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Getting following AI to pass player in siding.

Unread postPosted: Fri May 02, 2014 4:57 am
by xcrosswitch
Using the Sherman Hill route I am routing my player train onto Granite siding and have placed an AI 2 minutes behind and hoping to get it to pass my player train.
I'm not having any luck as the AI pulls up and waits for me to depart. I tried Standard and Free roam and not having any luck I'm afraid. Is it possible to do this?

Cheers,
Rob

Re: Getting following AI to pass player in siding.

Unread postPosted: Fri May 02, 2014 5:56 am
by Chacal
Give higher priority to the AI train.
For example,make it a fast freight or a special.

Re: Getting following AI to pass player in siding.

Unread postPosted: Fri May 02, 2014 8:40 am
by GreatNortherner
This situation usually works quite well. In addition to the priority setting that Chacal mentioned, it also helps if you assign "go via" or "stop at" instructions at the tracks of the overtaking location for both player and AI train, so that the game's dispatcher really knows what to do.

Re: Getting following AI to pass player in siding.

Unread postPosted: Fri May 02, 2014 9:43 am
by OldProf

Re: Getting following AI to pass player in siding.

Unread postPosted: Fri May 02, 2014 4:27 pm
by harryadkins
Good advice! Thanks guys.

Harry

Re: Getting following AI to pass player in siding.

Unread postPosted: Sat May 03, 2014 1:35 am
by xcrosswitch
Thanks everyone for your advice. I was able to get a successful pass using 'Standard Freight' with a ten minute 'Stop at' time on the player.I tried 2, 4 & 8 minute stop times that gave me a green signal which halted the passing train(red). The 10 minute stop gave me a Red and the passing a Green.
It will make scenario creation a little more interesting.

Rob

Re: Getting following AI to pass player in siding.

Unread postPosted: Sat May 03, 2014 9:13 am
by OldProf
xcrosswitch wrote:Thanks everyone for your advice. I was able to get a successful pass using 'Standard Freight' with a ten minute 'Stop at' time on the player.I tried 2, 4 & 8 minute stop times that gave me a green signal which halted the passing train(red). The 10 minute stop gave me a Red and the passing a Green.
It will make scenario creation a little more interesting.

Rob


But will sitting around for ten minutes waiting for another train to pass make scenario playing more interesting? I recently stuck with a scenario that required several waits of multiple minutes, only to discover that, less than a mile from the final destination all of the passing AI trains had stacked up in the same area, making it impossible to complete the run. A definitive !*not-ok*! !*not-ok*! !*not-ok*! to whichever scenario writer decided that would be "prototypical", much less interesting.