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dispatcher
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
sgdavis
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
dispatcher
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.

Dispatcher.
sgdavis
QUOTE(dispatcher @ Sep 23 2007, 05:21 PM) *
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
nbeveridge
QUOTE(sgdavis @ Sep 24 2007, 02:04 AM) *
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.
dispatcher
QUOTE(sgdavis @ Sep 24 2007, 02:04 AM) *
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
sgdavis
QUOTE(dispatcher @ Sep 24 2007, 08:53 PM) *
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!
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