More frustrations

davesnow

Crabby Old Geezer
After starting the game and resuming my session, all the A.I. trains have stopped dead in their tracks and refuse to move . I have to click on each lead locomotive, then, after a minute or so, the locomotive resumes it's mission. MOST of the time. Some just flat out refuse to move like the loco below. The signal says all clear, but after right-clicking and viewing details, it says the locomotive is "waiting for access to track." All the lights are GREEN so why doesn't the son-of-a-gun move? It's stuff like this that make the game so bloomin' frustrating. Seems like all this started after I updated to 116678.

 
I have had this problem since I upgraded to the UDS interface (Unified Driver Surveyor), but not every AI train stuck, just some.

This is on a route that ran perfectly before UDS. So are you using UDS?

In addition to what you described, sometimes the locomotive, while in the middle of a runaround (so no cars attached), decides to just quit even though no other trains are nearby. Sometimes I switch to surveyor, move the train a short distance, switch back to driver, and the train moves. Sometimes it works, sometimes not.

My theory is that it is related to UDS and occurs after the session has been running for a while as opposed to early in the session.

I hope we get some good responses to this problem so as to help N3V debug it.
 
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I have found in many cases with the newer builds that more trackmarks are required, especially if the train has to pass through many switches.

I have several of my routes where the trains just sits there for no reason. Adding a few more trackmarks has resolved the issue. Several other people have noted a similar situation.
 
I have found in many cases with the newer builds that more trackmarks are required, especially if the train has to pass through many switches.

I have several of my routes where the trains just sits there for no reason. Adding a few more trackmarks has resolved the issue. Several other people have noted a similar situation.


Now you see--- Everything was fine a few updates ago. Then they "Fix" some stuff and we run into more problems. Why should I have to go add a bunch more trackmarks when everything was fine before?? I fiddled with this stupid game about two hours last night.... got a few AI trains to move, but most just sat there. Bah.
 
Could possibly have anything to do with track priority? I read in the forums recently that the default changed. I have NOT investigated myself so consider this rumor for now. But if you use Track priority marks you might check the Priority of AI trains vs any priority marks you have. Again, just a thought only.... I can't think of a reason default priority would change so that could be wrong.
 
I agree with Dave on this one. I have a very simple session on the Kickstarter County 2 route with 1 train and one driver command. The train gets to a point on the entrance to the power plant and just stops and refuses to move. I delete the command and take manual control and it still won't move. Session worked perfectly before update.
 
I agree with Dave on this one. I have a very simple session on the Kickstarter County 2 route with 1 train and one driver command. The train gets to a point on the entrance to the power plant and just stops and refuses to move. I delete the command and take manual control and it still won't move. Session worked perfectly before update.

High-Five on you southern brother.
 
I posted something about this in your other message. This has been a problem since TANE. The AI will run for about 30-45 minutes then stop running. I've been able to fake things out by pressing the pause key only once that buys another 20 minutes of runtime if I'm lucky. Returning from a saved session gets messy. The AI drive blind until the signals wake up and get things completely messed up. Sometimes the signals are red instead of black and the AI will ignore the aspects as they produce SPAD messages all over. In other instances, just before returning to a save, I've had the AI stop at green signals or sit at a red signal with the following signals turn green.

Not mentioned in the other post, I reported this back then and was told this is a bigger issue that will take a lot of code rewriting to fix. Leave it to me to dig that one up!
 
If anyone can provide a good repro, get a bug report in and we'll take a look. Once we have a solid set of steps these things are generally fixed quickly.
 
Dave Snow, do you think this is related to the issue I ran onto on your Alma Valley Session? It was a great session to ride along with until it hit that one station and then did not come out. It may have been amout that long into the session, not sure. ANd I don't remember if the signal had turned green for it either. I may have to go back and try it again with the current builds.
 
Dave Snow, do you think this is related to the issue I ran onto on your Alma Valley Session? It was a great session to ride along with until it hit that one station and then did not come out. It may have been amout that long into the session, not sure. ANd I don't remember if the signal had turned green for it either. I may have to go back and try it again with the current builds.


