Creating Activities?
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- JamesC
- Well Established Forum Member
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Creating Activities?
Hi All
I haven't dug down as deep on this subject, but how do I great an activity for my routes and how do I add AI trains?
I need step bye step guidance on how to do this please.
I haven't dug down as deep on this subject, but how do I great an activity for my routes and how do I add AI trains?
I need step bye step guidance on how to do this please.
James C
- allypally
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- Joined: Thu Aug 22, 2002 2:28 pm
- Location: West Midlands
for a start, make sure you have at least a 1024x768 pixel resoultion on your PC. then go into Start, Programs, Microsoft Games, Train Simulator, Train Simulator Editors and Tools. Select Activity Editor. Then, select File, then New Activity. Select the route of your choice. Enter a name, this is permanent, and a display name, which is the one everyone will see, and can be changed later. Press OK. You will be faced with the main AE screen. On the left is the track view for the route. Go into the the Player Service menu. Select a consist from the drop down list or create your own by going into New, and double clicking on the locos etc you want in your consist. Next, create, or reuse a path. For newbies, i would recommend using a ready made path, or using a ready made path as a template. If not, select New, and right click on the section of track you want to start on, and select Place Start Point. If the green line is not going where you want it to, click toggle start direction. to switch tracks, click on the green blobs, and click take other exit. When you get where you want to finish, at the end of the last station stop, at the second blue line, or just after, right click and select Place End Point. Thats pathing complete. If greem dots or blue lines from platforms dont show, click view, then select Platforms, Platform Names and Switches so they have ticks next to them. Type in the Starting Point and the ending point in the dialog box on the path editor. Press OK. On the service editor, in the stops section, put a tick in the boxes of the stations where you want the train to stop at. Enter a name in the for the service in the Name and Display Name fields at the top of the service editor dialog. The player service is now complete. Select the start time. now, for the AI traffic. to do your own is EXTREMELY complicated, and takes along while to ensure that derailments etc arent occuring, that the paths arent conflicting with players paths and each others. In short, i would not use the AI function until you have some AE experience. Instead, use static consists. These can be placed at signals etc to make them look like they are waiting for something. To place a consist, right click on the space you want them to occur in, slect place consist, and slect the consist desired, or make a new one. If the consist is facing the wrong way, right click on the lead engine, and select toggle consist direction. This will turn it arond. Ensure these consists arent blocking the player path, as they will not move, and you will have a red signal. to fail signals, so you have to request permissionto pass them by pressing Tab, right click on a red signal blob, and select toggle singal failed. If you want restricted Speed Zones, right click on the track where you want them to start, click toggle RSZ, and pull out the red line until you want it to end, then double click. These cannot go over switches. NExt all that is to be done is to type an activity description and activity brief. Then click File, and Save, and you will be able to run your activity in MSTS. This is a long guide, i appreciate that, and if you only want to reference some it, thats fine. I am a fairly experienced Activity Designer, working for Atlantic Coastal VR. Contact me on MSN (alspittle@hotmail.com) or my email at hrd@atlanticrail.com for more info, or more detail on certain sections, and i will be happy to help 
- kevarc
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- Location: Lafayette, Louisiana
"Enter a name, this is permanent, and a display name, which is the one everyone will see, and can be changed later. Press OK."
?- you cannot have it both ways, the name CAN be changed at anytime.
"Select a consist from the drop down list or create your own by going into New, and double clicking on the locos etc you want in your consist."
Use Conbuilder - it is much easier to use. But open the consist in the AE to correctly calulate values, CB assign default numbers. To correctly calculatte, open the consist, right click on one engine/wagon, right click again to put it back the right way, exit and save.
"Thats pathing complete"
No it is not. That is good for creating a basic path only, without any AI traffic. Once your sort of get the hang of the path editor, you can use passing points, reverse points, and other fun things that improve the realism of the sim. If you hard code the paths, instead of using passing points, make sure that the player and AI paths use differnt tracks through sidings(loops? Is that the correct Brit word?) or you will get stand offs.
