Wonder if anyone has investigated this - set up a double to single to double track configuration with opposing traffic, the northbound AI will stop at the last signal guarding the single track section, experimentally flipping switches until it finds a path to the next trackmark and a clear or approach signal. When two opposing trains arrive at opposite ends simultaneously they'll sometimes fight for control of both switches for a while, but eventually the standoff ends.
Main problem is when the single track section has one or more switches coming off of it - placing intermediate signals doesn't work very well, because then you get a situation where neither train has a stop indication, both enter the single track section from opposite ends and meet in the middle with a stalemate at the last red signal. I've found that 2 or 3 switches are okay, an AI train approaching from either end will play around with several switches set the wrong way until the correct path is found. Phil Skene had a "shut the door behind you" philosophy for the player, after passing a switch that you had to throw you should throw it back the way it was so the AI doesn't get lost or confused, but I found that wasn't actually necessary in TRS2009 and later.
This latest experiment has a single track section only one baseboard long, but it's an industrial district with 10 spurs coming off the single track mainline, and even with all 10 switches set for the main the AI will not throw the 11th switch back to double track. So I suspect I'm gonna need to fool around with trigger multiple signals and place some intermediate trackmarks and/or signals in the single track section.
So, question is - how does the AI find the path? How far in distance, or number of switches between signals, or distance or switches between trackmarks? Anyone know what the logic actually is?
Main problem is when the single track section has one or more switches coming off of it - placing intermediate signals doesn't work very well, because then you get a situation where neither train has a stop indication, both enter the single track section from opposite ends and meet in the middle with a stalemate at the last red signal. I've found that 2 or 3 switches are okay, an AI train approaching from either end will play around with several switches set the wrong way until the correct path is found. Phil Skene had a "shut the door behind you" philosophy for the player, after passing a switch that you had to throw you should throw it back the way it was so the AI doesn't get lost or confused, but I found that wasn't actually necessary in TRS2009 and later.
This latest experiment has a single track section only one baseboard long, but it's an industrial district with 10 spurs coming off the single track mainline, and even with all 10 switches set for the main the AI will not throw the 11th switch back to double track. So I suspect I'm gonna need to fool around with trigger multiple signals and place some intermediate trackmarks and/or signals in the single track section.
So, question is - how does the AI find the path? How far in distance, or number of switches between signals, or distance or switches between trackmarks? Anyone know what the logic actually is?