AI Shunting
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- peterdore
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AI Shunting
Not sure if this subject has been covered or not....
I have tried to get an AI loco to shunt from one siding to another then attach wagons and move them to another siding.
I used the Consist Operations Instructions, seemed to work but then whack thud! wagons on olde England.
Is this not posssible yet given that the commands are part of the Dev tools?
Pete Doré
I have tried to get an AI loco to shunt from one siding to another then attach wagons and move them to another siding.
I used the Consist Operations Instructions, seemed to work but then whack thud! wagons on olde England.
Is this not posssible yet given that the commands are part of the Dev tools?
Pete Doré
Remember Lock and Block
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CaptScarlet
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Re: AI Shunting
Unfortunately not at the moment.
John
John
Re: AI Shunting
I think this would be very cool. But I am not sure if its dooable in RS.
A computer that's more than adequate to run TS
- jamespetts
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Re: AI Shunting
AI consist operations are definitely not possible. There is no official word on when or whether they ever will be, even though it is apparent that it was originally designed to be possible.
James E. Petts
- AndiS
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Re: AI Shunting
With the new freedom in jumping around, with the trains going on as AI as you leave then, you should have the option to just take control for the short phase before the coupling. Not ideal, and certainly not an option for background activity while you pass the station driving another train, but maybe worth an experiment in some cases.
- jamespetts
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Re: AI Shunting
This isn't new: this has always been possible.AndiS wrote:With the new freedom in jumping around, with the trains going on as AI as you leave then, you should have the option to just take control for the short phase before the coupling. Not ideal, and certainly not an option for background activity while you pass the station driving another train, but maybe worth an experiment in some cases.
James E. Petts
- AndiS
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Re: AI Shunting
I might get confused, but there must be something that this -allowJump option allows that is not allowed otherwise. Of course, you are technically right, it was always possible, we just did not know the option existed.
- jamespetts
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Re: AI Shunting
I did.AndiS wrote:I might get confused, but there must be something that this -allowJump option allows that is not allowed otherwise. Of course, you are technically right, it was always possible, we just did not know the option existed.
James E. Petts
- phat2003uk
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Re: AI Shunting
Is there list of various commands that can be put in the shortcut to allow/enable certain things?
- jamespetts
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Re: AI Shunting
It always worked, even without the shortcut.phat2003uk wrote:Is there list of various commands that can be put in the shortcut to allow/enable certain things?
James E. Petts
- AndiS
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Re: AI Shunting
So you are saying that -allowJump does nothing?
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t1metraveller
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Re: AI Shunting
You have always been able to jump trains in free-roam, but not in scenarios. At least I've not been able to do so on the route I work with, Cajon.
-allowJump allows this now in scenarios.
Bill
-allowJump allows this now in scenarios.
Bill
- AndiS
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Re: AI Shunting
That's the way I remembered it, but it is quite a while that I touched the scenario editor, so I was not at all sure (I have reason not to trust my memory
).
- jamespetts
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Re: AI Shunting
I have never tried -allowjump, but jumping has always been possible in free roam and timetabled scenarios. It is not possible in standard scenarios - perhaps "-allowjump" makes it possible in standard scenarios, too.
James E. Petts
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t1metraveller
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Re: AI Shunting
Okay boys, maybe I'm sticking my neck out here, but here goes.
This is what I have found in terms of command line code possibilities using a hex editor and looking through the game files since the MK2 update.
KRS Command Line Codes
------------------------------------
All codes below have been gathered with a hex editor.
Codes are defined in the file GameManager.rsp, found in the \plugins folder.
NOTE: Some may not be valid now or even work, but these codes do exist in GameManager.rsp.
NOTE: Only a few of those shown below have been checked.
NOTE: A few from this first set may instead be LogMate codes.
-fs ....Game uses smaller fonts for certain narrative text and menus
-allowJump ....Allows jumping AI trains in scenarios
-ShowDriverList ....Adds a 'Driver' button inside the Driver Properties window (MK2?)
-ShowControlStateDialog ....Expanded HUD
-nvperfhud ....Create NVIDIA performance HUD (not confirmed)
-NoSplashScreens ....Disable intro splash screens
-ShowSoundDeviceSelector ....Allows choice of system sound device
-DisableSignals
-ShowTrackLinks
-Show3DPaths
-DisableDump
-DontUseBlueprintCache ....Possibly rebuilds blueprint .pak's each time???
