AI Trains fouling switches |
AI Trains fouling switches |
Sep 23 2007, 10:31 AM
Post
#1
|
|
Dispatcher Group: Members Posts: 50 Joined: 19-April 07 From: Canada Member No.: 56 |
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 -------------------- Moe
|
|
|
Sep 23 2007, 03:28 PM
Post
#2
|
|
Train Master Group: Root Admin Posts: 727 Joined: 1-October 03 From: United States Member No.: 1 |
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 -------------------- Steve Davis
Skyline Computing
SteveDavis@SkylineComputing.com
|
|
|
Sep 23 2007, 04:21 PM
Post
#3
|
|
Dispatcher Group: Members Posts: 50 Joined: 19-April 07 From: Canada Member No.: 56 |
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. Dispatcher. -------------------- Moe
|
|
|
Sep 23 2007, 08:04 PM
Post
#4
|
|
Train Master Group: Root Admin Posts: 727 Joined: 1-October 03 From: United States Member No.: 1 |
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. Dispatcher. Ok. You should not change signals to permissive if you are going to run AI traffic, because the AI traffic will then pass red signals. If there are some spurs you can't get to and need permissive signals (I prefer to set up paths to get the player where the work is so the signals cooperate), you can save an activity, convert signals to permissive, make the move you need to move, then convert back. That's what I'd recommend. Thanks, Steve -------------------- Steve Davis
Skyline Computing
SteveDavis@SkylineComputing.com
|
|
|
Sep 24 2007, 06:22 PM
Post
#5
|
|
Train Master Group: Administrators Posts: 550 Joined: 2-January 07 From: Texas Member No.: 10 |
Ok. You should not change signals to permissive if you are going to run AI traffic, because the AI traffic will then pass red signals. If there are some spurs you can't get to and need permissive signals (I prefer to set up paths to get the player where the work is so the signals cooperate), you can save an activity, convert signals to permissive, make the move you need to move, then convert back. That's what I'd recommend. Thanks, Steve The only reason the AI train stops at all is because the track switch is against it. As Steve says, if you go back to the default signals after a brief use of conversion to permissive, then the AI train will stop as it is supposed to. -------------------- Norman
|
|
|
Sep 24 2007, 07:53 PM
Post
#6
|
|
Dispatcher Group: Members Posts: 50 Joined: 19-April 07 From: Canada Member No.: 56 |
Ok. You should not change signals to permissive if you are going to run AI traffic, because the AI traffic will then pass red signals. If there are some spurs you can't get to and need permissive signals (I prefer to set up paths to get the player where the work is so the signals cooperate), you can save an activity, convert signals to permissive, make the move you need to move, then convert back. That's what I'd recommend. Thanks, Steve I have changed the route signals back to normal, took a WB run on the full route with 9 AI trains without a single glitch, it even cleaned up some other minor problems that were occuring before. I have routed player trains so changing the signals should not be necessary to get to certain sidings. Dispatcher -------------------- Moe
|
|
|
Sep 24 2007, 08:42 PM
Post
#7
|
|
Train Master Group: Root Admin Posts: 727 Joined: 1-October 03 From: United States Member No.: 1 |
I have changed the route signals back to normal, took a WB run on the full route with 9 AI trains without a single glitch, it even cleaned up some other minor problems that were occuring before. I have routed player trains so changing the signals should not be necessary to get to certain sidings. Dispatcher Excellent, thanks for letting me know it worked! -------------------- Steve Davis
Skyline Computing
SteveDavis@SkylineComputing.com
|
|
|
Lo-Fi Version | Time is now: 26th April 2024 - 10:57 PM |