The setup is a oval to keep thing simple and to act as a test bed.
Distributed evenly around the oval are the default industries that came with the 2012 package of industrial assets. At 40 mph it will take a train one hour to come full circle.
The design of all sidings to the industries are dead ends requiring the trains to back up from the main line into the industrial siding loading unloading points then drive out in the correct direction onto the main line.
The oval is broken at one point by using portals, one portal inbound and the other outbound , to prevent trains from finding a reverse way to get to their destination.
Where the industries are complex cargo such as the seaport and the industrial airport there are yards to allow inbound and outbound to pass with one track in the yard for each product along the track line. One train for each product works better than one train consist with all products. This is due to the way loading and offloading works in the simulation.
The only place where a AI controlled trains might conflict is between inbound and outbound, so the signals are arranged to cause a train to stop in the yard if there is a potential conflict.
There is no reason then in the design of the layout for a train to move in reverse, yet they do. They pass their scripted turnout and try to reverse their way backwards to get to it and tie up traffic in the process. Another cause for reversal is when trains will not wait patiently in the yard while another offloads its cargo .In an earlier experimental layout it was discovered that a train that decides to reverse direction will ignore the direction markers.
Questions:
Is there a limit to the number of AI trains the simulation can handle before trains missing their turnouts becomes a problem?
In this test case we are running ten trains and the errant train might move half a section board past the turnout before the error is caught by the simulation.
Is there a way to increase the time before an AI trains considers reversing?
In this test case it seems that as soon as the loading train is ready to leave and starts to move, the other waiting train in the yard decided it is time to reverse and in the process blocks both the exiting train and other inbound trains.
Is there a setting that I have missed that will allow tree assets to display their leaves? This is not a problem seen on the default layouts.
I am using a high end core 7 Gateway FX game computer and my drivers are up to date.
Trying to time out trains so that demand meets supply in a just in time operation was the goal. Trying to achieve this is frustrated by the actions of the AI trains running in reverse against the flow of traffic. This simulator game is oriented towards a drivers point of view rather than railroad operations as a whole and trying to do more than this may not be possible. Nevertheless you can have fun sorting out the mess that the AI controlled trains get themselves into.
Distributed evenly around the oval are the default industries that came with the 2012 package of industrial assets. At 40 mph it will take a train one hour to come full circle.
The design of all sidings to the industries are dead ends requiring the trains to back up from the main line into the industrial siding loading unloading points then drive out in the correct direction onto the main line.
The oval is broken at one point by using portals, one portal inbound and the other outbound , to prevent trains from finding a reverse way to get to their destination.
Where the industries are complex cargo such as the seaport and the industrial airport there are yards to allow inbound and outbound to pass with one track in the yard for each product along the track line. One train for each product works better than one train consist with all products. This is due to the way loading and offloading works in the simulation.
The only place where a AI controlled trains might conflict is between inbound and outbound, so the signals are arranged to cause a train to stop in the yard if there is a potential conflict.
There is no reason then in the design of the layout for a train to move in reverse, yet they do. They pass their scripted turnout and try to reverse their way backwards to get to it and tie up traffic in the process. Another cause for reversal is when trains will not wait patiently in the yard while another offloads its cargo .In an earlier experimental layout it was discovered that a train that decides to reverse direction will ignore the direction markers.
Questions:
Is there a limit to the number of AI trains the simulation can handle before trains missing their turnouts becomes a problem?
In this test case we are running ten trains and the errant train might move half a section board past the turnout before the error is caught by the simulation.
Is there a way to increase the time before an AI trains considers reversing?
In this test case it seems that as soon as the loading train is ready to leave and starts to move, the other waiting train in the yard decided it is time to reverse and in the process blocks both the exiting train and other inbound trains.
Is there a setting that I have missed that will allow tree assets to display their leaves? This is not a problem seen on the default layouts.
I am using a high end core 7 Gateway FX game computer and my drivers are up to date.
Trying to time out trains so that demand meets supply in a just in time operation was the goal. Trying to achieve this is frustrated by the actions of the AI trains running in reverse against the flow of traffic. This simulator game is oriented towards a drivers point of view rather than railroad operations as a whole and trying to do more than this may not be possible. Nevertheless you can have fun sorting out the mess that the AI controlled trains get themselves into.