Dispatch

brendansbiz

choo choo twain!
So let's visualize here... It's been a long day you get home log in and decide you wanta drive trainz. You create a consist click on quick drive and now you're going spoof free and all junctions are set for you from a non existent "dispatcher" is this possible?
 
What you are asking is what the AI does. You command the consist to go to X trackmark , industry or station and supposedly the consist, will set all the points until you get there. If you do quick drive, how is the AI set the points if it does not know where you want to go?
 
I believe what the OP is asking for is the Drive mode in TS14. There you pick a consist, route, starting point and ending point and the program sets the path for you and creates AI traffic. You just drive the train.

William
 
Its what i hate in RW. You have this dumb "Quick drive" thing, but can not set up the junctions you like or change anything. And when your train reaches the destination it just says"scenario done" and ends itself. Just DUMB. Please dont do this with Tane....pleeeeaaaaase :'(
 
This debate comes round all the time... Unless you're running a shortline or switching/shunting route the crew rarely set their own path so how MSTS and RW-TS2014 do it is essentially correct for main line operations. The only thing lacking is any dynamic variation where more than one routing is available, e.g. on multi track sections. Only Zusi manages that.

Last time this was discussed I believe it was pointed out there is a session rule which can define the player (as opposed to AI) path, but I suspect probably far more complex than tweaking a path in either of the other two sims. Hand in glove with this also goes following a timetable (for passenger trains) which it is also difficult to do.

Given Trainz has been around for 13 years, I really hope the next edition is indeed the one that gives us the ability to set up the player path by selecting Point A to Point E, calling at Point C but not B or D, calculate the path (and variations), do the same for AI trains then proceed to dispatch your train without player intervention. Otherwise basic Trainz gameplay is (sadly) not much better than free roam, figuring where you need to go and setting junctions as you go. Is a bit of a nonsense when you get big complex routes such as ECML which would always be controlled by a signaller. It is, after all, being sold as a *simulation* and this most essential aspect is not simulated very well or in a player friendly fashion.
 
I have been using the Multi-Path-v5" rule and its corresponding ControlPath driver command. I am not at home so I cannot look up the kuids right now. It requires setting up and work great and I have had up to 8 rules running and could probably do more.
 
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Try this

You might like to look at the session "An Evening on the Trinity Bay RR".

It uses a slightly modified version of my Trinity Bay route, the main differences being the addition of signals and track markers.

You are given instructions about what to do in pop-up screens as the session progresses. All the switches are set for you by the Dispatcher. All you have to do is drive.

Until I tried it I thought that this was not possible in Trainz. I found this session absolutely absorbing. And, most importantly, fun.

Phil
 
Now I am confused as to what is the asking. Today I can jump inside of a loco cab, and click on the command icon at the bottom and issue a simple stroke selecting "drive to XXX". That is all. AI finds the shortest path and go. It set's points, respects other traffic, stops at signals and all, until arriving to destination. All you have to do is enjoy the scenery. As easy as it sounds. Of course you can do more complicated things, as telling to stop on the way and for how long, when and how. Or you can set schedule library and have all this pre-programmed so all you have to do is select what you desire any time. Wonders of our simulator!
 
Now I am confused as to what is the asking. Today I can jump inside of a loco cab, and click on the command icon at the bottom and issue a simple stroke selecting "drive to XXX". That is all. AI finds the shortest path and go. It set's points, respects other traffic, stops at signals and all, until arriving to destination. All you have to do is enjoy the scenery. As easy as it sounds. Of course you can do more complicated things, as telling to stop on the way and for how long, when and how. Or you can set schedule library and have all this pre-programmed so all you have to do is select what you desire any time. Wonders of our simulator!

This is fine if you want the AI to drive but not if you want to operate the train yourself - without resorting to one of the rules that Ken and Phil describe above.
 
This is fine if you want the AI to drive but not if you want to operate the train yourself - without resorting to one of the rules that Ken and Phil describe above.

I have really complex AI Dispatcher system that acts just like real Dispatcher, while I only use it for AI as I don't drive trains myself, I run a railroad, it could easily be modified as you is wanted above and fully integrate with AI traffic be aware id you drive a low priority train you maybe put in siding for a couple of hours as per real life. But it is certainly possible and doable just extremely complex and you have to have the right tools, and use TS10

Cheers

Lots
 
But it is certainly possible and doable just extremely complex and you have to have the right tools, and use TS10

Which of course is the problem, compared to just about every other train sim out there, even BVE if you have a base schedule in csv format you can play around with the calling patterns and/or timings to create a different timetable.
 
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