Timeing oncoming traffic.
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- boeing126
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- Joined: Sun Feb 09, 2003 6:52 pm
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Timeing oncoming traffic.
Hi Guys, Please forgive the gormeless questions that would normally only be asked at the easter annual convention for the extremely dim wited,But i am having trouble timeing oncoming traffic i can get plenty of traffic in the middle of the route but the its at the start and finnish i cant get right. I am trying to populate the Caldervale route which takes approx 45 mins to run and i am leaving Bradford en route to Manchester at 12:00 p.m heres where the gormeless bit comes in i thought ok if i time oncoming traffic to leave Manchester at 11:18 a.m then it should just be getting to my end at about 12:00p.m 20 hours later the penny dropped that i dont start the activity till 12. Pease could anybody help? 
Alan................ Sale, Manchester.
- anakha
- Been on the forums for a while
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- Joined: Tue Nov 12, 2002 10:06 pm
- Location: Brentwood, Essex
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Re: Timeing oncoming traffic.
Even if your activity starts at 12.00pm you can still set up AI traffic to activate before 12.00pm. The AE traffic section will allow you to enter a start time for any AI service that is before the time the activity begins for the player.boeing126 wrote:Hi Guys, Please forgive the gormeless questions that would normally only be asked at the easter annual convention for the extremely dim wited,But i am having trouble timeing oncoming traffic i can get plenty of traffic in the middle of the route but the its at the start and finnish i cant get right. I am trying to populate the Caldervale route which takes approx 45 mins to run and i am leaving Bradford en route to Manchester at 12:00 p.m heres where the gormeless bit comes in i thought ok if i time oncoming traffic to leave Manchester at 11:18 a.m then it should just be getting to my end at about 12:00p.m 20 hours later the penny dropped that i dont start the activity till 12. Pease could anybody help?
I guess it then calculates how far down the route the service will have got by the time the activity begins based on a variety of factors such as performance of the service, starting speed etc. Once you've set the start time for the AI traffic using the VERIFY STARTING STATE menu option in the AE can give you a reasonable idea of how far down the route the AI traffic will have got by the time the activity begins for the player.
Robbie S.