QUOTE(Ralph@Train-Puzzles.com @ Nov 27 2007, 08:25 PM)

Click to view attachmentI've spent some more time with the problem, and now I see what's happening. I'm not new to MSTS, but this is a new one on me. The siding switches don't perform the way I thought they did. I'll explain the situation here in case anyone else runs into a similar situation.
The basic situation is depicted in the picture. You're moving on the main line, from A to B. You stop between A and B to make a pickup from the siding. You leave your train between A and B, and move your locomotive to the left, beyond B, so that you can throw the switch and back into the siding.
You now have your locomotive stopped beyond B, ready to throw the switch and back into the siding. When you throw the switch at B, the switch at A remains set for the through path. As soon as the rear of your power lashup enters the switch at B, the switch at A moves to the diverging path (into the siding). The switch at A remains turned into the siding while you are on the siding.
When you move your power back onto the main at B, and reset the switch at B to the through path, the switch at A remains turned into the siding. When you back onto the B switch (backing on the main to your train), the switch at A resets to the through path. The switch stands have their own little routine that I won't go into here, other than to say that they don't necessarily match what the switch is doing.
This interconnection between the switches was a surprise for me. I had always thought that if you backed into the siding at B, the switch at A wouldn't change unless you backed right up to it. So I guess the moral of the story is don't stop your train on top of the A switch if you're in this situation.
Good job describing this issue, it should be helpful to others. I have seen this same thing happen myself. It is all part of MSTS trying to make things easy by throwing switches for the user so you don't run a switch thrown the wrong way, like you can with a model railroad or the real thing. But the thing is, once a switch has been operated manually, if the path has already passed that switch, the AI dispatcher will usually not reset it.
If there is AI traffic though and this is a "dispatcher controlled" switch then the switch will be thrown back when that AI train comes through. Then again, another MSTS issue, if this was a MANUAL switch you had better throw it back yourself (I realize it wasn't in this case) OR any AI traffic will be stopped at it or take the diverging path. The AI dispatcher WILL throw "manual" switches UNTIL the player throws one and then the player position takes priority.
This stuff is too weird to make up, that's the way it works though. Let's hope MSTS-X behaves a little better!
Thanks,
Steve