Getting following AI to pass player in siding.

Discussion about RailWorks scenario creation.

Getting following AI to pass player in siding.

Unread postby xcrosswitch » Fri May 02, 2014 4:57 am

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
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Re: Getting following AI to pass player in siding.

Unread postby Chacal » Fri May 02, 2014 5:56 am

Give higher priority to the AI train.
For example,make it a fast freight or a special.
Over the hill and gathering speed
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Re: Getting following AI to pass player in siding.

Unread postby GreatNortherner » Fri May 02, 2014 8:40 am

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.
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Re: Getting following AI to pass player in siding.

Unread postby OldProf » Fri May 02, 2014 9:43 am

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Re: Getting following AI to pass player in siding.

Unread postby harryadkins » Fri May 02, 2014 4:27 pm

Good advice! Thanks guys.

Harry
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Re: Getting following AI to pass player in siding.

Unread postby xcrosswitch » Sat May 03, 2014 1:35 am

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
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Re: Getting following AI to pass player in siding.

Unread postby OldProf » Sat May 03, 2014 9:13 am

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.
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