More AI Bugs

While we're waiting, does anyone else see this AI behavior? I haven't seen it in my TRS22PE routes.
I noticed in post #6 the tracks are missing? Lag in the rendering? Did they appear after the screen shot was made?
I had this issue and it turned out to be something that had nothing to do with the track. What made me look further was the tracks would load up quickly while I was editing the route but as soon as I edited the session or used driver, the tracks would take forever to load and then while driving along, it would disappear or take forever to appear. Pressing PAUSE would allow the tracks to load up until the problem occurred again.

The issue was some really heavily scripted passenger cars that had a faulty script. When I removed those from my session and replaced them with something else, the track loaded up fine and there hasn't been a problem since.
 
I had this issue and it turned out to be something that had nothing to do with the track. What made me look further was the tracks would load up quickly while I was editing the route but as soon as I edited the session or used driver, the tracks would take forever to load and then while driving along, it would disappear or take forever to appear. Pressing PAUSE would allow the tracks to load up until the problem occurred again.

The issue was some really heavily scripted passenger cars that had a faulty script. When I removed those from my session and replaced them with something else, the track loaded up fine and there hasn't been a problem since.
Those pesky scripts again. Is there a way to isolate scripts without diving into the config file to comment them out, just to see if it makes a difference? Or even run scripts by themselves to see if they are well behaved?
 
Those pesky scripts again. Is there a way to isolate scripts without diving into the config file to comment them out, just to see if it makes a difference? Or even run scripts by themselves to see if they are well behaved?
Sadly, comments no longer work!

Check the log while running the session. You could turn on script debugging. Script debugging may put up the famous red bugs when the script error occurs. I've had luck with that in the past, but I don't remember if I did that with the passenger cars. I think I checked the logs and saw the red "!" next to the assets.
 
Sadly, comments no longer work!

Check the log while running the session. You could turn on script debugging. Script debugging may put up the famous red bugs when the script error occurs. I've had luck with that in the past, but I don't remember if I did that with the passenger cars. I think I checked the logs and saw the red "!" next to the assets.
This might be why:
- <NULL> : File cabeffects.gse, Line 1970, ER_NullReference
; <NULL> : Script class: GeCab
; <NULL> : MeshObject: <kuid2:338228:300897:1> "GE ES40DC Cab CSX YN3"
; <NULL> : Script callstack
; <NULL> : function $void@GeCab::Update(), line 1681
 
Yes but not always the same so can't pinpoint any one instance. Often clears after several DBR and restarts.
I finally caught on to what the problem is. The AI Driver randomly brings its train to a stop without justification and then continues on. So frustrating to say the least.
 
Randomly? Contrary to popular option, the AI drivers a rather dumb in that they follow orders explicitly and to the letter, with no deviation or initiative.

So if one is suddenly stopping, something just told it to; a wonky script, another train (AI or manually controlled) took control of a switch it needs, then later, if released, it can continue on it way as if nothing happened. Or it just recalculated its routing and discovered a shorter path because of changing conditions somewhere else on the map. If it was a transient condition the original routing will return, if not it might follow a new route to its destination.

Depending on what and how the orders are given, the routing can be obvious or not.
 
Randomly? Contrary to popular option, the AI drivers a rather dumb in that they follow orders explicitly and to the letter, with no deviation or initiative.

So if one is suddenly stopping, something just told it to; a wonky script, another train (AI or manually controlled) took control of a switch it needs, then later, if released, it can continue on it way as if nothing happened. Or it just recalculated its routing and discovered a shorter path because of changing conditions somewhere else on the map. If it was a transient condition the original routing will return, if not it might follow a new route to its destination.

Depending on what and how the orders are given, the routing can be obvious or not.
None of which are the case. I have the video. There's no train taking control of a switch because there was no other train in front of it. There's only four crossovers and it passed three of the four already. There was also no shorter path because I selected it myself. The way it's construed that wouldn't occur. Not to mention there were no changing conditions because, as I eluded to earlier, no train in front of it.
 
There is a reason for the AI to stop. You just have to find it.
What you need to do is dissect all the command one at a time.
it would help if you would post a screenshot of your route, then maybe someone would come up with an idea.....maybe
 
where in the command sequence does the AI stop.
what are the other AI's doi9ng at this time.
What are you doing at this time.....

You need to pull apart what is happening at this time the AI is stopping....

It is called a process of elimination.
 
where in the command sequence does the AI stop.
what are the other AI's doi9ng at this time.
What are you doing at this time.....

You need to pull apart what is happening at this time the AI is stopping....

It is called a process of elimination.
The other AI controlled trains are operating normally. I'm just lounging around letting the AI Driver do their job.
 
Where is the trackmark in the command line and how far way is it? Try adding a closer trackmark . That Short Portal should be replaced by a standard one as has been mentioned in other posts, that one does strange things. In the Settings / Dev, turn on script logging. Note the time of the stoppage and see if any script is running at that time and what it is doing.
 
Where is the trackmark in the command line and how far way is it? Try adding a closer trackmark . That Short Portal should be replaced by a standard one as has been mentioned in other posts, that one does strange things. In the Settings / Dev, turn on script logging. Note the time of the stoppage and see if any script is running at that time and what it is doing.
I had three trackmarks to drive through. The script logging is on but had the shown script exception notifications off until recently.
 
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