AI stopping and not moving. But fine in playback mode..
Moderator: Moderators
AI stopping and not moving. But fine in playback mode..
I've had this problem twice with activties, both around Colchester on GEML. So dunno if that means anything. A train will start moving... then stop. Not for a signal, quite some distance from one. When testing the activity in the editor using the playback button it moves as it's supposed to.. but when actually playing it just stops and sits there. If I change the priority it seems to fix it but then messed up other timetables.
Any ideas?
Any ideas?
- Kernow2
- Well Established Forum Member
- Posts: 874
- Joined: Tue Nov 30, 2004 7:50 pm
- Location: Deepest Darkest Devon
Re: AI stopping and not moving. But fine in playback mode..
Been there and been miffed by it too! Yes, changing a player priority works but so can changing some AI priorities but it can get a bit messy and very frustrating. I think I ended up deleting an AI consist that simply stopped for no obvious reason.DavidVI wrote:I've had this problem twice with activties, both around Colchester on GEML. So dunno if that means anything. A train will start moving... then stop. Not for a signal, quite some distance from one. When testing the activity in the editor using the playback button it moves as it's supposed to.. but when actually playing it just stops and sits there. If I change the priority it seems to fix it but then messed up other timetables.
Any ideas?
Maybe the editor will get a makeover in the near future?
Good Luck,
Graham (Kernow2)
- FoggyMorning
- Very Active Forum Member
- Posts: 5382
- Joined: Sun Apr 25, 2010 1:16 am
- Location: In the not too distant future, next Sunday A.D.
Re: AI stopping and not moving. But fine in playback mode..
I have had this issue this evening with a scenario I am attempting to create for GEML (mine was on the suburban lines just outside Liv St). Picking up the entire consist and moving it back a couple of hundred metres resolved the issue for me, so that may be something worth trying
- Kernow2
- Well Established Forum Member
- Posts: 874
- Joined: Tue Nov 30, 2004 7:50 pm
- Location: Deepest Darkest Devon
Re: AI stopping and not moving. But fine in playback mode..
Definitely worth a try although I have only limited success using this method. I remember removing the 'offending train'. Saving changes, exiting scenario and then clearing cache files. Exiting game. Re-start game to see if the removal of seemingly offending train has made a difference. I can remember one time when the problem was merely passed on to the next AI train on the same path and another instance when no matter where I put the damn thing it still ran in preview but stopped dead mid section with no other trains around as soon as you played the scenario proper.FoggyMorning wrote:I have had this issue this evening with a scenario I am attempting to create for GEML (mine was on the suburban lines just outside Liv St). Picking up the entire consist and moving it back a couple of hundred metres resolved the issue for me, so that may be something worth trying
It's a pain and It may/may not work. Trial and error and be methodical. I believe that some piece(s) of code get left behind during lots of editing and messes things up hence why the problem is common. Somehow it is linked with the priority feature but directly or indirectly I don't know.
Just a theory as it's such a complicated game!
Again Good Luck..
G.
-
Rockdoc2174
- Very Active Forum Member
- Posts: 1740
- Joined: Thu Jan 12, 2012 7:15 pm
- Location: Derby, UK
- Contact:
Re: AI stopping and not moving. But fine in playback mode..
I certainly wouldn't rely on the playback as an indication. Trains that will collide in game will pass through one another, for example.
Keith
Keith
- Kernow2
- Well Established Forum Member
- Posts: 874
- Joined: Tue Nov 30, 2004 7:50 pm
- Location: Deepest Darkest Devon
Re: AI stopping and not moving. But fine in playback mode..
True, But useful for checking/ timing start point times if you are saving system resources by limiting AI runs/using portals etc. and the Law of Sod says that if you are creating a 60min + scenario it ll go pear shaped after 55+minutes. Personally after test running a 60minute scenario a dozen frustrating times I find it a useful aid. Obviously it has shortcomings!Rockdoc2174 wrote:I certainly wouldn't rely on the playback as an indication. Trains that will collide in game will pass through one another, for example.
Keith
Graham
Re: AI stopping and not moving. But fine in playback mode..
Well it only happened to me when I played the activity properly. The AI would stop. Changing priorities about did fix it.
Re: AI stopping and not moving. But fine in playback mode..
Sadly the playback mode doesn't produce the same results as when the scenario is being played.
One thing I have found to reduce this problem is to place trains in one direction first and then the other once this is complete. Another thing I've found to help is giving via points at critical junctions to ensure that the right train has the right priority.
One thing I have found to reduce this problem is to place trains in one direction first and then the other once this is complete. Another thing I've found to help is giving via points at critical junctions to ensure that the right train has the right priority.
Regards,
Rich
Rich
Re: AI stopping and not moving. But fine in playback mode..
While on the subject of AI/dispatcher. Does the dispatcher try to keep to the timetables if you put them in? Will it stop a train and have it wait if it's early so another train can go in front? In simple terms I'm wondering what the use of using the timetable tick box is?
- Kernow2
- Well Established Forum Member
- Posts: 874
- Joined: Tue Nov 30, 2004 7:50 pm
- Location: Deepest Darkest Devon
Re: AI stopping and not moving. But fine in playback mode..
The timetable tick box can try to make trains run to time but in my (not much on this) experience setting priorities is the key. You may notice that once you set the tick box and make further adjustments the times will appear in red hinting that something has changed and will affect your timings. The dispatcher gets confused a lotDavidVI wrote:While on the subject of AI/dispatcher. Does the dispatcher try to keep to the timetables if you put them in? Will it stop a train and have it wait if it's early so another train can go in front? In simple terms I'm wondering what the use of using the timetable tick box is?
G.
Re: AI stopping and not moving. But fine in playback mode..
I've got this problem again on a new activity. A train with a clear path just stops dead. Within seconds. Then crawls along slower than 0.1mph. :| Changed priority and no change. It's happening to a train in front of the player train and the player train if you make it an AI train. :|