-UseFastBlueprintCache
-DontBakeDistances
-SaveDistances
-DisableAWS
-ShowAudioConsists
-VerboseAudioDebug
-ForceSWMix
-EnableSoundDebugDialogs
-DisableEAX
-EnableEAX
-UseSoundDevice
-EnableSound
-DisableSound
-DisplayLocMe
-LeipzigDemo
-ShowDestinationMarkerList
-enable-backups
-enable-perforce
-EnableFullEditor
-NASKU
-Language
-updateRVNumbers
-IgnoreCoupling
-ManualCoupling
-generateDetailLevels
-blocking
-UseStreamCache
-UseFastStreamCache
-NoClearType
-ConvertDistanceData
-FilterForDirectionality
-FilterForManualJcts
-QuickStartStream
-NoWagonBraking
-EndTrackCheck
-TakeADump
-relaunchmce
-oogbb_noh ????
-FlashStrings
-SetDefaultButtonSound
-TrackPatternEntityFixup
-ignoreTrackTypes
-BlockingPhysics
-NoPlayerTrain
-followaitrain
LogMate Stuff
------------------------------------
-LogMate
-SetLogFilters
-RemoveLogFilters
Other LogMate Codes?
------------------------------------
-ValidateSignals (confirmed)
-WhereIs
-UnitTestPathing
-show-time-of-day
-show-lat-long-position
Some or all of these below may be usable parameters (filters) for LogMate. I have only tried "Script Manager" for use in analysing signals.
Known Examples:
-LogMate -SetLogFilters="Pathing"
-LogMate -SetLogFilters="Script Manager" -lua-debug-messages
-LogMate -SetLogFilters="Script Manager,Signals,Pathing" -lua-debug-messages
UnitTests
GhostAI
Signals
Shutdown
Update
Initialise
Camera
Physics
Pathing
Platforms
Streaming
Sound
Windows Manager
Driver Manager
Scenario Manager
Route Manager
Script Manager
Data Management
Rail Vehicle Manager
Track Manager
Scheduler
Input
Engine
Components
Singleton
Game Manager
Core
This is what I have found in terms of command line code possibilities using a hex editor and looking through the game files since the MK2 update.
KRS Command Line Codes
------------------------------------
All codes below have been gathered with a hex editor.
Codes are defined in the file GameManager.rsp, found in the \plugins folder.
NOTE: Some may not be valid now or even work, but these codes do exist in GameManager.rsp.
NOTE: Only a few of those shown below have been checked.
NOTE: A few from this first set may instead be LogMate codes.
-fs ....Game uses smaller fonts for certain narrative text and menus
-allowJump ....Allows jumping AI trains in scenarios
-ShowDriverList ....Adds a 'Driver' button inside the Driver Properties window (MK2?)
-ShowControlStateDialog ....Expanded HUD
-nvperfhud ....Create NVIDIA performance HUD (not confirmed)
-NoSplashScreens ....Disable intro splash screens
-ShowSoundDeviceSelector ....Allows choice of system sound device
-DisableSignals
-ShowTrackLinks
-Show3DPaths
-DisableDump
-DontUseBlueprintCache ....Possibly rebuilds blueprint .pak's each time???
-UseFastBlueprintCache
-DontBakeDistances
-SaveDistances
-DisableAWS
-ShowAudioConsists
-VerboseAudioDebug
-ForceSWMix
-EnableSoundDebugDialogs
-DisableEAX
-EnableEAX
-UseSoundDevice
-EnableSound
-DisableSound
-DisplayLocMe
-LeipzigDemo
-ShowDestinationMarkerList
-enable-backups
-enable-perforce
-EnableFullEditor
-NASKU
-Language
-updateRVNumbers
-IgnoreCoupling
-ManualCoupling
-generateDetailLevels
-blocking
-UseStreamCache
-UseFastStreamCache
-NoClearType
-ConvertDistanceData
-FilterForDirectionality
-FilterForManualJcts
-QuickStartStream
-NoWagonBraking
-EndTrackCheck
-TakeADump
-relaunchmce
-oogbb_noh ????
-FlashStrings
-SetDefaultButtonSound
-TrackPatternEntityFixup
-ignoreTrackTypes
-BlockingPhysics
-NoPlayerTrain
-followaitrain
LogMate Stuff
------------------------------------
-LogMate
-SetLogFilters
-RemoveLogFilters
Other LogMate Codes?
------------------------------------
-ValidateSignals (confirmed)
-WhereIs
-UnitTestPathing
-show-time-of-day
-show-lat-long-position
Some or all of these below may be usable parameters (filters) for LogMate. I have only tried "Script Manager" for use in analysing signals.
Known Examples:
-LogMate -SetLogFilters="Pathing"
-LogMate -SetLogFilters="Script Manager" -lua-debug-messages
-LogMate -SetLogFilters="Script Manager,Signals,Pathing" -lua-debug-messages
UnitTests
GhostAI
Signals
Shutdown
Update
Initialise
Camera
Physics
Pathing
Platforms
Streaming
Sound
Windows Manager
Driver Manager
Scenario Manager
Route Manager
Script Manager
Data Management
Rail Vehicle Manager
Track Manager
Scheduler
Input
Engine
Components
Singleton
Game Manager
Core