Scenario behaviour chaged since update

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ProRail
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Scenario behaviour chaged since update

Post by ProRail »

I fail to believe that it is me, but I noticed that the behaviour of my scenarios have changed since the update from TS12 to TS13. Not that trains run anything else, but the signalling part. Where I did put loads of effort in creating scenario's that one might encounter a red aspect, see a train crossing the junction and get a clear signal again, this didn't happen when I updated my Simulator. All I got was a green aspect with the other train standing along the platform waiting for my train to clear the junction.

This is most frustrating as I spend a lot of effort in creating scenario's that are not dull and represent real life situations.

Anyone else noticed anything odd?
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rosgar
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Re: Scenario behaviour chaged since update

Post by rosgar »

If it is then it must be me as well. Seems that priorities have changed so that the player train always has the way first. Any consolation if I say that quickly running the editor and switching the types around - and back again looks to work out ok.
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FoggyMorning
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Re: Scenario behaviour chaged since update

Post by FoggyMorning »

I have experienced a rather strange issue in one scenario where trains are setting off approx. 2 minutes before they are scheduled to :o
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1S811985
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Re: Scenario behaviour chaged since update

Post by 1S811985 »

I've checked a couple of scenario's out. One appears to confirm the issue, the other not.

In the former case a stopping passenger player train was given priority over an express passenger AI. In the later, a standard freight player train was correctly held for a stopping passenger AI. Attempting to correct the first of these scenario's by switching train types as suggested above broke other AI's in the scenario editor.

One other thing I noted in the former case was that train movements worked correctly according to their priorities at the beginning of the scenario but it was at a subsequent junction, with an AI that started some twenty minutes after the player train set off, where the problem occured. It's worth adding that the movements at the opening of the scenario were scripted so that the AI's set off a minute or so before the player train was due to start.

I dont recall any mention having being made of any changes to the AI engine (aka dispatcher) with the TS2014 update.

I think this needs further investigation.

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gptech
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Re: Scenario behaviour chaged since update

Post by gptech »

1S811985 wrote:I dont recall any mention having being made of any changes to the AI engine (aka dispatcher) with the TS2014 update.
Do you know something we don't?? :)
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Re: Scenario behaviour chaged since update

Post by msmith4000 »

This is a known fault with Railworks that can happen at certain signal blocks that rears its head from time-to-time. It is a bug in the simulator.The fault is that if an AI consist is running ahead of you some of the signals do not clear and you have to "tab" past them. It does not matter how far ahead the AI train is running. Its been a problem ever since I started using Railworks (the original.) on all routes. It will probably be fixed by Railsim.com at some point, best to report it by emailing their tech support email address. Until then you will just have to tab past the signal. You will find that the signal block is actually clear - you will hopefully, if I am right, see AI trains pass through the red signals. You can test it by making the player train in your scenario a non player train, run the scenario and then head out to the signal and wait for your player train (instead of clicking on the train and driving it) and it will probably pass through the signal at danger. It seems the signal aspect does not update properly to reflect the state of the signal block. I've seen some scenario authors get round the problem by passing another AI train ie a light engine AI just after the AI train that causes the signal to stick on red and the signal will clear after the second AI train. This wont work for you in this instance since obviously you cant run the second AI train as you are already waiting at the signal. If your player train is five minutes behind or more this trick should hopefully be a work-around. You can then get rid of the second AI train at the next portal or park it up at the next siding. It happens, for instance, on SECML after crossing the Tay bridge, the signal at the end of the bridge controlling entry onto the Dundee Perth line is always red if an AI consist has passed before you, even if the AI train has left the simulator via the portal after Dundee station.
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