Accurate wrote:In a typical rail operation a switcher might pick a car from the yard, drop it at a customer's siding for loading. Later the switcher will pick the car take it to the yard and add it to a building long haul consist.
The old issue was that once a couple to a car and uncouple took place you could no longer couple to that car. However, if you performed the second coupling, with the coupler over a track marker, it would work.
I was wondering if that remains the case.
I am sorry for having been so confusing and imprecise. I thought most would have used that maneuver to make up consists while collecting laden customers cars.
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Based on my experience, all AI switching operations are "accidental", meaning that they were not foreseen by the programmers. Given that, the following AI switching operations are usually possible:
1) An AI engine can couple to any piece of rolling stock that has not moved or been moved since the scenario has started running, provided that the rolling stock to be picked up is located on a track marker. That has been and still is an inflexible rule. Believe me, I've learned this the hard way.
2) An AI engine can drop off one or more pieces of rolling stock, provided that the drop occurs on a track marker. Once dropped off by an AI engine, rolling stock
cannot be picked up again by the AI engine that dropped it or by any other AI engine. It can, however, be picked up by the player engine (sometimes).
3) An AI engine can pick up rolling stock from more than one track marker (but see rule 1 above) and can make multiple drop-offs on multiple track markers. However, the AI engine must be given
very precise routing instructions!
4) An exception to rule 3 is that an AI engine can only pick up one string of rolling stock from any one track marker. However, multiple pickups can sometimes be made from multiple track markers located along the same track.
5) This rule trumps all others: all AI switching is subject to the whims of what is often referred to as "the dispatcher".
I've found that AI switching that works in one scenario may not work in another scenario located in the same place and that AI switching that works just as I planned it may well fail to work after a subsequent editing session, especially if that session involves adding additional AI traffic. In other words, leave AI switching maneuvers until all other AI and player activities have been thoroughly tested. As we all know, AI stands for Artificial Intelligence; in this simulator, a more proper term would be DL, standing for "Dumb Luck". Happy scenario writing to all with the nerve to try and survive it!