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AI Traffic behaviour in MSTS
Greenleader
post Oct 18 2008, 07:53 AM
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I am busy compiling a simple activity on the Garden route of South-Africa. The player train starts at Knysna to George and I have three AI trains coming from George to Knysna. Two of them behave like I want them to. Theye start at their given times and the proceed towards their end piont. The third one just show up and wait for the the player train to enter the station and then will start to move. There are 6 stations between them where it can pass. It does not matter if I make passing paths and I did make sure that AI and player trains do not share a platform. I do have the tutorial for Activity Guide by Arnie Lee. This is a very good program, but even it can't sort this out for me.

Any suggestions would be welcome
Thanks


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sgdavis
post Oct 18 2008, 09:52 AM
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QUOTE(Greenleader @ Oct 18 2008, 08:53 AM) *
I am busy compiling a simple activity on the Garden route of South-Africa. The player train starts at Knysna to George and I have three AI trains coming from George to Knysna. Two of them behave like I want them to. Theye start at their given times and the proceed towards their end piont. The third one just show up and wait for the the player train to enter the station and then will start to move. There are 6 stations between them where it can pass. It does not matter if I make passing paths and I did make sure that AI and player trains do not share a platform. I do have the tutorial for Activity Guide by Arnie Lee. This is a very good program, but even it can't sort this out for me.

Any suggestions would be welcome

Thanks

Martin


Try NOT using "passing paths" but instead always routing the player train down a given track and the AI train it is meeting (I am assuming these are going in opposite directions?) through the other track. Sometimes this helps. AI traffic logic is one of the big known weaknesses/issues with MSTS and creating believable traffic patterns is one of the biggest challenges for our template creators.

On a personal note, I am glad to see you made it to the forum, I apologize for the difficulties. Like I said I now have to restrict new membership because of all the spam and porn we were getting, neither of which I want on my site (and I doubt anyone else here does either).

Thanks,

Steve


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Steve Davis Skyline Computing SteveDavis@SkylineComputing.com
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Greenleader
post Oct 18 2008, 12:01 PM
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QUOTE(sgdavis @ Oct 18 2008, 10:52 AM) *
Try NOT using "passing paths"

Steve, thanks for the "welcome".

This activity thing is making me think, but I will sort it out. Yes, I do not want to use "passing paths" but sometimes it seems to be the only option and to get them out, you have to do the whole path over again. I am trying now to alter the starting places of the AI trains to try and force them doing things, but I think the heard me already. If it is two AI trains on that line, it seems to be okay, but not more. Is there a restriction on the amount of AI traffic to a distance of line?
Thanks


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nbeveridge
post Oct 18 2008, 01:29 PM
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QUOTE(Greenleader @ Oct 18 2008, 12:01 PM) *
Steve, thanks for the "welcome".

This activity thing is making me think, but I will sort it out. Yes, I do not want to use "passing paths" but sometimes it seems to be the only option and to get them out, you have to do the whole path over again. I am trying now to alter the starting places of the AI trains to try and force them doing things, but I think the heard me already. If it is two AI trains on that line, it seems to be okay, but not more. Is there a restriction on the amount of AI traffic to a distance of line?

Thanks
Martin


No restrictions on how many AI trains on one line, or at least I have never found the limit. BUT . . . and this is a big BUT . . . the more you have which run on the same line, or at least part of the line, the more likely that the MSTS AI dispatcher will bog down or whatever it does. I am working on some templates now where the prototype has passenger trains leaving as close as five minutes headway, and MSTS simply cannot do it. I have backed off to every fifteen minutes, and it seems to work well.


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