Interactive Station and AI problems....

Engioc

New member
Hi, I'm using k-station interactive stations on my route but having an issue where I setup a schedule for an AI train to drive but they seem to overshoot the station.

They either drive completely past the station before stopping, unloading, and loading. Or drive past until only the last carriage is still at the station platform before stopping. I cant figure out why they wont stop with all 3 carriages in line with the platform.

Trains still seem to load an unload successfully but it just looks stupid with trains driving past the platform and stopping to load/unload.

Any ideas on what might cause this would be appreciated.
 
There could be a variety of reasons. The first one is pretty clear if the train slows down to about 12-14 mph as it proceeds through the station, but never actually stops:

1. Stations / track through stations are positioned exactly at 0, 90, 180 or 270 degrees. (Try slightly rotating the track / platform in Surveyor - hold down Shift key whilst rotating - to place the track /platform slightly off exact Compass cardinal points (say 1, 89,179 and 269 degrees) and remember to save as "route layers" before exiting.) I'm not sure why this happens, but I know it does with Trainz Classics 3, TRS2009 and TRS2010!

2. Trains enter station too quickly to pull up in time. Try placing lower speed limits a short distance before the station.

3. enginespec file being used doesn't have sufficient braking efficiency to pull train up in time. Try using a couple of different loco/rolling stock combinations and see if that works. With Trainz Classics 3, the acceleration and braking values in the enginespec config.txt file needed to be multiplied by 4 to get the AI traffic to behave properly!

At this point, it has to be said that mucking about with config.txt files is not for the faint-hearted, or those without knowledge of what they are doing.

4. There could be a problem with the "k station" scripting itself, although if no one else is saying so, then it's unlikely. You could try placing another station type along the route such as the AJS Station 50m, designed to be invisible and placed at your own station, and seeing if that works. If it does, you are well on the way to finding out the cause!


..............of course, there could be other reasons too and I will follow this topic with interest to see if there are other solutions!

Hope it helps.
 
1. Stations / track through stations are positioned exactly at 0, 90, 180 or 270 degrees. (Try slightly rotating the track / platform in Surveyor - hold down Shift key whilst rotating - to place the track /platform slightly off exact Compass cardinal points (say 1, 89,179 and 269 degrees) and remember to save as "route layers" before exiting.) I'm not sure why this happens, but I know it does with Trainz Classics 3, TRS2009 and TRS2010!

This could be the problem but I'm experiencing it with all of them so far (I've got 5 k-stations all experiencing similar issues but some it overshoots by more eg all 3 carriages go past before stopping) and I cant believe they'd all be on a 0, 90, 180, 270 degree angle, but I'll certainly check this one out.


2. Trains enter station too quickly to pull up in time. Try placing lower speed limits a short distance before the station.

Could be, but the train does appear to brake with enough time and even pauses its braking allowing the train to continue rolling as if its deliberately trying to keep moving.

3. enginespec file being used doesn't have sufficient braking efficiency to pull train up in time. Try using a couple of different loco/rolling stock combinations and see if that works. With Trainz Classics 3, the acceleration and braking values in the enginespec config.txt file needed to be multiplied by 4 to get the AI traffic to behave properly!

Again doesn't appear to be a lack of braking power as it seems to have plenty of time to stop and not appearing to struggle with brakes. As it approaches its at 84Km (well before reaching the station) and slows to about 50km still well before the platform, then it appears to stop braking allowing the train to roll, and only once its almost at the halfway point of the platform then starts braking again to pull up with two carriages now past the platform and one left next to platform.

At this point, it has to be said that mucking about with config.txt files is not for the faint-hearted, or those without knowledge of what they are doing.

Yes but I am contemplating editing the engine spec config anyway for another problem so I might check out other settings while I'm there.

4. There could be a problem with the "k station" scripting itself, although if no one else is saying so, then it's unlikely. You could try placing another station type along the route such as the AJS Station 50m, designed to be invisible and placed at your own station, and seeing if that works. If it does, you are well on the way to finding out the cause!

Ok thats good, I'll certainly check this one out as I was looking for more variety in interactive stations anyway. Thing that puzzles me with the K-station though is the train which continually fails is a SAR-3000 class. With a SAR Redhen during initial testing of the first one I placed it appeared to work fine (leaving me wondering if it is indeed just a problem with the SAR-3000). I guess I will have to try testing it out with other trains and see what happens.

Anyway thanks for the suggestions I'll certainly look in to each of them and let you know how I go.
 
Finally figured it out, stupid mistake really, driver was assigned to the last cab/carriage so he would drive until it was at the end of the platform. Still not sure why he would sometimes drive completely past the platform with all 3 carriages but switching him to the front cab seems to of fixed all my problems.
 
Back
Top