"for the AI traffic. to do your own is EXTREMELY complicated"
Again, I must say it is not EXTREMELY complicated. Setting up AI services is the same as player. It is time consuming. It must be tested till you are sick and tired of the activity. Failure to test, leads to 98% of the problems. You should set up only a couple of AI trains at first. This will give you the feel and to actually see how they interact.
"Ensure these consists arent blocking the player path, as they will not move, and you will have a red signal. to fail signals, so you have to request permissionto pass them by pressing Tab, right click on a red signal blob, and select toggle singal failed."
What are you saying - this makes no sense at all. You do not need to mark a signal as failed.
"If you want restricted Speed Zones, right click on the track where you want them to start, click toggle RSZ, and pull out the red line until you want it to end, then double click. These cannot go over switches."
? You sure about this?
?- you cannot have it both ways, the name CAN be changed at anytime.
"Select a consist from the drop down list or create your own by going into New, and double clicking on the locos etc you want in your consist."
Use Conbuilder - it is much easier to use. But open the consist in the AE to correctly calulate values, CB assign default numbers. To correctly calculatte, open the consist, right click on one engine/wagon, right click again to put it back the right way, exit and save.
"Thats pathing complete"
No it is not. That is good for creating a basic path only, without any AI traffic. Once your sort of get the hang of the path editor, you can use passing points, reverse points, and other fun things that improve the realism of the sim. If you hard code the paths, instead of using passing points, make sure that the player and AI paths use differnt tracks through sidings(loops? Is that the correct Brit word?) or you will get stand offs.
"for the AI traffic. to do your own is EXTREMELY complicated"
Again, I must say it is not EXTREMELY complicated. Setting up AI services is the same as player. It is time consuming. It must be tested till you are sick and tired of the activity. Failure to test, leads to 98% of the problems. You should set up only a couple of AI trains at first. This will give you the feel and to actually see how they interact.
"Ensure these consists arent blocking the player path, as they will not move, and you will have a red signal. to fail signals, so you have to request permissionto pass them by pressing Tab, right click on a red signal blob, and select toggle singal failed."
What are you saying - this makes no sense at all. You do not need to mark a signal as failed.
"If you want restricted Speed Zones, right click on the track where you want them to start, click toggle RSZ, and pull out the red line until you want it to end, then double click. These cannot go over switches."
? You sure about this?

A Clique of one!
- asalmon
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- Location: near Bristol
They certainly can't go over switches, in fact if they start or end close to a switch, they mysteriously disappear.kevarc wrote:"If you want restricted Speed Zones, right click on the track where you want them to start, click toggle RSZ, and pull out the red line until you want it to end, then double click. These cannot go over switches."
? You sure about this?
Alan
- allypally
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- Joined: Thu Aug 22, 2002 2:28 pm
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i am sure, as i said, i have written many activities, and have been doing so for about 2 years. i didnt go into reversal points, as i expected a non complicated activity would be wanted. iam writing a Gatwick Express one right now, with a failed 460 being picked up by a 66 coming out of the airport sidings. the pathing is complicated for the player, and the AI is being hell. it is the most difficult part of activities, because if just one goes wrong,it can take days to find find out which traffic it is and then fix it. If trains are on intervals on a non signalled part of line, they may catch each other up. so it is very dificult. i also didnt go into action and time events, and location events. but i believe i went over everything needed to make a good but simple activity.
- kevarc
- Well Established Forum Member
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- Joined: Thu Sep 12, 2002 8:34 pm
- Location: Lafayette, Louisiana
You may have, but you could have brioken it down into paragraphs that are easy to read and understand.
Yes, it may be for a basic, but you did leave a few things out - like using the different paths to keep stalemates out of the activity.
You also left of testers - they are the key to a working activity. With good testers, you do not need 3 weeks to do an activity.
Yes, it may be for a basic, but you did leave a few things out - like using the different paths to keep stalemates out of the activity.
You also left of testers - they are the key to a working activity. With good testers, you do not need 3 weeks to do an activity.

A Clique of one!