AI traffic train performance revisited

Yeah, totally different, we're talking about the player NOT on any timetable taking as long as he needs to do switching (shunting) jobs before moving on to next yard or industry. For a passenger train running on a schedule your timetable method would work fine.
 
Synchronization after the testing when session is build, it's base for all sort of activities of fright and passenger trains.
 
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kuid2:61392:5012:210 seriously? Two hundred ten updates? I don't think I want to even look at it unless it has all the solutions to all the problems and can be programmed in a few simple steps by a non rocket scientist. I was gonna download it to see if it (1) had coherent instructions on use and (2) was designed for these types of problems and (3) actually worked, but with all the updates and problems I suspect it would be just more wasted time to even find out if it's relevant.

I'll try the CPC hack, if 999 don't make it explode maybe 9999 will. :cool:
I would have thought that it was obviously a typo, 21 to 210? I think you're drinking too much coffee!..............:hehe:
Mick Berg.
 
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First time I even heard "too much" and "coffee" in the same sentence, what a strange concept.

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