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Scheduling AI trains
dispatcher
post May 3 2008, 04:38 PM
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The normal way of scheduling AI trains is for the activity author to start an AI train at the opposite end of the player train path. If you wanted to schedule a meet at approximately 1/2 hour out on your run depending on how long the path was in hours, you would maybe start an AI train about 6 or 7 hours before the player train would start. This all works fine if your player train was close to the scheduled time to be at the siding in question. If you took longer time than normal for switching or less time if there was none, then the meet where you wanted it it was straight out the window. Things would eventually work out maybe the meet would happen at another location after you sat with the player rain for 30 minutes or so in a siding. Now with the emergence of Blackfoot 2 which is a dark route, scheduling a meet is quite tricky. Something that I have not yet achieved. Would it be possible to schedule a meet with the AI train starting a mile or two down the track triggered by an event of the player train rather than by normal timing? In other words, the AI train would start when the player train passed a trigger spot. Possibly the mileage post or some other triggering device a certain distance from the AI train. I suppose the tutorial for AI trains that accompanies Blackfoot works fine for a dark route but my thoughts are for any route that has signals or not. That way a meet would happen when it should according to the author's wishes. Then it would not matter if the player train was early or late, the meet would happen.



Dispatcher


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jrmeindl
post May 3 2008, 09:16 PM
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QUOTE(dispatcher @ May 3 2008, 05:38 PM) *
The normal way of scheduling AI trains is for the activity author to start an AI train at the opposite end of the player train path. If you wanted to schedule a meet at approximately 1/2 hour out on your run depending on how long the path was in hours, you would maybe start an AI train about 6 or 7 hours before the player train would start. This all works fine if your player train was close to the scheduled time to be at the siding in question. If you took longer time than normal for switching or less time if there was none, then the meet where you wanted it it was straight out the window. Things would eventually work out maybe the meet would happen at another location after you sat with the player rain for 30 minutes or so in a siding. Now with the emergence of Blackfoot 2 which is a dark route, scheduling a meet is quite tricky. Something that I have not yet achieved. Would it be possible to schedule a meet with the AI train starting a mile or two down the track triggered by an event of the player train rather than by normal timing? In other words, the AI train would start when the player train passed a trigger spot. Possibly the mileage post or some other triggering device a certain distance from the AI train. I suppose the tutorial for AI trains that accompanies Blackfoot works fine for a dark route but my thoughts are for any route that has signals or not. That way a meet would happen when it should according to the author's wishes. Then it would not matter if the player train was early or late, the meet would happen.
Dispatcher



The answer to your question regarding an event to trigger AI traffic is no. There were no provisions in Train Simulator to trigger any traffic events. It would be great for the reasons you mention. There are a couple of way it could be handled though. If you are using Bin, you could place waiting points along the AI trains path to hold the train in a location such as a passing siding for a time that you set. You could also add some Location or Timed events to have a dispatcher give your train orders to wait at the next siding for another train if you are running on schedule or a bit ahead. I have successfully used Location Events and Time Events to trigger messages to the player train based on timing. I have also turned the events on and off based on how the player was moving along time wise. It might also require some trial and error to get it to work, but it is possible. Afternoon Local Duties #2, at Train-Sim.com, is one of them. With timing in mind, I created an activity that also has 3 possible endings based on time and location events. It also has different events happen at few sidings based on how fast the player train is moving along on the workorder.

Jim

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dispatcher
post May 4 2008, 08:42 AM
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QUOTE(jrmeindl @ May 3 2008, 09:16 PM) *
The answer to your question regarding an event to trigger AI traffic is no. There were no provisions in Train Simulator to trigger any traffic events. It would be great for the reasons you mention. There are a couple of way it could be handled though. If you are using Bin, you could place waiting points along the AI trains path to hold the train in a location such as a passing siding for a time that you set. You could also add some Location or Timed events to have a dispatcher give your train orders to wait at the next siding for another train if you are running on schedule or a bit ahead. I have successfully used Location Events and Time Events to trigger messages to the player train based on timing. I have also turned the events on and off based on how the player was moving along time wise. It might also require some trial and error to get it to work, but it is possible. Afternoon Local Duties #2, at Train-Sim.com, is one of them. With timing in mind, I created an activity that also has 3 possible endings based on time and location events. It also has different events happen at few sidings based on how fast the player train is moving along on the workorder.

Jim



Jim;
Does that system work for both signaled and dark routes or do you have to go by the Blackfoot tutorial for dark routes?

Dispatcher


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jrmeindl
post May 4 2008, 04:26 PM
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QUOTE(dispatcher @ May 4 2008, 09:42 AM) *
Jim;
Does that system work for both signaled and dark routes or do you have to go by the Blackfoot tutorial for dark routes?

Dispatcher



I've used it mostly in signaled territory and where there was a combination of both, such as Marias Pass where the player train is coming off the dark branch onto the mainline. In dark territory, such as Blackfoot, you do have to use a combination of reverse points. If you don't, the AI dispatcher will hold the AI train at the first switch point that it encounters, which could be miles away. For a scripted activity, I would use shorter paths of approximately 20 miles for the AI trains, not one that streches the whole route. It still will come down to timing on the players part.

Jim
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