Releasing locked junctions

khenson

New member
This is the problem

Have a largish layout of SE England with a number of AI trains all operating at once. Occasionally one ends up in the wrong place sometimes stuck across a junction. If you delete that train the junction remains locked. There is a relase junction command but I cannot get that to work. Other trains then become stuck. The only way to solve it is to abandon the session which is frustrating. Now there is probably (hopefully!!) a simple answer but not being a technical bod I haven't worked it out--any help much appreciated.

Ta

Keith
 
Hi Keith,

Sometimes that train that's waiting at the junction is not the one that's locking it. This could be a train that's miles away coming from a single track to the passing loop.

John
 
This is the problem

Have a largish layout of SE England with a number of AI trains all operating at once. Occasionally one ends up in the wrong place sometimes stuck across a junction. If you delete that train the junction remains locked. There is a relase junction command but I cannot get that to work. Other trains then become stuck. The only way to solve it is to abandon the session which is frustrating. Now there is probably (hopefully!!) a simple answer but not being a technical bod I haven't worked it out--any help much appreciated.

Ta

Keith

I beleive that the locked junctions (with the padlock) are new to TS12, to solve a problem with Multiplayer. They are causing a lot of bother and we are hoping that there will be a way to disable this "feature" soon.
Mick Berg.
 
Thanks for you replies. It would be useful if we couild manually unlock a point--hopefully a solution will be forthcoming soon.

Keith
 
"They are causing a lot of bother and we are hoping that there will be a way to disable this "feature" soon"

Not gonna happen, devs said it's here to stay since it would break multiplayer to get rid of it. Coming to a full stop outside the 20 meter radius will unlock it though. AI trains are a different animal, even in TS2010 they lock the next switch ahead of them, and if going from double track to single and back to double they try to lock both switches before they enter the single track section;

http://www.trainsim.com/vbts/showthread.php?311523-AI-traffic-how-screwy-can-you-get

Properly signaled when 2 AI trains are fighting over who goes first it only takes a minute or so for them to play rock-paper-scissors so one of them goes, even improperly signaled they will sort it out in five minutes or less. When it comes to the player, AI considers him a low life bum who should stay out of the way of his betters, so whatever you do they will always insist on priority. I just work with that by checking the map, if there's an AI approaching that junction I'll stop and wait for him to pass before going myself, in other words yield right of way to all AI trains. Get caught in a Mexican standoff;

http://www.trainsim.com/vbts/showthread.php?306297-Beginners-guide-to-Trainz&p=1729753#post1729753

All that's needed is to order the AI to Stop Train, after a minute he will release the lock, then you can change back to your train and drive past, changing back to his to order him to continue schedule.

For really screwy situations where one AI is stopped blocking several junctions,
1. Right click in his F6 window, order him to Stop Train.
2. Click on his lead loco, hit the 1 key to jump in his cab, move reverser back and forth til you have control.
3. Drive him like he's a player train to someplace that he's out of the way.
4. Untangle the rest of the traffic jam.
5. Drive the AI to a place where he can get to his next trackmark (in other words don't leave him on a wrong way siding facing a track direction marker pointed against him or something) and order him to continue schedule.

You can also hijack any AI train by ordering him to Stop Train then Abandon Schedule, now it's a player train and you can stow it wherever you want.
 
"They are causing a lot of bother and we are hoping that there will be a way to disable this "feature" soon"

Not gonna happen, devs said it's here to stay since it would break multiplayer to get rid of it.

Could it not be an option? Forced on when in Multiplayer mode. I will post in Suggestion Boxcar.

Thanks,
Mick.
 
I think a lot more people would use it if it didn't take so much time and work to get a multiplayer game started. Main problem is it's the first true multiplayer for any train simulator, and we route and session creators were expecting too much out of a pioneering trailblazer and pushed it way beyond its capabilities. My current project is a route and session designed specifically for multiplayer which won't require the end user to download 300 to 400 megabytes to play, preferably keeping the assets which are not built in under 20 megs. If multiplayer sessions required less than an hour for the end user to get it running I think we'd get a lot more people trying it.
 
I think a lot more people would use it if it didn't take so much time and work to get a multiplayer game started. Main problem is it's the first true multiplayer for any train simulator, and we route and session creators were expecting too much out of a pioneering trailblazer and pushed it way beyond its capabilities. My current project is a route and session designed specifically for multiplayer which won't require the end user to download 300 to 400 megabytes to play, preferably keeping the assets which are not built in under 20 megs. If multiplayer sessions required less than an hour for the end user to get it running I think we'd get a lot more people trying it.

There is another sim now that is relying on Multiplayer, because it has no scenery, weather, seasons, routes , or AI. A friend of mine got it and after 2 weeks of trying MP, he took it off his hard drive. Sessions crash, people drop out, there is never a session when you want it, or some other train is 80 miles away and you never see it. Give me AI properly set up, and I can drive when I want and don't have to rely on anyone else. Had enough of that with Flight Sim to cure me of ever wanting to go back to it.
 
This is how I got it to work in TS12, on the Appalachian Coal route.
I was on the mainline heading toward Bluefield yard, blocked by an AI train that was stopped two switches away.
1. Right click on the AI train and select Stop Session.
2. The switch in front of me unlocks and I then switch it to my direction. Light turns green for me.
3. Move my train through the switch to ensure it stayed locked for me.
4. As my train continued to move I re-selected the other train, right-click and select Continue Session. (Re-select my train and continue session.)
5. After my train cleared the switch, the AI moves the switch back and moves the other train through.
 
This is how I got it to work in TS12, on the Appalachian Coal route.
I was on the mainline heading toward Bluefield yard, blocked by an AI train that was stopped two switches away.
1. Right click on the AI train and select Stop Session.
2. The switch in front of me unlocks and I then switch it to my direction. Light turns green for me.
3. Move my train through the switch to ensure it stayed locked for me.
4. As my train continued to move I re-selected the other train, right-click and select Continue Session. (Re-select my train and continue session.)
5. After my train cleared the switch, the AI moves the switch back and moves the other train through.

Pretty much how I've been doing it in TRS19. I will add that if signaling is setup correctly, this problem rarely happens. I have paid a lot of attention to setting up the signaling and it does work very well. It may not look "prototypical", but if it's functionally correct, I'm okay with that. I have one section of a map that uses a passing track with directional markers and multiple signal blocks in each direction. It has worked correctly with as many as 5 AI consists and one manual (user directed) train. All of us we able to get to the section and queue up on our perspective routes without any interventions.
 
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