AI running reds (again)

randknu

New member
On my layout, getting really big and takes the AI about 2 hours to cross (real ones) has heights ranging from -146 to +127 measured on the tracks. Some grades are 2.5% but mostly less than 1% and almost only singletrack with passing sidings. I have 10-12 AI driver running around at once and usually they set up passings nicely automatically. :cool:

But sometimes a train passes a red signal. I get a warning message saying something like: Alastair passed signal at danger. And when the train has stopped i get a new message: Alastair - Emergency braking completed, RESTARTING SCHEDULE IN 10 SECONDS!!!!!:confused:

So after committing the most dangerous situation an engineer can do he actually makes sure there is an accident by just driving on.... In my case it has often resulted in a standoff or even a head on collision that my re-rail portal was unable to correct.:'(

Can i change this behaviour with a rule?

If anyone at auran reads this. This is the most stupid AI behaviour of all. After passing a red signal it should just sit there and wait for me to decide what to do. (back up or head on)

In the real world you'd get instant vacation!:D
 
I think that's just something certain AI drivers do...

I wonder if in creating drivers there's an "IQ" tag? :p
 
At what speed is he approaching the signal? If he descending from a steep grade with a full load he may not time to set the brakes before he sees the signal. If so, set the speed limit lower at that track at reasonably safe distance from the signal.
 
I would say to prevent problems, DL the AI brake from the DLS. It really helps. I do agree with you about the stupidity of just going on.
 
Yes i do modify the brakes but even then it seems to happen, although rearly. I really wanted to change the behaviour when they HAVE passed the signal. Not before. The driver should automatcally be issued a "stop schedule" command and not continue until you have looked into it.

Stopping on hills is a problem but after i changed the gradients just over the passing sidings to 0.5% and increased from 2% to 2.5% elsewhere (to compensate) The problems are almost all gone.
 
hi, i had the same problem once,all idid is throw a track mark near the offending spot and told the driver to drive via track mark,problem solved,i hope you have the same luck as i did. cheers, patchy
 
Patchy's right; trackmarks work very well in this case if you're not going for a 100% prototypical operation. Track direction markers also do the job equally well, so that even if there is no train coming, a train will always go onto the passing loop (two tracks=two directions)
 
Well I found that on certain engines (gp35 for sure the default auran engine file., also the gp38 acts a tad funny in AI at times.) this happens a lot the train approaching a open switch-x over jcts and lights will be red til the second switch opens so the train will run the red as if it wasnt theyre....
I assuming he knows the switch will be open and ignores this signal.....

2 choices im debating is switching the engine files to another version or tweaking this engine file by adding more brake?


Dave =)
 
Well i figure out one spot today, where i had accidentally placed two signals exactly on top of eachother. But now i'm getting problems saving, or rather loading again. Every time i load a previous session at least one train or parts of a train has derailed and often fallen through the scenery too. It's not derailed when i save the session. and since it is derailed when i load it the re-railer portal doesn't catch it either.

Any ideas?
 
that might do it because in theory and practice, as soon as he sees the yellow, he should be slowing way the heck down because he should know after that it will likely be red. I don't know how big your blocks are and the speed restrictions leading up to the signals. Usually what I do with mine is that I don't have too many cross overs and stuff like that stuck together unless I place a speed limit like 10mph to 20mph. When I have about 2 cross overs and there is a lot of activity, I usually make blocks of 1.5 to 2 miles so the engineer has plenty of time to slow down after the yellow.....of course, I double track my lines too but that isn't alway prototypical with a lot of railroads.

Regards,
 
Being currently embroiled in attempting to develop a working session for a modern high-speed US route with long heavy trains on a line which is downgrade all the way west here are a couple of suggestions:

Whitepass' AI_Brake available from the DLS here. This is an essentially 'invisible' loco with a ridiculously high maxdecel in its enginespec. One or two in a train will work wonders. A couple of caveats though: TRS04 doesn't like it, it tends to derail unpredictably; Don't couple two of them together, have a loco or wagon between each; don't make it the front loco in a train (or the rear loco if the consist might reverse). Other than that, it's worth its weight in gold!

Add the line '-autopilotsignaldistance=1000' to trainzoptions. It allows the AI to 'see' signals sooner.

As suggested above keep your blocks long, but place an invisible signal about 1000 meters in advance of each 'real' signal. This will give a yellow light for 1000 meters before a red. Works like a speed restriction and helps slow approaching trainz, but only comes into play if the 'real' signal is red.

Those three have helped get my Clovis session working - most of the time!!

Andy :)
 
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I usually use 1 "block signal" between two passing sidings. More like an "approach signal" placed roughly 1 mile before the signal in front of the junction depending on speed limit. If you have 2 or more of theese "block signals" trains will run into each other. (the default robe river iron map has this and it does not work with the AI)

I don't really see the need for invisible signals i can just use real signals. And in the yards i try to avoid using signals at all.

For industries i build a runaround track after the industry and set a waypoint where i want the locomotives to stop and issue a "run around train" order. This works like a charm as long as i have NO SIGNALS whatsoever in the path the locomotives need to take. I do have a signal on entry into this "unsignalled area" and i set the default direction of the switches so it points through the waypoint and right to the buffer at the end. That way the signal will show approach when the train is coming.

Signal placement can make or break a route.
 
Do note that if you issue a run around train command and the turnout at the other end of the loop is pretty far from the consist, the loco will still go at 5 mph the whole way. Invisible signals help, in this case.
 
Do note that if you issue a run around train command and the turnout at the other end of the loop is pretty far from the consist, the loco will still go at 5 mph the whole way. Invisible signals help, in this case.

That's not correct for trs2006, the locos drive at approx 20mph until they are closer (approx 50 scale meters). THEN they slow to 5mph or so.

Signals seem to really mess up the runaround command so i don't use them.
 
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