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The Big Meet

Unread postPosted: Sat Mar 20, 2010 9:05 pm
by Shortliner
So I created some scenarios for the Fort Kent Subdivision route, and I was able to create some yard work scenarios at Fort Kent with an Amtrak train running on the mainline. That worked because the player kept off the mainline.

However, when I created another scenario where the player and an AI train had to meet at the double tracks, apparently it's a conflict. Fort Kent is mostly single line tracks except for the double track. I thought that if I gave the player train higher priority and used waypoints to make sure that AI and Player were on opposite side of the double tracks that it would work. Apparently not.

Is there a way to make this work, or am I SOL when it comes to this type of scenario? If I am SOL then I am disappointed, because I love running on single line shortlines with passing lanes. I love it because it requires planning to make sure these trains meet at the appropriate place at the appropriate time, and it does have trains interacting with one another.

I hope RSDL fixes this soon.

I have another question. Is it possible to start a new scenario where another one left off at? I ask this because I making scenarios that are a series, you don't have to play them as a series, but they are.

Re: The Big Meet

Unread postPosted: Sun Mar 21, 2010 11:02 pm
by rgarber
In a week or so I plan to have some new scenarios for Fort Kent ready and most of these will include AI Traffic. I've already done three scenarios with AI Traffic and with no problems yet, but there are times when I noticed you may have to tweak the timing. I haven't nailed down any specifics yet.

Rich

Re: The Big Meet

Unread postPosted: Tue Mar 23, 2010 10:45 am
by DaveS
Sounds great Rich...

Re: The Big Meet

Unread postPosted: Wed Mar 24, 2010 5:18 pm
by rgarber
Lemme back track here a minute! Might be longer. I'm getting the sense that the rules for AI traffic change by the minute. !*hp*! There's gotta be a reason the coders don't let signals be the last authority on train movement and I'm real curious as to why. I've been watching some fascinating behavior by the AI train and if I could bottle this stuff I think I could have the next fad to sell. Just the dawg-gonest thing I watched where an AI train wanted to do this crazy two step to get into the Fort Kent yard. But! When I put my player train to head down the pike the AI Train path settled down into a more sensible ingress to the yard. !*hp*!

Tip of the day:
I recommend crew cuts for men. It's harder to rip out your hair when you can't hold onto it. !!*ok*!!

Rich

Re: The Big Meet

Unread postPosted: Mon Apr 05, 2010 4:56 pm
by Machinist
Shortliner wrote:So I created some scenarios for the Fort Kent Subdivision route, and I was able to create some yard work scenarios at Fort Kent with an Amtrak train running on the mainline. That worked because the player kept off the mainline.

However, when I created another scenario where the player and an AI train had to meet at the double tracks, apparently it's a conflict. Fort Kent is mostly single line tracks except for the double track. I thought that if I gave the player train higher priority and used waypoints to make sure that AI and Player were on opposite side of the double tracks that it would work. Apparently not.

Is there a way to make this work, or am I SOL when it comes to this type of scenario? If I am SOL then I am disappointed, because I love running on single line shortlines with passing lanes. I love it because it requires planning to make sure these trains meet at the appropriate place at the appropriate time, and it does have trains interacting with one another.

I hope RSDL fixes this soon.

I have another question. Is it possible to start a new scenario where another one left off at? I ask this because I making scenarios that are a series, you don't have to play them as a series, but they are.
Fort Kent Subdivision is really an ultimate route, specially with 3DTrains content! I'm working in a serie of Train Driving School scenarios. For now I'm trying to understand how RW's script codes work. If RW had a kind "pass over mark" triggers, instead timed triggers, to start AI trains, the scripting work would be easier and give much more creative possibilities to tasks.
I solved some problems you related, concerning to double tracks traffic, setting the %Performance of AI Trin to 100%, it allows we know exactly where the AI Train will be at any time.
Another problem I found is that AI Train, most of time, set its path before Player Train. I guess (I'm not sure yet) I got run around this problem changing Service Class of AI Train and also of Player Train in different ways, i.e.: Player to Special Passenger (highest priority), and AI to a lower priority class (like Light Engine, lowerest priority), despite of both trains being freight consists.
About starting a new scenario exactly where anoher part left off at, just force the player train to stop at an exact point, using a short scenario marker with 0% of MPH, and instructing driver to align to a close object near to the track (a tree, a fence, a corner's build, an workman that you may add to that scenario etc.). The next scenario will start likely at the same point (depending of the real life driver's skill on using the brake and throttle LOL).
Cheers.

Re: The Big Meet

Unread postPosted: Tue Apr 06, 2010 12:39 am
by arizonachris
rgarber wrote:Tip of the day:
I recommend crew cuts for men. It's harder to rip out your hair when you can't hold onto it. !!*ok*!!

Rich


ROFLMAO, Rich. So true. This is why, after 6 years of being Tech support at the VIA Forums, I wear a "flat top" as my step dad calls it. !*salute*!

Re: The Big Meet

Unread postPosted: Sat May 15, 2010 7:10 am
by Shortliner
Well just to let you guys know, I was able to create my meet.

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