AI Operations (Turnout Not Working Properly)

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AI Operations (Turnout Not Working Properly)

Unread postby kcs_fan » Tue Feb 14, 2012 9:35 am

I know this topic has been addressed somewhere here prior to today, (someone point me in the right direction if possible), however, my problem is that when running my AI trains, the turnout will not change when it is supposed to. The first two trains go through the junction the way I planned them to. The third train however, is supposed to diverge from the main on another line. I have gone back and re-traced all of my instructions, times, etc. I have even deleted and replaced the turnout with no success. There has to be some simple thing that I am not doing. Anyone got any ideas??? !**conf**!
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Re: AI Operations (Turnout Not Working Properly)

Unread postby Machinist » Tue Feb 14, 2012 10:43 am

Is the junction automatic or manual? For the Player consist (is not your case, I'm just remarking), as far as I noticed the manual junctions can be set once when scenario starts, after that the "player" have to manually set the junction as desired.

Being AI trains, has the 3rd train the same path of the previous till the junction to (now) diverge? If that's the case you can try to give to this 3rd AI room enough from the second AI ahead, in order to let the blue path of 3rd be shown when the blue path of AI ahead is clear. That's a most common problem, so you have to avoid the blue paths overlapping each other, otherwise an AI will use the blue path of another AI (don't matter if they are running in the same or opposite direction).

Another thing that sometimes works is create a long destination marker starting at the main line, going through the facing (or flyout) and ending in the diverging line, so (when it works) the AI will run through the whole destination marker from the main line to the diverging line.

Cheers.
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Re: AI Operations (Turnout Not Working Properly)

Unread postby MattW » Tue Feb 14, 2012 11:45 am

Machinist wrote:Is the junction automatic or manual? For the Player consist (is not your case, I'm just remarking), as far as I noticed the manual junctions can be set once when scenario starts, after that the "player" have to manually set the junction as desired.

How do you set the turnouts though? I'm having a problem very similar to this too: viewtopic.php?f=29&t=4753
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Re: AI Operations (Turnout Not Working Properly)

Unread postby Machinist » Tue Feb 14, 2012 2:14 pm

Machinist wrote:Is the junction automatic or manual? For the Player consist (is not your case, I'm just remarking), as far as I noticed the manual junctions can be set once when scenario starts, after that the "player" have to manually set the junction as desired.
MattW wrote:How do you set the turnouts though? I'm having a problem very similar to this too: viewtopic.php?f=29&t=4753

They can be set but not by me :D once you set the path the "program" set the junctions. It works (sometimes) only in short distances, if there is no AI assigned to the same path, if you have a direct path to the destination point, and if there are not much succesive junctions to go through etc.

Basically, at the start of scenario the junctions are set as they are in the route, so a good (at least easier) option is to use the default route path, otherwise player will have to change manually the junctions (as a general rule). It does not work to change the junctions while editing the scenario because they will change back to the default position, and also does not work delete the levers: in the scenario editor they look like deleted (you can't see the levers anymore) but in fact they are there, and will be shown in their default position when scenario is loaded.

What I already got (sometimes worked) is: delete the levers of the junction(s) and - at same time - create a destination marker passing through the junction(s), so the train path will lead you to the desired (no default) location. But to get this is very hard (no previous AI sharing the path etc etc as I mentioned before) and also the Player train have to be the last train to be added to the timetable. Any further change to the timetable and... bye bye... all work flows into the drain... it simply isn't worth the time wasted.

Another trick is place an AI consist through the junctions with your desired path, and at the start of scenario move the AI to anywhere... it works as well, most of times.

In fact, most of time we waste (much, vey much) time (90%) just trying to run around the issues of the scenario editor instead of creating intersting scenarios, that's the true.
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