Hi,
I really enjoyed and found the video tutorials really helpful. I have a question though. A lot of the routes I run are single track with passing loops, some are heavily signalled, some are hardly signalled at all. I was wondering if you would be able to produce a tutorial for setting up AI traffic on such routes.
Thanks
N
Certainly, that's a good suggestion. A word of caution though. While it is possible to create AI traffic for unsignalled routes, it doesn't usually work, and shouldn't be done for ActivityGenerator templates. It can work with "scripted" activities if you know exactly when the player will be where, so the traffic can route around the player.
But single track w/ passing sidings is no problem. Usually I just run the player down one track and the AI down the other (of each passing siding). I did a few of those with the Clovis tutorial. Sometimes you can use the "Begin Passing Path" feature, it works on some routes but not all.
Thanks for the suggestion and for taking the time to watch the tutorial!
Happy Railroading,
Steve
Hi Steve,
Thanks. I did enjoy the tutorials. Very useful.
A useful case study might be some of the branches on Pocahontas, or even KHP2 where you have small yards + passing loop and then an extended piece of single track then another yard/passing loop. Obviously the issue is how to avoid cornfield meets etc.
N
The Tutorials are excellent!
I watched the entire series on creating an activity and got a good overview. Then when I get stuck somewhere, I go back and re-watch just the snip I need.
The more I learn, the worse I can mess stuff up though. hehe :-)
Anyway, well done. You're a good instructor.
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