Posted: Mon Nov 19, 2007 12:04 am
Glad I wrote "reportedly" ... I did not run tests myself, just read someone else's strong claim ...jamespetts wrote:I have just done some carefully controlled testing. I can confirm that they definitely ignore gradients, but do react appropriately to loads.AndiS wrote:"7. AI trains ignore gradients" L (they reportedly ignore their load, too)
Ahh, this is the same as route locking, isn't it? Certainly in British practice, the system is that the booked path of the train (or an alternative path chosen by the signalman if there is a reason to deviate from the booked path) determines the route that is locked through a section. The locked route sets all the points to what they need to be to allow the train to take the desired path, then prevents any conflicting route from being locked through the same junction, then allows the signal protecting that section to clear, provided that there is no other train in that section taking the same path (a route can be locked through a section even if there is already a train in it, but only if the train is on the same path, and in any event the signal will not clear until the train is out of the section). So, the route locking suggestion covers this.[/quote]New items:
The signals do not know about the intent of movements. L
The scenario engine knows whether a train performs a "stop at" order or a "consist operation", but it does not tell signals. Also, signals do not know whether a train terminates where it is (or continues the travel in the same direction). Also, they do not know whether the train will stop here (and no one knows what happens to the overlap in such a case). In short, the AI dispatcher must tell each signal either "clear for train" or "clear for shunting movement", otherwise the show aspects can only be guesswork.
As far as I understood, the issue of route locking concerns just the fact that you prevent other train movements to endanger the one for which you just clear the signal.
What I mean here is that the dispatcher's/signaller's/schedule maker's intent is completely unknown to the signals. Assume a train arrives at a platform, there are different things it will do next.
a) Move on as a whole - normal starter (block signal) needs to clear. Next order on the scenario's todo list for this engine is a stop order for a station ahead.
b) Engine uncouples and runs around - shunting signal needs to clear, starter remains at danger. Next order on the list is a consist message (uncouple from all wagons and couple them to the other side).
c) Train returns to where it came from (without engine running around, because it is a DMU or similar) - clear starter for opposite direction, leave starter for original direction at danger (and shunting signals, too). Next order is a stop at order for a station in the other direction (AI dispatcher must realise this change in direction, it's part of his job).
Similar if there is a train at a platform, and another one halts before the (home) signal protecting it. If these trains are to unite, or halt behind each other at the same platform, then clear the call-on arm. If the second one just has to wait, or if it will be routed to another platform, you certainly should not clear the call-on arm.
I'm not sure that I quite follow this - can you elaborate?[/quote]* they are not configurable beyond setting the links. Signals are far more complex, especially, if they have to implement signal box logic (as a consequence of the general lack of it in the game)
In Trainz (I think), and in Zusi, if you place a signal you get a dialogue box asking you for a few parameters, like (for UK junctions signals) "Approach control: none, from red, from yellow, from double yellow", or a list of all possible feathers where you tick off the ones you want. Since KRS does not allow this, you need to produce tons of signals to cover each of the many combinations. E.g., 6 feathers would give 2^6 combinations. If you consider half of them realistic, you have 32, each of which have four different modes of approach control, giving 128 different signals, and that only gives you uniform approach control for all branches of the junction which is poor.
Not sure where to place this issue, do you have a "pain in rear" department?