JonMyrlennBailey
Well-known member
Use an ENGINE or other piece of rolling stock to hold them at a junction!!
An ENGINE can even be a SPEEDER or a MOW TRUCK.
Let's say you want to pull a LONG train out of your yard onto the main line. Let's say you also don't want an approaching AI driver to monkey with your active switch to derail your train. Yes, you will have a signal at your junction to STOP AI. You may even use Trigger Multiple Signals Rule to try to hold the little AI devils at the signal as well. But they will eventually get impatient and start to play with switch levers and, after waiting but so long, decide to violate the TMS rule flat out.
If you were to put an invisible side track and Russian lever in BETWEEN the visible switch and signal, you can run a small railroad vehicle quickly onto the main line to simply stand in the way of any approaching AI-driven trains. There's no way a train on an AI command schedule will try to mess with any lever PAST any vehicle BLOCKING or INTERCEPTING it. The AI loco will just sit there all day long at that red signal: won't even try to back up as long as another vehicle on the rails ahead BLOCKS it!!
On one such siding I have two speeders on an invisible track along side the main line near my yard entrance with two worker figures marking the spot as if they are doing track maintenance. I pull one speeder onto one track and another onto the opposite track to BLOCK AI traffic approaching from both directions. Now, I can use my main line crossover and yard levers to pull my trains out of the yard unmolested by AI. The speeders stand on the mainline tracks acting as guard dogs against aggressive lever-grabbing AI crewmen.
Once I am done using my levers, I pull the speeders back into their spots off the main line again so the track workers can continue fixing ties or whatever. Then I flip the invisible levers back to their default settings. I can turn on SHOW JUNCTION OVERLAYS to spot any invisible switches easily if I have to or use a scenery track-side figure as a working man or two to mark such switch.
There is a customer siding where I have to cut the train on the main line and back over a crossover on get to the siding on the opposite side. I park a speeder on the siding near the main line with track worker figures there too to mark the speeder's spot. I pull the speeder onto the main line to block any oncoming trains by using the visible siding and switch already there anyway.
At another customer siding I simply drop my caboose or consist on the far side of the switch to hold up any approaching AI-driven trains from behind as I do my switching operations.
At the opposite end of my yard, a MOW truck swiftly pulls out onto the mainline via an invisible siding and junction to guard against oncoming AI traffic. Two RR workers in orange jumpsuits stand near the spot where the invisible lever is hidden. The INTERCEPTOR RR vehicles also will trigger mainline switches RED, of course.
This certainly makes Trainz less boring to play with by adding this extra interceptor action to guard switches.
Yes, in short, you can use rail vehicles strategically as "traffic cops". What better way than to stop a train with another train.
Yes, TRAINZ is a GAME indeed. Much more than a RAILROADS SIMULATOR. You have to COMPETE with AI if you are operating hand-driven trains on lines with their presence.
The object of the GAME is to strategically prevent AI from derailing YOUR train.
An ENGINE can even be a SPEEDER or a MOW TRUCK.
Let's say you want to pull a LONG train out of your yard onto the main line. Let's say you also don't want an approaching AI driver to monkey with your active switch to derail your train. Yes, you will have a signal at your junction to STOP AI. You may even use Trigger Multiple Signals Rule to try to hold the little AI devils at the signal as well. But they will eventually get impatient and start to play with switch levers and, after waiting but so long, decide to violate the TMS rule flat out.
If you were to put an invisible side track and Russian lever in BETWEEN the visible switch and signal, you can run a small railroad vehicle quickly onto the main line to simply stand in the way of any approaching AI-driven trains. There's no way a train on an AI command schedule will try to mess with any lever PAST any vehicle BLOCKING or INTERCEPTING it. The AI loco will just sit there all day long at that red signal: won't even try to back up as long as another vehicle on the rails ahead BLOCKS it!!
On one such siding I have two speeders on an invisible track along side the main line near my yard entrance with two worker figures marking the spot as if they are doing track maintenance. I pull one speeder onto one track and another onto the opposite track to BLOCK AI traffic approaching from both directions. Now, I can use my main line crossover and yard levers to pull my trains out of the yard unmolested by AI. The speeders stand on the mainline tracks acting as guard dogs against aggressive lever-grabbing AI crewmen.
Once I am done using my levers, I pull the speeders back into their spots off the main line again so the track workers can continue fixing ties or whatever. Then I flip the invisible levers back to their default settings. I can turn on SHOW JUNCTION OVERLAYS to spot any invisible switches easily if I have to or use a scenery track-side figure as a working man or two to mark such switch.
There is a customer siding where I have to cut the train on the main line and back over a crossover on get to the siding on the opposite side. I park a speeder on the siding near the main line with track worker figures there too to mark the speeder's spot. I pull the speeder onto the main line to block any oncoming trains by using the visible siding and switch already there anyway.
At another customer siding I simply drop my caboose or consist on the far side of the switch to hold up any approaching AI-driven trains from behind as I do my switching operations.
At the opposite end of my yard, a MOW truck swiftly pulls out onto the mainline via an invisible siding and junction to guard against oncoming AI traffic. Two RR workers in orange jumpsuits stand near the spot where the invisible lever is hidden. The INTERCEPTOR RR vehicles also will trigger mainline switches RED, of course.
This certainly makes Trainz less boring to play with by adding this extra interceptor action to guard switches.
Yes, in short, you can use rail vehicles strategically as "traffic cops". What better way than to stop a train with another train.
Yes, TRAINZ is a GAME indeed. Much more than a RAILROADS SIMULATOR. You have to COMPETE with AI if you are operating hand-driven trains on lines with their presence.
The object of the GAME is to strategically prevent AI from derailing YOUR train.
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