My "Alma Valley Route" is where I've encountered these problems. I haven't checked my "Cotton Belt Route" for the same issues. I don't want to get more frustrated!

I would really like to stay involved with playing trainz, but not when so many things go wrong.
 
I downloaded Alma Valley RR and it looks like a very nice map, but I can see where there might be problems. This is a VERY "robust" map: lots of trackage, turnouts, signals, etc. On a slower system it takes several minutes to load everything. My gaming PC struggled with it. Troubleshooting exactly were the problems are could take a lot of time and effort. I have several less complicated routes and the AI drivers haven't had any problems. I'm not eliminating SP5 as the root cause, but I will say that SP5 does seem to use a lot more CPU than previous versions. Just saying.

BTW, I like your signature - thanks for your service.
 
Works fine for me, although there was a McGuirel cedar tree I did not have, and all attempts to replace it with any other tree (no matter how small a file) caused things to crash. I finally decided you had put plenty of trees in the route and opted to leave it out. It still looks great! Your session ran smotth as glass in TANE until it stopped, now I need to re-run it in TRS19SP5.
 
Well, I'm REALLY discouraged now. I spent half a day yesterday and all day today inserting Trackmarks all across my route, and placing them in all my AI trains instructions, being very careful. I save my route/session... Then when I go back to drive my session some more it's GONE?!?!?!? I can't find it anywhere. I am done now that's for sure. Done with Trainz. Waisted a whole day and a half just to have my work dissappear. Phooey
 
I don't think this has anything to do with Dave's routes and sessions. I have seen the same behavior on KS2 TRS22 using the latest Trainz + beta. I'm working on finding a repro case but there seems to be a randomness to this issue as I can recreate it but not consistently. In every case where I see a frozen loco that refuses to move, the train has been unable to change a switch to get a path using the Navigate to... driver command. Then the train, reverses around the mainline route to the Westside Power Co. spur entrance and enters the spur. Then the loco simply stops on the spur track and refuses to move. If no failures to change a switch occurs then the train completes the command and reaches the Power Co. as expected. This seems to mean the issue is with the path finding system and how it deals with a failure and recalculating a new path.
 
That's funny. My "Gaming PC" Alienware PC runs it smooth as glass. No Hic-ups, stuttering, or jerkiness. It does take a few minutes to load though.

That's what I meant by struggling with it: longer to load than before. See a lot of the cursor circling during game play, but no hic-ups, stuttering or jerkiness.
 
Well, let me go back and explain all that happened yesterday. Maybe somebody can make sense of it all. Like I said, I spent half a day Friday and all day yesterday inserting Trackmarks all across my route, and placing them in all my AI trains instructions. Worked very diligently and carefully, trying hard not to make any mistakes on track maker placement and inserting the "Navigate Via Trackmark..." instructions to my AI Trains. I even drew a map of the route, showing all stations, towns, industries, etc.

Well I finally finished with all that work and went to drive the session. The trackmarks didn't seem to help much; AI Trains would go right over the trackmark but the trackmark wouldn't delete from the AI's instruction list. This didn't happen all the time. Some trackmarks would delete and the AI instructions would show the next trackmark or industry, ststion, etc. down the line.

I saved my work a bunch of times. When I finally closed the session and went to the session/route menu, I decided to delete some older sessions since I knew I wouldn't be using them. I began to delet the old saves, then suddenly, the whole two days worth of sessions just vanished and I was left with the original three sessions from a month back. What happened? Why did it delete a bunch of sessions all at once? I blame that dang Layers crap. They have caused me so much grief ever since they were introduced. I was working in the route/session using the edit in classic surveyor mode when adding a trackmark, and editing in Driver (when I wanted to add a trackmark instruction to the AI Train, since you can't add/remove instructions in the Edit Session tab anymore).

AI Trains are my whole world in Trainz. My joy is sitting in the conductor's chair and watching the scenery go by. I'm not much into driving the trains by myself. But if the AI Trains don't work like they're supposed to, I get very frustrated and discouraged. That ruins my love of the game.

See you guys in American Truck Simulator!

Dave Snow
 
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