AI running wild

doralcf

New member
Hello to everyone

I'm running trainz New Era SP2 Build 88460

I have 4 passenger trains following different routes stopping at different station using the AI, before the update to SP2 I didn't have this problem,
The trains will just pass the stations without stopping, and I lose control of the train, try issuing the STOP command but it doesn't work.

Now I notice some of my other trains going to different places like picking up freight doing the same thing, AT first it looked like only the passenger trains but ever so often the freight trains do the same.

If I save the session and re load it I gain control of them again.

Is there something in the game I need to change?

On the passenger train I give it commands like, DRIVE TO STATION (NAME) LOAD UNLOAD DRIVE TO NEXT STATION

On the fright I give it commands like DRIVE TO LUMBER MILL LOAD

Just asking for a little help

Thanks to any that might help
 
Just one minor point and probably not related to your problem, but with passenger trains there is no difference between LOAD and UNLOAD. Use one or the other, the result is the same. Putting them together in the sequence LOAD followed immediately by UNLOAD (or vice versa) at the same location did cause problems in some earlier versions of Trainz.
 
AI is naturally stupid by design ... it works great in TRS2006 for me ... but if AI is broken in T:ANE SP2, hopefully it can be fixed ... in the mean time try driving without AI, by driving in CAB, or DCC control (just like real engineers do, as there is no AI in the real world)

I have AI trains running perfectly, by using many thousands of opposing track directional markers, blocking all unwanted paths where an oncoming train on an adjacent track would collide

By placing reducing speed boards before a station makes a train slow down, so it doesn't blow right on through a station trackmarker
 
Last edited:
AI is working perfectly for me in TANE SP2. But as Cascade indicates above, it needs (and always has needed) loads of help by placing track marks, direction markers and priority marks along the route. Invisible signals are also often a necessity as well. It can take a lot of work to make a route totally "AI friendly".

Never assume that the "I" in "AI" stands for "Intelligence".
 
I had a similar problem with AI trains in the latest version of TANE SP2. It was resolved when I found that one consist I was trying to couple to in the session was designated a 'route' asset whilst all the others were designated properly as 'session' assets. When the loco tried to couple to the 'route' asset all control over the other AI's was lost. I only found the solution by disenabling one loco at a time until I hit on the culprit. Once I changed the route asset to a session asset all worked perfectly.

Try looking at each consist and see if any session assets are trying to couple to route assets.

Ingha
 
Last edited:
Why not use Pierre's (pguy) Enhanced Interlocking Towers and Mission Code. No need for extra trackmarks and invisible signals.
Once you have set them up they are simple to use. The main thing you have to remember is that a junction can only be controlled by one Interlocking Tower.
And then just use any 'Autodrive' command.
 
Why not use Pierre's (pguy) Enhanced Interlocking Towers and Mission Code. No need for extra trackmarks and invisible signals.
Once you have set them up they are simple to use. The main thing you have to remember is that a junction can only be controlled by one Interlocking Tower.
And then just use any 'Autodrive' command.
This is how I set it and it is smooth sailing the whole run. Now that the SP2 asset updates from Pguy are out, it's all good again.
 
Thanks for all the help it seems like if I start the session then save it re start the session all is well again.
 
Thanks for all the help it seems like if I start the session then save it re start the session all is well again.

I have found that even with T:ANE it's best to give the driver session a chance to initialize rather than sending the AI off and running before everything has loaded up by using a Wait for... command in the driver's command queue. That 20-30 seconds waiting period is usually enough to get everything settled down before they're off and running. When I haven't done this, including with other Trainz versions, the AI can be quite problematic with the AI doing really, really stupid things like skipping track marks, heading down dead end sidings, driving backwards, and skipping signals.
 
This may be addressed in the HF1 fix that is coming. It is not consistent and can run fine and then you change something and it misses out loading the list of industries or TM's so causing the AI not to be able to find it.
 
Back
Top