I have spent the last several days doing a test of how player and AI trains conduct meets. To do this I set up a basic test senario that is: KHP route, player train leaving Field heading east, AI train spawns at Yoho heading down hill, meet to be at Cathedreal. Here are the variations and results.1. Both trains on the main. Standoff at west switch.2. Player train's path set for main, AI train path set for siding. AI train runs through west switch, then stops fouling the main.3. Player train's path set through siding, AI train's path set for main. Meet went off without a hitch.4. Player train's path set for main, AI train's path set for main, passing point activated for both. AI train took the siding, but again ran past the west switch fouling the main.5. Player train's path set for main, AI train's path set for main and AI train's path had passing point activated. AI train stopped short of the west switch on main, but player train given red. Stand off.6. Player train's path set for main, AI train's path set for main and player train's path has passing point activiated. AI train didn't stop with cornfield meet at slide shed where the Cathedreal sign is located.The bottom line as I see it. The original work done by Rich Garber on meets holds. The only way to get a successful meet is to put the player train into the siding. Very unrealistic, but until Kuju and Microsoft rework the game for V2 we are stuck with this. I am going to load the Whitefish route and do this again there. This route is also single track with passing sidings.Happy activity designingSharon Evans
Printer-friendly page | Edit | Reply | Reply With Quote | Top