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The player train is west of the passing siding. An AI train is to the east of the same siding. The two trains are headed towards one another. The player train's path goes into the siding, and the AI path stays on the main.Typical set up, but this is where it gets interesting. The signals for the player train show red over green, so the player train should go into the siding, only the switch isn't lined that way - it is lined for the main still. Because the signal shows as "clear" on the track monitor, the player train pulls in on the main and has to stop for a red on the other side. At this point I stopped the activity without waiting for the stand off.In the next test, I manually threw the switch into the siding. To my amazement, the signal at the far end of the siding was showing "approach medium", so I proceeded through knowing that I was probably going to get it, and I did. 1 mile further up the line I had a head on collision with the AI train.I'm thinking this is just a timing issue, but I don't understand why the switch for the player train did not get thrown upon approach, nor do I understand why the signal at the far end of that siding is showing an approach indication when the next block is occupied. The siding is protected by ABS signals both incoming and outgoing.Anybody ever seen this before??Shawn Becher
W&CRR Version 1.1 complete, activities coming soon!
Shawn, how far into the activity was this? In other words, if it was at or towards the beginning, it sounds like there's not enough starting separation in signals for the AI logic to get straightened out. Once dispatch has set the path for the AI, he figures his work is done and goes back to sleep until time to get the next one. I've even had dispatch switch me onto the siding the AI was coming on, but as soon as I moved starting points back about 2 absolute signals it worked fine.Don't know if it's the same thing happening here, but kind of sounds like it.RobertR .. ADF-M&RM at http://www.adfrr.com
Guess I can't be of much help then, except wondering if it's a matter of timing .. for example when both player and AI are hitting the preceeding signal or two. I do know the AE will sure mess with a persons mind sometimes with no provocation but usually if you keep after it things will come out. The only other suggestions with an activity of this length would be to try some 'mini scenarios' as Kevin A used to call them to get it figured out. What I do is note time and location of some place before that, then do a "save as" and name it temp or something. Then change all of the player files to match this temp so you don't screw up the original. However, leave the AI pattern, timing etc. completely alone, using them as they are in the original.Finally, I change the 'temp' path and starting time to begin at this pre-figured location, change the starting speed to whatever you were going then begin running it through to see where the problem is. About 90% of the time, this will make it easier to figure out what works and what doesn't. You do have to use some discretion in where this location is, trying to not conflict with any AI before it.Finally, after everything is working at this location, move everything in the temp on down the line to where the next problem shows up. It isn't failsafe by any means, but very often will help you figure out what's going on.Once you have all this done, you simply move (store) the temp activity to a different location or whatever, go back to your original and re-save it so you don't get a 'xxx file not up to date' message, then run it through and things should work.RobertR .. ADF-M&RM at http://www.adfrr.com