Player Control Train And AI Control Portal Trains On Same Line

Discussion about RailWorks scenario creation.

Player Control Train And AI Control Portal Trains On Same Line

Unread postby charrock10 » Sat Jun 25, 2016 10:20 am

Can you have a player control train run along the same track with a AI control train that comes out of a portal. I want my player control train to stop at a junction for the AI control train that is portal control and run behind it until it enters it's next portal.
charrock10
 

Re: Player Control Train And AI Control Portal Trains On Same Line

Unread postby OldProf » Sun Jun 26, 2016 10:28 am

Your message isn't very clear, but why not just try doing whatever it is you want? If it doesn't work, the worst that can happen is that TS shuts down and you have to run a cache verification. Then you can either brag here about what you've succeeded in doing or ask for advice about achieving your goal.
!!howdy!!

By the way, a portal does not "control" a train; our frenemy the dispatcher simply sends it through the portal (entering or exiting) as instructed . . . or, in some cases, not.
Tom Pallen (Old Prof)

{Win 10 Home 64-bit; Intel Core i7 6700 @ 3.40GHz; 16.0GB Single-Channel @ 1063 MHz (15-15-15-364); 2047MB NVIDIA GeForce GTX 960}
User avatar
OldProf
 
Posts: 2743
Joined: Wed Sep 09, 2009 10:09 am

Re: Player Control Train And AI Control Portal Trains On Same Line

Unread postby charrock10 » Sun Jun 26, 2016 2:22 pm

Too Old Prof: When I start the scenario to test drive it and put the driver in the cab of the AI train, and put the route "example "(Mudville to Sin City), a triangle appears which mean something is missing or can't connect. So should a command like (via Wayside) be placed before( Sin City) in order for the AI train to move along the same line or route as my player control train? This is the setback that I'm facing in making a playable route.
charrock10
 

Re: Player Control Train And AI Control Portal Trains On Same Line

Unread postby OldProf » Sun Jun 26, 2016 3:57 pm

charrock10 wrote:Too Old Prof: When I start the scenario to test drive it and put the driver in the cab of the AI train, and put the route "example "(Mudville to Sin City), a triangle appears which mean something is missing or can't connect. So should a command like (via Wayside) be placed before( Sin City) in order for the AI train to move along the same line or route as my player control train? This is the setback that I'm facing in making a playable route.


Your message is still very confusing:
1)"When I start the scenario to test drive it" -- do you mean test it by playing it or by looking at it in the so-called VCR? or are you just looking at it in the editor?
2) "put the driver in the cab of the AI train" -- do you mean assign a driver to the AI train? If so, you are in the editor.
3) "put the route "example" (Mudville to Sin City") -- this simply does not make sense, since in order to edit a scenario, you must first select the route and then the scenario.
4) "a triangle appears" -- now you seem to be describing the editor again, specifically, the warning triangle (like a highway yield sign) that sometimes appears in the editor. In order to find out what the problem is, you have to click that triangle, which will reveal one or more messages that may or may not be actual errors. In your case, what do those messages contain?

I have never heard of the route "Mudville to Sin City" and thus have no idea . . . wait a minute! Are you trying to do all of this in the route editor? That is, in my experience, a very serious mistake. Use the route editor to create or edit routes and the scenario to create or edit scenarios -- period!

Perhaps you should try to describe the situation again, starting from scratch?
Tom Pallen (Old Prof)

{Win 10 Home 64-bit; Intel Core i7 6700 @ 3.40GHz; 16.0GB Single-Channel @ 1063 MHz (15-15-15-364); 2047MB NVIDIA GeForce GTX 960}
User avatar
OldProf
 
Posts: 2743
Joined: Wed Sep 09, 2009 10:09 am

Re: Player Control Train And AI Control Trains On Same Line

Unread postby charrock10 » Mon Jun 27, 2016 2:29 pm

Too Old Prof: I am creating a fictional route and scenario for that route, in which I want a AI train to come off of a siding to a cross over to the main line, and run ahead of my player control train. In the scenario editor I placed a drivers icon on my AI train and gave that train a destination. My player control train was to go from(example: Mudville to Sin City). I wanted the AI train to run ahead of the players train and turn off at siding along the route to (Sin City). When I gave the AI train a destination a triangle appeared. I clicked on the triangle and one error said maybe bad consist. I changed out the stated bad consist and it wasn't the problem. The second error stated wasn't also. The third stated error incomplete route or no route found or something like that seems to be the problem. There in is my problem. It seems to me AI trains and portal control trains can't run on the same tracks as a player control train. Any suggestion to solve this problem. Thanks
charrock10
 

Re: Player Control Train And AI Control Trains On Same Line

Unread postby OldProf » Mon Jun 27, 2016 3:21 pm

charrock10 wrote:Too Old Prof: I am creating a fictional route and scenario for that route, in which I want a AI train to come off of a siding to a cross over to the main line, and run ahead of my player control train. In the scenario editor I placed a drivers icon on my AI train and gave that train a destination. My player control train was to go from(example: Mudville to Sin City). I wanted the AI train to run ahead of the players train and turn off at siding along the route to (Sin City). When I gave the AI train a destination a triangle appeared. I clicked on the triangle and one error said maybe bad consist. I changed out the stated bad consist and it wasn't the problem. The second error stated wasn't also. The third stated error incomplete route or no route found or something like that seems to be the problem. There in is my problem. It seems to me AI trains and portal control trains can't run on the same tracks as a player control train. Any suggestion to solve this problem. Thanks


Let's try this again: there is no such thing as a "portal control train". Now, as to having an AI train exit a siding ahead of the player train (PT), run ahead of the PT for a given distance and then pull into another siding, the problem is that the PT will always "outrank" an AI train of any service class, including "Special". This means that, in your case, the AI train will not move until the PT has passed the siding where the AI train begins its run.

May I suggest that you complete your route before attempting to make any scenario other than a Free Roam? I really believe that writing Standard scenarios, even very simple ones, for an incomplete route (at least all track laid, signals placed, and track markers laid down) amounts to courting failure, if not disaster.

Good fortune!
Tom Pallen (Old Prof)

{Win 10 Home 64-bit; Intel Core i7 6700 @ 3.40GHz; 16.0GB Single-Channel @ 1063 MHz (15-15-15-364); 2047MB NVIDIA GeForce GTX 960}
User avatar
OldProf
 
Posts: 2743
Joined: Wed Sep 09, 2009 10:09 am

Re: Doing A Complete Free Roam Route First, Instead Of All Routes

Unread postby charrock10 » Tue Jun 28, 2016 9:08 am

Too Old Prof: I'll just create a separate line for the AI control trains. I was testing the route on a timetable scenario instead of the free roam one. I'll complete the entire route and do all testing in free roam. Thanks for your help and suggest *!!thnx!!*
charrock10
 


Return to Scenario Creation

Who is online

Users browsing this forum: No registered users and 1 guest