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AI Trains fouling switches
dispatcher
post Sep 23 2007, 10:31 AM
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In final testing of a template, I am finding AI trains stopping in sidings for the player train to arrive but the AI train is stopping on the switch. At first, I thought the AI train was too long for the siding so I changed the consist but the same thing happens. The AI train still stops on the switch. Does anyone else have that problem? Is there a difference if I have the player train take the siding and AI train hold the main?


Dispatcher


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sgdavis
post Sep 23 2007, 03:28 PM
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QUOTE(dispatcher @ Sep 23 2007, 11:31 AM) *
In final testing of a template, I am finding AI trains stopping in sidings for the player train to arrive but the AI train is stopping on the switch. At first, I thought the AI train was too long for the siding so I changed the consist but the same thing happens. The AI train still stops on the switch. Does anyone else have that problem? Is there a difference if I have the player train take the siding and AI train hold the main?


Dispatcher

That is strange, the AI train shouldn't stop on the switch -- unless that's where the signal is. It shouldn't make any difference whether the player takes the siding or holds the main. It sounds like it could be a signaling problem with the route. What route is this? Which siding is it happening on?

Thanks,

Steve Davis


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dispatcher
post Sep 23 2007, 04:21 PM
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QUOTE(sgdavis @ Sep 23 2007, 09:28 PM) *
That is strange, the AI train shouldn't stop on the switch -- unless that's where the signal is. It shouldn't make any difference whether the player takes the siding or holds the main. It sounds like it could be a signaling problem with the route. What route is this? Which siding is it happening on?

Thanks,

Steve Davis


Steve;

The route is Rogers Pass. I am running an Eastbound train and the AI train is fouling the west end of the Glenogle siding which is east of Golden. I have run the activity many times with the same results. The routes' signals were changed to permissive.

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