Unexpected occurrence on FUDE

The MSTS Activity Editor allows you to make your own activities, or missions, for the player to complete. This is also how you can get lots of other trains running while you drive yours!

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PaulAppleby2
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Unexpected occurrence on FUDE

Post by PaulAppleby2 »

I created an activity for FUDE running a train from London to Manchester stopping at every station. In the traffic pattern I added another London-Manchester train but stopping at only major stations leaving 5 minutes after mine - believing that this would at some point overtake me. Beyond Oxford is a long 4-track stretch and I diverted my train on to the 'slow' track - sure enough the faster train overtook me on this stretch. BUT when I arrived at the point where the 4-tracks go down to 2 the fast train was standing at a red signal waiting for me pass! The fast train then followed me all the way to Manchester!!

With no other traffic in front I can't understand why the faster train was held up.
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peteworsley
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Post by peteworsley »

Hello Paul

Thanks for taking an interest in FUDE - I hope you're enjoying using it.

I think the answer to this is how far down the 4-track section the overtaking takes place. I think the AI dispatcher looks ahead by a number of signal sections (3, 4 or possibly 5) and bases its decision on who arrives first at this point rather than the converging junction itself.

In other words, if you are overtaken with 3 or less signals to go before the junction, you will already have established priority for yourself. If you can get yourself overtaken shortly after leaving Oxford, the AI train will gain priority and continue on its way.

If you don't want the overtaking train to feature again, you could always end its path before the end of the 4 track section, and it will simply evaporate, although this doesn't look good if it happens in full view of the Player train!

Hope this helps

Best wishes

PW
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PaulAppleby2
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Post by PaulAppleby2 »

Thanks Pete :) Yes, I've had hours of fun with FUDE!

The fast train passed me about half way along the 4-track section so u r almost certainly right. I had considered the possibility of simply terminating the fast train at the end of that section - I think I would only see it vanish if my train was slightly behind schedule - if I'm ahead of schedule the fast train doesn't get in front of me anyway and if I'm very late it disappears from sight!!

Paul
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Post by suffolk »

One way around this could be to set the nearest signal on the player path to the end of the 4 track section as failed, that way the AI train will be given priority because the player will have to stop.
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Post by mazda »

Paul

Have a look at http://www.railpage.org.au/steam4me/tra ... otake.html

Its kind of ironic, but unless to use a SIT point - as described in the tutorial - a slow train will always get priority because it will tie up the junction earlier... imagine two trains approaching a junction, one at 20 and the other at 60 mph. If both are timed to reach the junction at a given time the slow train will always have its path projecting through before the fast (given similar signal spacing).

A double reverse on your slow train path just before the end of the slow line will solve your problem. Your path will not then project out onto the mainline until you get to the reverse points thereby allowing the express to run through. There is the added advantage that you will be slowed by the restrictive signal indication, which increases the likelihood of the express catching up to you. Usually they work faultlessly - just occasionally, if you are actually brought to a stop, you will need to start moving forward or even reverse a foot or two before the signal will clear.

If you use these with all your paths using the slow tracks you can control your train priorities very easily. Once tried, you'll never look back. I use them on all my slow trains on the 4-2-4 track sections of the mainline on the Cannock Branch route.

cheers

Greg
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PaulAppleby2
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Post by PaulAppleby2 »

Greg.....

Thanks for that info :) Makes perfect sense 2 me; trouble is I just can't get it to work :(

I set the path up as described, tested it in AE, and sure enough the fast train now gets through no problem, but then the signal in the loop stays red no matter what I do - tried waiting for far longer than it would take for the fast train to clear the section, moved forward, reversed a short way, requested permission to pass. Stayed red. Even when I removed the traffic pattern from the activity so I had the route to myself the damned thing stayed red!!

The only thing I can think is that I'm not stopping in the right place - but I ran and reran the sim stopping at various places in relation to the reverse symbol in the traffic monitor to no avail.

An ideas?

Cheers, Paul
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asalmon
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Post by asalmon »

Don't put the reverse points too close to the last signal - it can be some way away, as you don't actually have to stop and reverse - it's just a way of fooling the MSTS signalman.

I have been using this technique for about a year, it was discovered here long before the steam4me article! :)

-Alan
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PaulAppleby2
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Post by PaulAppleby2 »

Thanks Alan :) I moved the RP's about a mile back from the signal - but still doesn't work :( But then I noticed something odd - like the points not being set to switch back to the main line!!! The points are set correctly on the path in AE but neither the track monitor or switching aid show them as being set, and when I rammed a Western at 99mph through the red light it went staight on into the field!!!!! Hitting G key had no effect. If I rebuild the path without the RP's the points are set correctly. So why do the RP's cause the points to be permanently unset?
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asalmon
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Post by asalmon »

Sounds like the path has got confused - or there's more AI traffic on the main line, which is getting priority.

I'd start again - run the path onto the slow line, place a reverse point a little before the signal, another one slightly behind this - about a car-length, then take it back onto the mainline again.

Then it should work...

-Alan
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PaulAppleby2
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Post by PaulAppleby2 »

OK, I finally got it to work - not sure exactly why it didn't before but I think it might have been coz I was testing it using a light engine consist and didn't have the RP's close enough together; with a proper train and the RP's as close as I can get them it works fine :D

Thanks for your help.
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