(AI) They don't really care about red lights right?

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(AI) They don't really care about red lights right?

Unread postby Benedettini » Wed Aug 13, 2014 4:29 am

Hey fellers!

I am working on scenarios for Western Lines of Scotland (creating from scratch) and I noticed that AI does not really care about red lights when player is on his path right? I wanted to have the train wait at light, and once user train passes, the AI joins single track. But I cannot do it except setting off AI at several more minutes.

I got the basics of all, and so far going well but the problem lies actually with AI and their idiotic behaviour that costed me hours of confusion :D

(P.S Once my scenarios are released, I am going to upload them also here in file library :) )
Benedettini
 

Re: (AI) They don't really care about red lights right?

Unread postby GreatNortherner » Wed Aug 13, 2014 5:14 am

Hi,

As fas as I know, the AI dispatcher only cares about the occupancy state of the signal blocks ahead. If the block is clear (and will stay clear in the near future because no nearby other service of higher priority is going to move in), the service can proceed. If the block is occupied, or reserved for a higher priority service that is approaching, the AI will get stopped at the signal before the block in question. All that happens no matter what the signals display, so AIs may occasionally run across reds, but stop at greens (usually it works okay though).

Signal blocks are created by signal "0" links on the tracks, so a single block can cover anything from a short stretch of single track to an entire yard, if there aren't any signals on the yard sidings but two just ahead of the yard entry switches.

Cheers
Michael
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Re: (AI) They don't really care about red lights right?

Unread postby OldProf » Thu Aug 14, 2014 5:16 am

There's a tutorial somewhere about this . . . if I could only remember where. However, you might try placing a marker near the signal where the AI train should stop and using a timed Stop At instruction; of course, that might require the player to stick to a timetable. Is it possible to send the AI into a siding or passing loop and have it stop there?
Tom Pallen (Old Prof)

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