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Coupling AI causes derailment.
Posted: Thu May 30, 2013 2:44 pm
by DavidVI
?!
So the jinty starts just in front of where it ends up in the screenshot. Not coupled to the coaches. In the activity editor it is told to go up the line and come back on the other line to runaround. It gets there fine. Then it is told to 'Add to front' the 4 coaches. It pulls upto them slowly but as soon as it touches them it warps to the other end of the train causing what you see in the screenshot.
I've tried using both add to front and add to back and the exact same thing happens. Why?
The coaches don't move once. So they are exactly where they are at the start of the scenario. I thought by starting the scenario with the jinty not coupled to them would stop this kind of thing.
any ideas?

Re: Coupling AI causes derailment.
Posted: Thu May 30, 2013 7:43 pm
by Rockdoc2174
Do the coaches sit entirely within the marker in the 2D view? I've found that if a consist doesn't these instructions can give all kinds of trouble. It's fairly easy to test if this problem is present. In the pop-up for the instruction, can you get the vehicles' numbers to appear in the uppermost box? If not then the instruction won't work in AI.
Another possible cause is if some of the vehicles need assets from the Kuju folder. Try ticking that as well.
Keith
Re: Coupling AI causes derailment.
Posted: Mon Jun 03, 2013 7:29 pm
by Kernow2
Hi,
I have found (as I'm sure others have too..) that can make AI drop off or couple up to static consists but only once for the same consist.
So you could say drop off a wagon at Siding A then pick another up at siding B and take it to siding C but if you try to use the same consist twice as in dropping off and running round and coupling up coaching stock as a branch train might do at a terminus then it will cause a AI collision error. Also if you try to drop off wagons in a siding that is already occupied then you'll get a 'collision', although you may be able to successfully 'Add to' in some cases.
So it's a bit of trial and error needed during editing to create some AI movements without causing AI collisions (In my experience).
Good luck!
Kernow2
Re: Coupling AI causes derailment.
Posted: Mon Jun 03, 2013 9:29 pm
by Rockdoc2174
Fundamentally, you cannot couple an AI loco to a consist that has moved previously. You can run a train to a destination and uncouple from it but you cannot re-couple to it but you could drop that consist off and attach the loco to a new one. It's also important to be aware that all the vehicles, including the loco and anything attached to it, have to fit into the marker where the instruction is to be carried out.
Keith
Re: Coupling AI causes derailment.
Posted: Thu Jun 06, 2013 4:03 am
by nineercharlie
Guys --
I'm taking a break from Trainz TS12 while N3V sort out the issues with their Service Patch and hot fixes.
So I'm fired up with enthusiasm to give TS2013 another spin and tackle some AI operations.
But is what is stated above actually true? If, for example, I have a locomotive attached to freight cars 1, 2, 3, 4, 5 (in that order) the comments above seem to imply that it is not possible to re-marshal the consist as say 3, 5, 1, 2, 4. Is that the case?
I was actually hoping to be able to do something like this:
http://www.youtube.com/watch?v=39iJz4AmlMU
Before I race off to attempt it, could someone please reassure me that it is indeed possible?
Phil
Re: Coupling AI causes derailment.
Posted: Thu Jun 06, 2013 10:47 am
by Rockdoc2174
You can manually remarshal any consist but you cannot do it with an AI loco. To do what you are suggesting, you'd have to have the vehicles parked singly so the AI can reach each one without having to move another first. The game seems to only register the position of a vehicle at the beginning and does not keep track of it thereafter so the AI is, effectively, blind to any vehicle that isn't where it was when the scenario began. It's the same problem with AI collisions. The AI assumes that all consists move at the time specified and if one doesn't, for whatever reason, anything coming up from behind will smash straight into it.
Keith
Re: Coupling AI causes derailment.
Posted: Wed Jun 12, 2013 7:34 am
by markpullinger
Hi, looking at the picture, add to back rather than front would have been a better option!
