AI failures

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grahnewell55
Getting the hang of things now
Posts: 63
Joined: Thu Mar 15, 2012 3:33 pm

AI failures

Post by grahnewell55 »

Hi,

I am encountering several AI issues at present. Although I've had the odd one in the past I have suddenly started getting many more....e.g.

1. Trains move at a snails pace even though the route set is basic.

2. Trains fail to move at all, again with only a basic route set, and nothing ahead.

Am I missing a simple trick here or does anyone know of a solution?

thanks
Rockdoc2174
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Location: Derby, UK
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Re: AI failures

Post by Rockdoc2174 »

The first can be caused by the route you've set having some kind of ambiguity that gives the AI system difficulties. You can only play with the route to see if you can overcome it. The in-editor 'video' controller will not give you a correct indication of problems such as this so all you can do is play the scenario over and over. If you're like me that will mean playing for ages only to find that the problem hasn't gone away!!! :-)

The second is usually caused, in my experience, by the train being placed at a signal. I find it best to put the loco beyond any signal or well before it.

Keith
jp92214
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Posts: 382
Joined: Tue Mar 19, 2013 3:19 pm
Location: Batley, West Yorks.

Re: AI failures

Post by jp92214 »

grahnewell55 wrote:Hi,

I am encountering several AI issues at present. Although I've had the odd one in the past I have suddenly started getting many more....e.g.

1. Trains move at a snails pace even though the route set is basic.

2. Trains fail to move at all, again with only a basic route set, and nothing ahead.

Am I missing a simple trick here or does anyone know of a solution?

thanks
You may be doing this already, if so, apologies, if not give it a try. I got it from a thread many moons ago and only have the odd problem.
1. F2 after every AI placement or alteration.
2. Never test run a scenario from editor, always from standard play.
3. At the end of each session in editor shut down TS 14 via the "clear in-game cache" route.

John.
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1S811985
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Posts: 655
Joined: Wed Oct 20, 2010 8:03 pm
Location: Kelvin Valley

Re: AI failures

Post by 1S811985 »

I agree with the above posts regarding the "kid glove" treatment of the AI required to get it to work properly.

Have to say that, if anything, I'm finding the dispatcher more, rather than less, co-operative since the TS2014 upgrade. Now I'm happy to accept that this may simply be a placebo effect, that I'm simply more clued up as to what can and cannot be attempted within the scenario editor, but I'd swear that there's been an improvement of late.

By way of example: I'd attempted putting together a scenario featuring a Bowling to Grangemouth empty tank trip on the E-G route several times but always found the dispatcher throwing a wobbly in the Cowlairs area. Tried again post TS2014 (largely to try out newbouy's heavy fog weather pattern update on a route I know well) only to find the dispatcher playing ball this time round.

Whatever. The AI dispatcher can be a pain at times but if you want to script scenarios then you'll simply have to accept the need to have to coax it into doing what you want it do and be prepared to change things up, sometimes to the extent of abandoning an idea altogether, if it wont.

Cheers,

1S81
I know what gold does to men's souls.
grahnewell55
Getting the hang of things now
Posts: 63
Joined: Thu Mar 15, 2012 3:33 pm

Re: AI failures

Post by grahnewell55 »

Thanks for all the replies, I'll give it a go again, although I think I've covered them all.

Thanks again
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