AI junction locking

gauramohana

New member
Hi.. I'm running Trainz for Mac...I'm building a sortof complicated route. This is a isolated double track from a platform to Seaport. The problem is at the seaport. As you know the Seaport only has one track at the passenger platform.

here's a picture
aq34e.jpg

The 2 track merges into the Seaport right before it.. I have 4 AI trainz on this isolated route, and I want to drive a few myself.
I drive one train and stop at Passenger station - A AI train comes to Point A , and AI lock Junction A. I want to drive out of seaport to let Train #2 (AI) to get in, but I cannot go to Point B because Junction A is lockedHard to explainWhat can I do? I already have Signals ever 2 train lengthsAlso, generally speaking, is it bad practice to use stock 2 tracks?
 
Get the Ai to drive to a track mark A (put one in), it's next command will be wait for trigger B (put one in ) to be triggered by any train. That will solve that issue.
 
I see a flaw with this plan, if there is no train already at the seaport, then the AI train will be waiting until someone trips trigger B. Though I never use it, there is a command "release junction" that may be of use for this area.
 
I see a flaw with this plan, if there is no train already at the seaport, then the AI train will be waiting until someone trips trigger B. Though I never use it, there is a command "release junction" that may be of use for this area.

I meant to mention you'd need to keep an eye out for that. The release junction also has a flaw in it as the same Ai will still have control of the junction. You will have to insert command wait for x mins then insert the release junction command before it. I use this idea when I get standoffs, usually works well.
Without getting to technical all you need to do is stop the Ai while you get passed
 
I don't know if this will work but move the signal back kepping AI from locking the switch. Also add the check turnout allignment rule.<kuid2:216942:1001:1> This is soppose to kept AI from taking over switches when you are using that switch and others.
 
Problem is even the AI by itself on this map runs into this problem. It gets itself stuck

Going towards the station make the double tracks directional (use track direction marks). Put a signal before the junction (facing towards the single track). Place a buffer at the end of the track at the station (this will act as a signal). Try this.
 
Going towards the station make the double tracks directional (use track direction marks). Put a signal before the junction (facing towards the single track). Place a buffer at the end of the track at the station (this will act as a signal). Try this.
This won't let me drive with the AI
Whats the name of the payware?
 
I think he is asking me about the payware. I did mention one. The payware is called ASB Double Track Turnout. Since the seaport station is a bi-directional terminus, the payware will not help as the system is one direction use only. If you want more details, go to the payware section and click on the Boat goes payware thread, inside there is a link to Boat's homepage for Trainz assets.
 
Do you have the Autodrive command?
The autodrive does not change junctions, so you'd need some additional rules.

If I understand you right, you want to enter on track A and depart on Track B and your using the seaport asset which has a long run to the passenger platform.
I assume that the junction is pre set to enter the seaport from track A.
Place trackmarks on track A before the junction (e.g. Seaport Approach), after the junction (e.g. Seaport Entry), and on track B (e.g. Seaport Depart).

Use your normal navigate via command to the trackmark Seaport Approach, then use Autodrive To Seaport Entry, then Navigate To Seaport Passenger Station.

Add some rules to control the direction of the junction

Then use the autodrive to Seaport Depart, then use rules to reset the junction.
 
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