Good day guys,
I am facing what appears to be a persistent issue regarding scripted signals, AI response to signals and AI driving speed under normal situations.
There are 3 parts to the problem, all of which culminate in the AI traveling painfully slow in some occasions. Such behavior adds as much as 45 minutes to a 90 minute session when compared to me driving it manually.
It would also be nice to know whether or not such issue is affecting more than just me.
Part 1: Two block red signal.
The above 3 screenshots show the signals at the end of 3 consecutive blocks, let's call them A, B and C.
Train will approach A block. Permissive signal for this block is flashing yellow, which the AI automatically downgrades to "caution" and thus slows to half the track speed.
If one were to pause the simulation at this point and proceed on foot, he will find B block signal to be yellow and C block signal to be red.
Such circumstances would be considered normal if D block beyond the red signal was occupied or otherwise obstructed. However, observed that the signal protecting D block is red because of "no train approaching". This presents a catch-22 situation whereby the 3rd signal is red because it does not detect a train, causing the preceding signals to show caution or advanced caution, which in turn causes my trains to travel at half speed. Keep in mind, in this case this stretch of track is completely clear of other trains in both directions and logically, all signals should be nothing short of "clear".
If I were to reverse said train into A-1 block, logically one would expect the signal protecting A block to be "clear". However this signal is "caution" and instead signal protecting C block is red, "no train approaching".
The signals in question are JR SafeTran series. TS12 build 49922 with all possible content updates. Stock install + route + session + JR rolling stock. That's it. This issue does not occur throughout the entire route, observably around extremely densely-built areas. However there are instances where a signal is advanced caution for no apparent reason, and the next one is business as usual.
Part 2: The Quarter-Speed Quandary
There are at least 2 parts of the route where the AI inexplicably slow to 11mph in a 45mph speed limit again for no apparent reason. One is in sparsely built area again on clear track and no influence from other trains, another is in heavily built area crossing an AJS invisible station platform. In both cases signals preceding these 11mph "black spots" are green.
Part 3: Freaked Out By Signals
On encountering a signal in clear state, the AI may sometimes, but not always, freak out and start slowing down before realizing he'd being an idiot and try to regain track speed. This is quite noticeable in some cases, with the AI dropping to 30~40 in a 50 zone. Annoying, to say the least.
I would most appreciate if some kind soul could shed some light on these issues. There are a bunch of bug reports that pop up although I've not paid attention to any of them because I've no idea what they're saying. If these are required just holla and I'll happily post them up for scrutiny. If there's anything else you need me to provide just ask. I wonder if there's a line somewhere in the AI code that says "waitfor=random&do=piss_user_off" or something, perhaps someone from N3V can verify this?
Thanks in advance.
Nicholas
I am facing what appears to be a persistent issue regarding scripted signals, AI response to signals and AI driving speed under normal situations.
There are 3 parts to the problem, all of which culminate in the AI traveling painfully slow in some occasions. Such behavior adds as much as 45 minutes to a 90 minute session when compared to me driving it manually.
It would also be nice to know whether or not such issue is affecting more than just me.
Part 1: Two block red signal.
The above 3 screenshots show the signals at the end of 3 consecutive blocks, let's call them A, B and C.
Train will approach A block. Permissive signal for this block is flashing yellow, which the AI automatically downgrades to "caution" and thus slows to half the track speed.
If one were to pause the simulation at this point and proceed on foot, he will find B block signal to be yellow and C block signal to be red.
Such circumstances would be considered normal if D block beyond the red signal was occupied or otherwise obstructed. However, observed that the signal protecting D block is red because of "no train approaching". This presents a catch-22 situation whereby the 3rd signal is red because it does not detect a train, causing the preceding signals to show caution or advanced caution, which in turn causes my trains to travel at half speed. Keep in mind, in this case this stretch of track is completely clear of other trains in both directions and logically, all signals should be nothing short of "clear".
If I were to reverse said train into A-1 block, logically one would expect the signal protecting A block to be "clear". However this signal is "caution" and instead signal protecting C block is red, "no train approaching".
The signals in question are JR SafeTran series. TS12 build 49922 with all possible content updates. Stock install + route + session + JR rolling stock. That's it. This issue does not occur throughout the entire route, observably around extremely densely-built areas. However there are instances where a signal is advanced caution for no apparent reason, and the next one is business as usual.
Part 2: The Quarter-Speed Quandary
There are at least 2 parts of the route where the AI inexplicably slow to 11mph in a 45mph speed limit again for no apparent reason. One is in sparsely built area again on clear track and no influence from other trains, another is in heavily built area crossing an AJS invisible station platform. In both cases signals preceding these 11mph "black spots" are green.
Part 3: Freaked Out By Signals
On encountering a signal in clear state, the AI may sometimes, but not always, freak out and start slowing down before realizing he'd being an idiot and try to regain track speed. This is quite noticeable in some cases, with the AI dropping to 30~40 in a 50 zone. Annoying, to say the least.
I would most appreciate if some kind soul could shed some light on these issues. There are a bunch of bug reports that pop up although I've not paid attention to any of them because I've no idea what they're saying. If these are required just holla and I'll happily post them up for scrutiny. If there's anything else you need me to provide just ask. I wonder if there's a line somewhere in the AI code that says "waitfor=random&do=piss_user_off" or something, perhaps someone from N3V can verify this?
Thanks in advance.
Nicholas
Last edited: