Started with this;
http://forums.auran.com/trainz/showthread.php?74677-AI-traffic-framerates
Never really got anywhere since nothing I tried works as advertised. A solution that might help if it could be made to work somehow;
D is destination portals, S is spawning portals, T is triggers. The idea is to take big routes and break them up into sections, where AI trains run only in the section the player is currently in, and nowhere else on the route - any AI train not seen by the player is a waste of resources, and Trainz doesn't save resources outside the "player bubble" so either a Cray or some kind of workaround is needed.
What would help is if the "emit train on trigger" could be designed so that the portals on the red line spawned trains every X number of minutes as long as the player train remains in that section, and when the player passes a trigger it shuts off the portals for the section he's leaving and starts up the portals in the section he's entering. Obviously if the player shuttles back and forth across the trigger it could create problems, so either some really great coding or some skull sweat by the route creator designing the connecting tracks and trigger placement would be a must.
I don't even know if this would be possible, but testing on a big route with just the player train versus dozens of AI trains running all over the route, the difference in performance is astonishing. Some way to get 2 to 4 AI trains continually running where the player is, and nowhere else on the route, keeping up with the player movements so that the section he's in is always busy and everywhere he's not at the moment is always empty, would solve a lot of session creation headaches.
http://forums.auran.com/trainz/showthread.php?74677-AI-traffic-framerates
Never really got anywhere since nothing I tried works as advertised. A solution that might help if it could be made to work somehow;

D is destination portals, S is spawning portals, T is triggers. The idea is to take big routes and break them up into sections, where AI trains run only in the section the player is currently in, and nowhere else on the route - any AI train not seen by the player is a waste of resources, and Trainz doesn't save resources outside the "player bubble" so either a Cray or some kind of workaround is needed.
What would help is if the "emit train on trigger" could be designed so that the portals on the red line spawned trains every X number of minutes as long as the player train remains in that section, and when the player passes a trigger it shuts off the portals for the section he's leaving and starts up the portals in the section he's entering. Obviously if the player shuttles back and forth across the trigger it could create problems, so either some really great coding or some skull sweat by the route creator designing the connecting tracks and trigger placement would be a must.
I don't even know if this would be possible, but testing on a big route with just the player train versus dozens of AI trains running all over the route, the difference in performance is astonishing. Some way to get 2 to 4 AI trains continually running where the player is, and nowhere else on the route, keeping up with the player movements so that the section he's in is always busy and everywhere he's not at the moment is always empty, would solve a lot of session creation headaches.