Why do my AI trains vanish?

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!

Moderator: Moderators

Locked
ianbutler
New to the Forums
Posts: 5
Joined: Tue Sep 10, 2002 7:25 pm

Why do my AI trains vanish?

Post by ianbutler »

Is it possible to get an AI(traffic) train to reach the "end point" at a speed of zero and remain in view?
User avatar
Jonnie1972
Been on the forums for a while
Posts: 126
Joined: Wed Jul 17, 2002 5:35 pm

Post by Jonnie1972 »

Once again there isnt away that I know of either.
User avatar
asalmon
Very Active Forum Member
Posts: 5190
Joined: Sun Dec 23, 2001 12:00 am
Location: near Bristol

Post by asalmon »

If the point in question happened to be in a station, you could set the platform with a large number of passengers to give a huge loading time.

(Right-click on a blue marker, properties, and set the number of passengers to something high)

-Alan
User avatar
longbow
Very Active Forum Member
Posts: 3608
Joined: Mon Mar 18, 2002 12:00 am
Location: Noosa, Australia
Contact:

Post by longbow »

If you AI train path ends at buffers, put a reversing point less than the train length from the buffers so that the back of the AI train has insufficient room to pass it. You will find that the AI train will then "hang" at this point and will not disappear.
User avatar
Jonnie1972
Been on the forums for a while
Posts: 126
Joined: Wed Jul 17, 2002 5:35 pm

Post by Jonnie1972 »

Doh, why didnt I think of that, in one of my posted messages I was questioning AI reversing trains and wondering why mine were just standing there, well there we have it.
Thanks
User avatar
Fodda
Very Active Forum Member
Posts: 6157
Joined: Fri Feb 22, 2002 12:00 am
Location: Bristol, England

Post by Fodda »

I could've sworn that there's an option somewhere in the AE that allows a train to disappear or not. It's been a while since I used the AE mind but it may be in the path editor and something to do with the end point.

But the reversing point solution is a bloody good idea... I like that one.
MartinH
Not a TooMuchTime user if his girlfriend asks!
Posts: 1331
Joined: Sat Dec 15, 2001 12:00 am

Post by MartinH »

Mixing the two methods above, something that I've done in the past is to increase the number of passengers to give a long unloading time and then set up a path into the sidings. This way the AI train enters the station, unloads and then shunts away. You can also route the AI train so that it conflicts with other traffic - e.g. it shunts as far as the starting signal and then has to wait for the player service to depart. Then, as you leave the station, you will see the AI train complete its shunt behind you.

Martin

P.S. Alan's idea also works well if you want to avoid a train appearing in the station at the start of its journey. Set the train to appear ahead of your arrival, but give it a large load of passengers so that it is still loading when you arrive. Just remember this: anything else using the same platform will also have a long loading time.
ianbutler
New to the Forums
Posts: 5
Joined: Tue Sep 10, 2002 7:25 pm

Thanks!

Post by ianbutler »

The answers that you have provided should help no end. I didn't even know that you could adjust the number of passengers waiting at a platform so that's a good start!
:D
User avatar
alan2
Peak Rail Route Author
Posts: 5512
Joined: Tue Jan 01, 2002 12:00 am
Location: Secret Routebuilders Castle lost on the way to the toilet!

Post by alan2 »

Also there is a option in the right click menu which say's place a waiting point, you can put a long wait in here and stop any AI train.

I used this feature in a freight activity to drop off a few wagon's and move onto my next yard, while i'm still leaving the yard the shunter would move to the wagon's and stop, then move off to another siding.

Alan Heath
Alan Heath
Why does DOS never Say Excelent Command or filename ?!!?!??
To Err is human, computers output the errors at higher speed.
User avatar
asalmon
Very Active Forum Member
Posts: 5190
Joined: Sun Dec 23, 2001 12:00 am
Location: near Bristol

Post by asalmon »

I thought wait points didn't work - whatever time you enter, when you next go in its zero.

-Alan
ianbutler
New to the Forums
Posts: 5
Joined: Tue Sep 10, 2002 7:25 pm

Post by ianbutler »

I have read in the "Step-by-Step guide to Train Sim Activities" by Richard Garber that the wait times don't work either.
User avatar
asalmon
Very Active Forum Member
Posts: 5190
Joined: Sun Dec 23, 2001 12:00 am
Location: near Bristol

Post by asalmon »

However it seems that they do!

If you set one and leave it alone, it seems to work - just don't try to edit it!

-Alan
User avatar
Jonnie1972
Been on the forums for a while
Posts: 126
Joined: Wed Jul 17, 2002 5:35 pm

Post by Jonnie1972 »

Waiting points work and dont.....lol
I use them regular to slow down AI trains.
My latest IC125 activity shows a prime example right in front of you.
A Class08 shunter moves along next to you before you depart comes to a stop for about 2 secs, then moves on to the red signal.
Apparently no matter what time you put in, in seconds, they only stop for 2 secs then move on.

If your in the AE put one in and set the time a play then watch it.
User avatar
alan2
Peak Rail Route Author
Posts: 5512
Joined: Tue Jan 01, 2002 12:00 am
Location: Secret Routebuilders Castle lost on the way to the toilet!

Post by alan2 »

I modified a path in the Mideast route, using a waiting point. As long as you set the path and then add the waiting point after, without altering the path it stay's at what you set it at.

I set it to 400 Seconds so an AI train pulled into a platform and waited while the Player passes and then it moves forward 10M and vanishes.

You can't place them too close to the end of the path or they don't work.

Alan Heath
Alan Heath
Why does DOS never Say Excelent Command or filename ?!!?!??
To Err is human, computers output the errors at higher speed.
Locked

Return to “[MSTS1] Activity Creation”