Preferred AI control method.

Robert2d6

Cab Driver
I always like to put AI train traffic on any route I download if possible. The easiest routes to do this with are the double track routes, obviously. I just installed some AI on the UMR-2013 Winter Session. Everyonce in a awhile, the AI train, decides to take the opposite track so I wind up with a head to head situation, where someone has to back up to a crossover. Now I realize that routing the AI driver can be done with track markers, but on a route that is huge, like the UMR, this is really difficult. So I am thinking that some track direction markers, could be placed at several places on the route, to keep the AI from switching to the wrong track. I have read somewhere, that direction markers can cause problems on a route, so I was wondering what the AI gurus use as a method on a very long , double track mostly, route?
 
WM&B+O mega route, I only use 103 miles of it and use a mix of track marks and track direction marks, 16 track marks eastbound portal-portal.
I set the route up so as it should work, then watch where the Ai's decide to take a short cut or something completely at odds with rational logic, then a-place a track mark down or b- a track direction mark.
Back to a session and wait for the next stand off and repeat a or b.
Look for an inside corner, it doesn't matter which way the Ai is going it's going to take it, block the x overs before and after or put a track mark between them so they have to take the outside track.
 
In the UMR-Summer-Revisited-Multiplayer session I use mostly track direction markers to keep AI on the right. I also found the priority tack markers can help keep them out of yards and on the main line unless they are ordered into the yard. It is a very touchy business and takes a lot of testing. Carl
 
On the UMR the base session puts trackmarks in that make moving Ai easy throughout the route. They usually have the name of the town you just left and the name of the town your heading towards.

Rob
 
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