Signalling to control AI on a route using DTC

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Signalling to control AI on a route using DTC

Unread postby TDHenderson » Fri Aug 26, 2011 11:04 am

So I have read of people burying signals underground to control AI traffic. I am curious if this method is best to simulate a route that uses DTC for movement authority.

http://www.lundsten.dk/us_signaling/dtc/index.html

The route is single-tracked with sidings along the way. I was thinking of putting in signals at the sidings to simulate control blocks to handle the AI, then simulate the same with the player train via event pop-up messages.

Thoughts?

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Re: Signalling to control AI on a route using DTC

Unread postby Toripony » Fri Aug 26, 2011 3:33 pm

I'm puzzled about this "underground" approach... wouldn't a player driver be at high risk for a lot of SPAD violations if we can't see the signals? !*don-know!*
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Re: Signalling to control AI on a route using DTC

Unread postby sleepyto » Fri Aug 26, 2011 4:18 pm

As PikeHkr Shows in his turorial here http://www.pikesproducts.com/Forum/index.php?board=10.0 it is okay to bury signals in yards for the correct signal blocks to run AI's.
I have buried 0T signals in all my yards with no problems. I am sure you can bury them anywhere though. 0T signals are all you need if you are going to bury them.
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Re: Signalling to control AI on a route using DTC

Unread postby Toripony » Fri Aug 26, 2011 4:55 pm

sleepyto wrote:As PikeHkr Shows in his turorial here http://www.pikesproducts.com/Forum/index.php?board=10.0 it is okay to bury signals in yards for the correct signal blocks to run AI's.
I have buried 0T signals in all my yards with no problems. I am sure you can bury them anywhere though. 0T signals are all you need if you are going to bury them.


Ohhhhhhh..... [insert lightbulb emoticon here]............
I assume you mean the 0T Permissives? Those wouldn't generate a SPAD would they? Are you using the usual 3 aspect heads? I assume so since there aren't any 0T dwarfs.
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Re: Signalling to control AI on a route using DTC

Unread postby sleepyto » Fri Aug 26, 2011 5:03 pm

Yes just a single head 0T. Actually there is one dwarf signal but it is a two aspect one, it is "SMM-Griswold D H1 T0" Not really much different than a 3 aspect head though.
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Re: Signalling to control AI on a route using DTC

Unread postby TDHenderson » Fri Aug 26, 2011 7:00 pm

So will that protect the blocks between the sidings and allow AI traffic to operate around the players consist?

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Re: Signalling to control AI on a route using DTC

Unread postby sleepyto » Fri Aug 26, 2011 7:33 pm

Just follow the tutorials that I linked in the above post. Pike has the best set of tutorial on setting up signals and creating blocks so you can run your AI's.
Watch them all ( 9 or so I believe) it is well worth the time.
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Re: Signalling to control AI on a route using DTC

Unread postby jamesphh » Mon Aug 29, 2011 9:50 am

Using current signals and putting them underground would make them invisable to the player. Except the aspects would show on the 2D map. Would it not be possible to create a signal that would show "unlit" on the 2D map (black)? This would create blocks but be completely invisable to the player.
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Re: Signalling to control AI on a route using DTC

Unread postby Kali » Mon Aug 29, 2011 10:00 am

Yes, you can make signals that don't show on the map - not totally sure how atm but I was using a route recently that didn't show half the signals that were *meant* to be on the map. Maybe the script has to set the map state before they show up, worth looking at anyway.
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