Problem with AI Train on Far North Activity

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scampispeedway
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Joined: Mon Mar 19, 2007 2:09 pm
Location: Newcastle upon Tyne

Problem with AI Train on Far North Activity

Post by scampispeedway »

Hi, can someone help in explaining a problem with an Activity on Vern's Moorhouse excellent Far North 1.5 Route on his compilation CD.
I got on o.k. on the 07.21 Sprinter from Inverness to Wick and proceed arriving and leaving on time at the first stop at the Muir Of Ord and arrived at Dingwall at 07.47, I am immediately stopped from proceeding further forward due to a stop signal.
At first I waited until 08.15 without anything happening. I saved the situation and tried the Msts shuffle which did not work, I then looked at the Activity itself in AE and found there were two AI trains configured i.e. 07.13 Georgemass to Dingwall and the second 07.15 Tain to Inverness.
Using the AE I clicked on the Activity and in the Tools section I verified the starting state and zoomed in the the route around Tain, I spotted the AI and played it at a reasonable speed to see how long it took to get to Dingwall, it showed me it took until 09.15 and this at least gave me a clue and so I restarted the Activity loading at the saved point and waited.
The AI train finally arrived not at 09.15 but at 08.22 and this cleared the Stop Signal and allowed me to proceed where upon arriving at Lairg at 0927 30mins late, I met the other AI being held coming south and as I cleared the line it carried on.
The Timetable for the 07.14 AI Train is as follows Tain 07.14, Fearn 07.19, Invergordon 07.33, Alness 07.38, Dingwall 07.53, Muir of Ord 08.02 arriving Inverness at 08.20, so I have tried clicking on the AI Stations and saving the Activity but this has made no difference to it's Arrival time at Digwall.
Can anyone tell me why this train is working to a different Timetable to what is in the brief, and how do I alter things so that I am not held up for so long at Dingwall.

Thanks Bob
Lad491
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Posts: 10013
Joined: Mon Aug 11, 2003 9:25 pm
Location: West Sussex

Re: Problem with AI Train on Far North Activity

Post by Lad491 »

Firstly AI trains do not use the timetable, which is provided only as a guide. The train will leave as soon as the loading time has elapsed, providing the line is clear. Its quite normal therefore for AI trains to beat their timetable, which is why testing should never be done in the editor. Its what happens in the sim which counts.

Stand off's (being held at a red which doesnt change) is usually down to timings differences between your drive and that intended by the author. If you are quicker than he intends an AI service may be spawned after the player has already reserved the path, so neither can go.

Try driving the activity again, going slower. You will probably find everything will work ok.
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