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sniper297 (1074 posts)
Dec-15-01, 08:29 PM (EST) "limit to number of AI trains?" LAST EDITED ON Dec-15-01 AT 08:44 PM (EST)I've given up for the time being on opposite direction traffic, so I set up an activity using the 'use as template" function on the AI traffic, and instead of having one or two trains repeating over and over I cloned 5 different AI trains spawning and following the same path at 12 minute intervals. When I had done this previously with only two alternating train types I had no problem, but with this setup the first train goes to the endpoint and vanishes, the second stops several blocks short of the end as if the ghost of the first is still keeping the signal red. Alternating the paths to the end points don't do it either, one and two go to the end and vanish, 3 is supposed to go into the same spur as 1 did (24 minutes later!) to head off to the phantom zone, and it stops as if the block is still occupied. Obviously this backs up the traffic, do I need a seperate dissapearing track for each different consist, or is it necessary that each has it's own distinct path name?Message Areas - "limit to number of AI trains?" – image 1 Alert Edit | Reply | Reply With Quote | Top
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Subject Author Message Date ID RE: limit to number of AI trains? lnghairedwizard Dec-15-01 1 RE: limit to number of AI trains? lnghairedwizard Dec-15-01 2 RE: limit to number of AI trains? sniper297 Dec-16-01 3 RE: limit to number of AI trains? sniper297 Dec-16-01 4 RE: limit to number of AI trains? lnghairedwizard Dec-16-01 5

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lnghairedwizard (391 posts)
Dec-15-01, 08:50 PM (EST) 1. "RE: limit to number of AI trains?" I,m wondering if your allowing the trains to terminate at the end of the siding/track or if your placing a end point before the end of the siding. I wonder if this would make any difference? Also, are the trains longer than the siding itself?...if the train is long and is fouling a switcb when the engine reaches either the end point or end of siding maybe that could be contributing or causing the next train to not reach the end.You might try spacing the AI trains farther apart (timing wise)Just some suggestions, dont know if any of these will work.Longhairedwizard Remove | Alert Edit | Reply | Reply With Quote | Top
lnghairedwizard (391 posts)
Dec-15-01, 08:54 PM (EST) 2. "RE: limit to number of AI trains?" Oh, now I see your map there. I,m wondering if the switch that branches to "out1" and "out2" is perhaps a manual switch?
That could cause the AI trains to act screwy if it is a manual switch.Longhairedwizard Remove | Alert Edit | Reply | Reply With Quote | Top
sniper297 (1074 posts)
Dec-16-01, 01:21 AM (EST) 3. "RE: limit to number of AI trains?" No, that's an automatic. That spur was intended for a spawning point when I was thinking two-way traffic. Did you ever get a copy of the 5 beta? If you look at the grain elevator, South pass helpers, and 77, those passing sidings on the AI tracks were intended to be used for AI trains to pass in opposite directions. The problems involved with trying to get the blasted things to do something intelligent made me give up on that idea for now, but I haven't removed all the passing sidings yet, so I thought I'd take a shot at alternating exits. I don't know what the deal is, I thought you could have different trains set up to use the same path, but apparently not in the same activity. The "use as template" is kind of iffy too, I finally ended up creating one path for each of the five AI services, starting from scratch for each one. Kind of tedious, but it worked, and the performance set to 25 instead of 75 makes them move at more realistic speeds. So after setting up this activity, I go to play it, spend the first half hour switching cars around and making up the train in Johnsburg yard while 3 trains go by, Pull onto the wye headed for South Pass just in time to get a red and have to wait for number 1 to go past. :35 after, signal clear, head up to the SP helper shed with one geep and 25 cars, and discover I forgot to put any helpers in the shed! Oh well, add the helpers, save the activity, start over. I obviously need some practice making up a train anyway, gotta get that time under 30 minutes! Remove | Alert Edit | Reply | Reply With Quote | Top
sniper297 (1074 posts)
Dec-16-01, 11:34 AM (EST) 4. "RE: limit to number of AI trains?" I still don't know if changing the player performance makes any difference, but I currently have 5 AI trains running in an activity, with the player performance and the AI performance set to 25 instead of the default 75. I followed one of the AI trains for a while, he's doing about 18 mph instead of 35+, so it does affect it somehow.Here's a link to another thread where Joe was trying to puzzle out some of the same things;http://www.train-sim.com/dcforum/DCForumID7/618.html
Wow, it's like deja vu all over again! Remove | Alert Edit | Reply | Reply With Quote | Top
lnghairedwizard (391 posts)
Dec-16-01, 12:50 PM (EST) 5. "RE: limit to number of AI trains?" Ive been setting the "performance" on my AI trains lower also, 20 to 25 is good to mimic a switcher, 30 to 35 a drag freight(assuming it isnt overpowered with engines).Longhairedwizard Remove | Alert Edit | Reply | Reply With Quote | Top

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