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Timeing oncoming traffic.
Posted: Fri Aug 29, 2003 12:04 pm
by boeing126
Hi Guys, Please forgive the gormeless questions that would normally only be asked at the easter annual convention for the extremely dim wited,But i am having trouble timeing oncoming traffic i can get plenty of traffic in the middle of the route but the its at the start and finnish i cant get right. I am trying to populate the Caldervale route which takes approx 45 mins to run and i am leaving Bradford en route to Manchester at 12:00 p.m heres where the gormeless bit comes in i thought ok if i time oncoming traffic to leave Manchester at 11:18 a.m then it should just be getting to my end at about 12:00p.m 20 hours later the penny dropped that i dont start the activity till 12. Pease could anybody help?

Re: Timeing oncoming traffic.
Posted: Fri Aug 29, 2003 12:57 pm
by anakha
boeing126 wrote:Hi Guys, Please forgive the gormeless questions that would normally only be asked at the easter annual convention for the extremely dim wited,But i am having trouble timeing oncoming traffic i can get plenty of traffic in the middle of the route but the its at the start and finnish i cant get right. I am trying to populate the Caldervale route which takes approx 45 mins to run and i am leaving Bradford en route to Manchester at 12:00 p.m heres where the gormeless bit comes in i thought ok if i time oncoming traffic to leave Manchester at 11:18 a.m then it should just be getting to my end at about 12:00p.m 20 hours later the penny dropped that i dont start the activity till 12. Pease could anybody help?

Even if your activity starts at 12.00pm you can still set up AI traffic to activate before 12.00pm. The AE traffic section will allow you to enter a start time for any AI service that is before the time the activity begins for the player.
I guess it then calculates how far down the route the service will have got by the time the activity begins based on a variety of factors such as performance of the service, starting speed etc. Once you've set the start time for the AI traffic using the VERIFY STARTING STATE menu option in the AE can give you a reasonable idea of how far down the route the AI traffic will have got by the time the activity begins for the player.
Posted: Fri Aug 29, 2003 9:42 pm
by FuNky2k
I normally have 1 Ai train running with the first test run of the act to get rough timings, so start the act at 12 and run the first Ai train at 1130 and see where you pass it and work backwards.

Posted: Sat Aug 30, 2003 4:56 am
by boeing126
Thanks fella,s i got it near enough right now.
