reply With Quote | Top
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Subject Author Message Date ID RE: Here's help with overtaking tra... tulsarailfan Jul-29-01 1
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tulsarailfan (12 posts)
Jul-29-01, 08:23 AM (EST) 1. "RE: Here's help with overtaking trains, reverse points, and mandatory stops." This is good info about the reverse points. Someone asked me to write a tutorial on this and I just haven't been able to get it done, too busy fiddling with the activity editor! One more point, when putting in reverse points for player trains, you have to give the train enough room to fully clear any switches behind the train, before it starts to reverse. This becomes important when you're designing local freight activities and have to deal with computer controlled switches. If the player pulls across a reverse point, but a good portion of the train is still over the switch to the spur you want him to back in to, then the reverse point won't work correctly: you can pull past it so your entire train clears the trailing switch, but then the computer dispatcher will never throw the switch back into the spur, even when you reverse and begin to shove. This wouldn't be an issue if you were in a siding long enough to hold the whole train, as illustrated in this thread though. I've also noticed that the AI dispatcher uses switches just like signals, if there aren't any signals in the area: he'll clear a train ahead of you if you're reversing and will clear the crossover, you'll know he did it because you'll see the switch throw (using F8), watch out if you move ahead anyway and "force" the switch the train will collide with you!I'd much prefer all dual control or manual switches for all the industrial spurs. Some time I'll re edit some of these routes, but I understand one switch I need for Columbia Falls is missing from the list of available mnl switchers.
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