end to end runnning by AI shunting op

bulpup

New member
TS 2010
Using the commands seems easy. the yard has one track in, 6 tracks in the middle and one track out to an ore unloading platform.

The ai train brings in 12 full cars and drop them off moving the engine to a different track mark.

The shunting engine gets triggered and drives to a track mark, sets dcc speed and then "couple ahead." It then grabs 6 of the 12 cars, uses the ore unloader, then places the empties in an empty yard track...or rather should. What it actually does is go all the way through the yard to the other side, then all the way back to where it dumped the ore and only then proceeds to the track mark for the empties.

What is the ai reacting to? It seems to me it has do do a clearing of some sort before it can proceed but that is a guess and I have no way to test it.

Also, since it has two cuts of 6, the second time through after making an end run it will get repeated green then red signals to the point where after 5 or so minutes it will pass the red signal and trigger and emergency brake.

This sort of thing seems like it should be very simple.

Oh yea, one last thing. I seem to remember in TS2009 a command called "set junction." I do not see that anymore as a choice to add to the drivers rules when editing the session. I do see "release junction." could that be a database issue?
 
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This could be AI having to much choice to reach the TM. The flashing signal is because you cant get an AI train to couple to another wagon beyond the signal as it sees the track as used. The flickering is caused by trainz switching switches to find a way around it. I tend not to use through yards because of this, so mine are dead end sidings and works very well with your type of operation. The inbound train only needs to uncouple before the shunter couples to the wagons and does its job.
 
.....This could be AI having to much choice to reach the TM......

I would agree with stagecoach, the AI gets confused if it has too many options. If your yard layout permits then try placing intermediate trackmarks and use the "drive via TM" option to reduce the decision making the AI has to do. You might also like to consider the use of directional and (so called) priority markers.

Sadly there is sometimes no option but to compromise (change) your track layout to suit the AI if you want reliable operation.

Edit: You might also want to try the "Couple at Trackmark" command and see if this is any better. (not optimistic)
 
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On the run back from the unloader put another t/mark in the yard track just after you enter it and use a drive via t/mark then drive to t/mark. Helps to guide them the way you want them to go.
Also try not to have switches/points to close together, I've found this tends to confuse the AI.
 
Well, the switches are definitely close together.

This is my operations on top of a payware route so I would be sad to disturb the beauty of the thing (Murch2)

Would any of you try the paths rule? Any thoughts on "set junction?"
 
The loco hauls the cars to the unloader, does it run round the consist to haul it back or reverse it back ?
If reverse try running through the yard to a point where the AI can haul the cars into the yard siding.
With Ai operation I have a loco at the front and if there are no run round loops 1 at the rear and use the run round ex command to get the driver to switch locos.
 
The loco hauls the cars to the unloader, does it run round the consist to haul it back or reverse it back ?
If reverse try running through the yard to a point where the AI can haul the cars into the yard siding.
With Ai operation I have a loco at the front and if there are no run round loops 1 at the rear and use the run round ex command to get the driver to switch locos.

No, I have it one side all the time. I was trying/hoping to make the movement a time economical one as well as somehting that could run over and over when any ore train showed up. "Couple Ahead" seemed to work well for that, once. I can probaly re do it with the the "couple with #" command.

I will try it with the loc running round too.
 
Ive found the best way is couple at trackmark because the command does not need to know the name or number of the wagon you are going to couple too. If you have a TM at each end of the yard sidings you can couple either end of the consist.
 
Ive found the best way is couple at trackmark because the command does not need to know the name or number of the wagon you are going to couple too. If you have a TM at each end of the yard sidings you can couple either end of the consist.


Okay, I will try that too. Thanks
 
long winded but you might get the idea

I do similar to what your attempting.
Left-right tracks 1-6, 1+2 inward, 3+4 through, 5+6 outbound.
All tracks have T/Ms at both ends in the yard area.
Track 1+6 also have them in the 15th car spot ( 2 locos +30 car consists are the norm).
So consist arrives, decouple #2 and locos go away tripping trigger on the way, then 1st trip loco couples at tm, change train direction, decouple #16 and goes to mine tripping trigger which sets 2nd trip loco to couple at 15 car spot and off to another mine.
Back comes 1st trip loco on track 5, decouple at far end t/m. Goes to siding.
2nd trip loco comes in to the 15 car spot on track 6,( about 5 mins later) decouples goes to siding triggering the 2 locos to couple at Tm on track 5 then 15 car tm on track 6, then off they go to the power station. The trick is to make sure nothing comes through that yard while the 2 locos are coupling or it takes 20 mins for a 5 min job.
 
I do similar to what your attempting.
Left-right tracks 1-6, 1+2 inward, 3+4 through, 5+6 outbound.
All tracks have T/Ms at both ends in the yard area.
Track 1+6 also have them in the 15th car spot ( 2 locos +30 car consists are the norm).
So consist arrives, decouple #2 and locos go away tripping trigger on the way, then 1st trip loco couples at tm, change train direction, decouple #16 and goes to mine tripping trigger which sets 2nd trip loco to couple at 15 car spot and off to another mine.
Back comes 1st trip loco on track 5, decouple at far end t/m. Goes to siding.
2nd trip loco comes in to the 15 car spot on track 6,( about 5 mins later) decouples goes to siding triggering the 2 locos to couple at Tm on track 5 then 15 car tm on track 6, then off they go to the power station. The trick is to make sure nothing comes through that yard while the 2 locos are coupling or it takes 20 mins for a 5 min job.


Are you saying you have 2 shunting locomotive?

I think I am getting the idea though. I think I have been using what should be an inbound track as a through. Or rather allowing the ai to see it open and therefore as an option for a through. Interstting. I don't know if I am following you exactly and vice versa, but it is getting me thinking. Thanks.

Could you explan though, why the "change Direction?' I imagine you can to this through trial and error?

By the way, this is at Fletcher's Bay in the Murch 2 route.
 
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Are you saying you have 2 shunting locomotive?

I think I am getting the idea though. I think I have been using what should be an inbound track as a through. Or rather allowing the ai to see it open and therefore as an option for a through. Interstting. I don't know if I am following you exactly and vice versa, but it is getting me thinking. Thanks.

Could you explan though, why the "change Direction?' I imagine you can to this through trial and error?

By the way, this is at Fletcher's Bay in the Murch 2 route.

2 trip locos going to separate mines, the change direction command is because the loco is coupling to the consist (and splitting it) and going out the same way as it came in otherwise it would be reversing.
It felt like trial by error until I realised the AI's limitations, it's got to be second nature setting yards up for them I've done it that much. But the unexpected still happens.
 
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