Chacal wrote:Do stopping points work for the player train or only AI trains?
Also, I assume you can't use short scenario destination markers instead of stopping points, because of existing route destination markers?
In 2011, Derek wrote in a post still available here at RWA [
http://railworksamerica.com/forum/viewtopic.php?f=7&t=3420 ] :
Stopping Points
Stopping points allow more precise control over where AI and player trains should stop. This is especially useful on long sidings where previously the trains would stop at the end of the marker.
The stopping point marker is located in the Track Infrastructure filter of the scenario object browser list with the other scenario markers, such as siding and platform markers. It is a track linked item which can be doubled clicked and named in the properties tab. These stopping points show in the simulation as a red arrow on the track profile.
So Stopping Points
should work with both player and AI trains.
You're absolutely correct in saying that "you can't use short destination markers instead of stopping points, because of existing route destination markers". Indeed, Stopping Points seem to have been invented to address the lack of precision inherent to overly long track markers, but perhaps they got wiped out in the TS2012 - TS2013 transition?
Or, perhaps, they never worked as intended.
I remember trying to use one in a scenario I wrote for the
Horseshoe Curve under TS2012. An AI train was supposed to pull up to a Stopping Point, uncouple its cars there, and then reverse direction and drive to its Final Destination. Instead, it stopped well short of the S.P., dithered around for a while, and then either vanished (yes, literally) or derailed.