Is there an idiot guide around to using the AI to drive trains?

As Curley Howard (Jerome Lester Horwitz) once said: "I resemble that" :hehe:

I think I have AI just about figured out ... I use thousands of directional markers to lock turnouts and crossovers, to keep AI trains from trespassing on opposing tracks having oncoming trains. I can make an AI train go all the way across my several hundred mile route, throwing all its turnouts, having them "Drive Via a trackmarker at stations. A well laid, very detailed series of many trackmarkers, laid out like a complex trail of breadcrumbs, will lead the AI Pigeons along a detailed path. When AI mess's up I drive manually in the cab to override problems

TrainzForDummies.png
 
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This tutorial was created in TS12SP1. In T:ANE many more track marks are needed to keep the AI from thinking too much. In addition, of course Driver Commands are the other half of the story.

The one thing not addressed in the tutorial is the size of the trackmark trigger radius. The 20m default can cause problems due to overlap. Additionally I have found that trains don't stop at the centre of a track mark, they stop halfway along one side of the trigger radius. So a smaller radius equals more accurate stopping. I usually reduce the radius to 5m.

Cheers
The one issue I don't know the answer to is the difference between 'Drive To' and 'Navigate To'. Is there a difference? If so what is it? I'd love to know.
 
It beats laying thousands of direction markers when you only need a few track markers to achieve the same thing.....
Sometimes without direction markers, an AI train will take the shortest route possible ... when you place an opposing direction marker pointing at the train, it will stop this unwanted path
 
This tutorial was created in TS12SP1. In T:ANE many more track marks are needed to keep the AI from thinking too much. In addition, of course Driver Commands are the other half of the story.

The one thing not addressed in the tutorial is the size of the trackmark trigger radius. The 20m default can cause problems due to overlap. Additionally I have found that trains don't stop at the centre of a track mark, they stop halfway along one side of the trigger radius. So a smaller radius equals more accurate stopping. I usually reduce the radius to 5m.

Cheers
The one issue I don't know the answer to is the difference between 'Drive To' and 'Navigate To'. Is there a difference? If so what is it? I'd love to know.

Track directional markers do not work with me, the AI does not follow them all the time but when replaced with normal track markers everything goes correct and I save on putting down dozens of directional markers. Placed at key areas such as a junction or halfway mark is where I found the best placement. I had let the AI drive between 2 and 4 hours with no issues but when I had directional markers prior I could not get them to stay "on route" for more then an hour if that.

I am using TMR17 which is further along then Tane so yes his tutorial still applies, Drive to is a specific command used to get to a place or industry via a specific route while Navigate to will find an alternative way if said direct route is blocked..... like through a yard for example......heard it on the grape vine

I will use directional markers for a loco starting out point especially if both directions are available other then that I use standard track markers and name the ones for directional usage "via xx" and will use the "Drive via" command with that marker. Works like a charm for me.

Now I will also say if you take a screenshot or pause the game all bets seem to be off at least for me while the AI is driving regardless of track markers.
 
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Why not do it the prototypical way and set the junctions for the AI driver with 'Enhanced Interlocking Towers' and 'Mission Code' by 'pguy'. Then just use any of the 'autodrive' commands.
Easy.
No more wandering AI's
 
Track directional markers do not work with me, the AI does not follow them all the time
If you have a 2 track mainline (with an opposing mainline), and a single track branchline, and a crossover ... If you place directional trackmarkers pointing at your train, opposing your train, in the center of the crossover connecting track, and on the branchline, your train will never trespass on the crossover connecting track, nor on the branchline ... and will follow the mainline track only ... You can still drive on the opposing tracks driving manually, manually throwing turnouts (exiting AI)

To defeat AI problems, you have to block the, opposing, unwanted, shortest route track paths, with a directional trackmarker pointing towards your train
 
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If you have a 2 track mainline (with an opposing mainline), and a single track branchline, and a crossover ... If you place directional trackmarkers pointing at your train, opposing your train, in the center of the crossover connecting track, and on the branchline, your train will never trespass on the crossover connecting track, nor on the branchline ... and will follow the mainline track only ... You can still drive on the opposing tracks driving manually, manually throwing turnouts (exiting AI)

To defeat AI problems, you have to block the, opposing, unwanted, shortest route track paths, with a directional trackmarker pointing towards your train

I never said that directional markers are not used at all, I stated you can cut a lot of them out by using regular track markers instead of carpet bombing a route with directional markers which can end up a big waste of time anyway.
 
I still block each and every switch, and interlocking, with a "carpet bombing" of < > track direction markers, so as to block every train from entering a shorter route, or undesired track

"Carpet Bombing" my route with millions of Directional Trackmarkers, with wanton abandon :cool:

I am the king of my AI trainz !
 
I still block each and every switch, and interlocking, with a "carpet bombing" of < > track direction markers, so as to block every train from entering a shorter route, or undesired track

"Carpet Bombing" my route with millions of Directional Trackmarkers, with wanton abandon :cool:

I am the king of my AI trainz !

As they say "Better you than me", I am quite happy with the way Rudy's tip worked out for me :p
 
Rudy is like the dean of train sims. He's got numerous tutorials and reviews for multiple train sims. I've watched a few of his EEP videos and I'm now thinking of getting EEP-13 if it goes on sale during the Steam Summer Sale.
 
Rudy is like the dean of train sims. He's got numerous tutorials and reviews for multiple train sims. I've watched a few of his EEP videos and I'm now thinking of getting EEP-13 if it goes on sale during the Steam Summer Sale.
Message me if you do, I saw those vids and it looks like a decent contender.
 
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