Session rules - No description provided.

Okay, all that makes sense except the first one;

Autopilot command - Same as clicking drive but can be put into a driver command

What's the point? Give an AI train, either physically placed or spawned from a portal, a series of commands and it follows those commands. Technically the AI engineer IS an autopilot, he needs an autopilot so he can sleep on the job? :hehe:

The rest of it clears a lot of confusion, I've heard that some of these are obsolete but not which ones. "Couple at trackmark" is the one I was using for my experimental route "Yardwork" with the "Marathon" session, a train spawned from a portal navigates to a trackmark, Uncouplez from 1, then runs to another portal to leave. Another train spawns and executes Couple at trackmark and hauls that string of cars away to go into another portal. Except now it's not working, there was apparently an update to Couple at trackmark and the new one gives me script errors.

OK the "drive" command is the train drives until a red signal. So the auto command does this without having to physically click drive. I have no idea why you would use this to be honest. Not exactly sure on the couple at trackmark command.
 
I will try to help, my comments are in blue.
Hope this helps,

hert:wave:
In my experience I find that "Navigate to" causes more AI craziness than "Drive to". When this command is used, the train will do anything to get to its destination, including backing onto main lines because it has seen a red signal ahead, instead of waiting for the signal to change.

Also a train will always take the shortest route to anywhere, no matter how silly this may be, as I found out in ECML, when a train from Bowes Park to Finsbury Park shot through the Wood Green carriage depot at full speed!

Mick Berg.
 
There's a whole thread on "Drive" vs "Navigate" commands. Search for it for more information. To my knowledge Drive chooses the shortest route and will not look for any other AI trains. Where as Navigate chooses the quickest route and looks for other trains when its plotting.

hert:wave:
 
I'll give drive to and drive via a shot, wouldn't be the first time old and obsolete worked better than new and improved. As for the AI logic, one thing I found is they usually do pretty well, I give a set of instructions that make no sense (again this GUI interface is clumsy, I meant to select trackmark 3 after 32 but the mouse grabbed 3 instead) and find it doing weird things like backing thru a yard ladder, manfully trying to carry out impossible orders. :wave:
 
Okay, I see the problem now.
Copy commands from a train that's already running, when the train spawns it waits the required 10 seconds, then copies whatever commands the vehicle it's copying them from has remaining - so first spawned gets navigate via trackmark 28 instead of trackmark 1 for the first command since that's the first one the "master" vehicle has left in the list, it's already executed the previous 27. Next one to spawn gets navigate via trackmark 43, and so on, so that's not gonna work. Possibly that's the point of the schedule library, a "fixed master vehicle" to copy from that isn't carrying out instructions and therefore not using them up.
 
Slow down guys. Let's talk about "Wait for trigger". If you use it the menu, upon calling it, freezes my game for several seconds. I mentioned this to helpdesk and they say "It is made by an outsider creator", check with them. It slows down or freezes the game in driver or surveyor (in driver, if you try to add another command such as commodity of a particular car, or "drive to", or any other, can be up to 20 seconds! Any comments?
 
Remember, there's quite a few 3rd party created commands/rules included. It's expected that the 3rd party creators provide documentation for these, although this doesn't always occur.

In this case, I would recommend contacting the 3rd party creator...

For the Open/Close Nose commands, these are 3rd party created commands for some 3rd party created vehicles that have 'doors' over the coupler on one or both ends of the vehicle. In a sense, this wouldn't be needed if using a system such as ACS for couplers :)

For autopilot, I've not personally used this, however it seems to be to tell a driver to 'drive' without destination. If this is the case, then it's an 'easier' version of the 'drive' command, since it can be added in Surveyor. The idea behind the 'drive' command (only available in Driver) is that the AI will just drive whilst you play signalman. Handy when you don't actually want to have the AI take over junctions :)
 
Can't comment on that cuz I haven't tried it yet, "Emit train on trigger" with the central portal control works okay in a test route.

Zec, not much use for the volume of AI traffic I'm trying to do, but it's weird enough that I gotta try it - one player train and one AI train on a circular pretzel spaghetti roller coaster route with the AI going wherever the switches take him? :hehe: OTOH it might solve my steamship - bridge problem - Got one of Ben Dorsey's Chicago canal bridges with invisible river track that needs a boat to open it, the original game plan was an AI ship spawning from a portal every half hour - except none of the driveable ships I've tried will spawn from a portal. A simple circle extending out into the lake would work if the Autopilot command would get the ship to just run around the circle. Better still a single line with reverse loops at each end.
 
That works!

First try, didn't even explode on me once.

http://www.youtube.com/watch?v=O7tfqD6aogc

Set up an invisible track line on the river connected to the bridges IAW Ben Dorsey's instructions, added a reverse loop at each end of the line. Checked Autopilot on in the driver commands, then placed a ship;

BOAT - steam ship, cruise,<kuid2:84912:8488:1>

On the invisible track. Opened driver setup, added a driver and assigned him to the cruise ship. Added the command Autopilot to his list, selected activate, saved and exited. Hollered FIRE IN THE HOLE! and started the session, away he went. Near as I can tell he'll be content to drive back and forth all day long, so the only thing left is to figure out how often I want them bridges opening, and adjust the length of the river track accordingly. And, of course, adding signals and triggers to stop the AI L trains from taking a swim.
 
Wait until -?

You might want to know about Wait Until ll. The original command was created by "Mike Carter et al. " With his permission, it has been modified to include showing the time for which it is set by moving the mouse over the command. It has also been upgraded to save the wait times when a session is saved in Driver. This is a command to make the driver command sequence wait until the specified time.

If the driver encounters this command before the appointed time, the next command will not be implimented until the appointed time.

If the driver encounters this command after the appointed time and up to four hours past, this command will terminate immediately and the next driver command will be implimented.

If the wait until time is more than 4 hours behind the game time, the command will wait until tomorrow. The game time rate must be set to x1 for the command to work correctly. A mouse-over will show the time for which it is set.

This is a great command for implimenting prototype time table operations. It will give those first class trains track rights up to 4 hours past their time.
 
That makes sense, whether running late or early the normal wait for command would wait out the specified number of minutes/hours after whatever time he arrived, Wait until sets him off at 12:15 regardless if he arrives at 11:30, 11:55, or 12:10, and if he arrives at 12:30 he gets it in gear without waiting at all.

Latest tinkering, Central Portal Control - it appears that you need at least one "Emit Train" to make the portals actually spawn trains at the times specified? Question, aside from the ability to spawn an assortment of trains either random or in order rather than random only, and being able to program all portals without needing to hop all over the route, what advantage does CPC have over the usual "click on the portal and set it up" for basic ordinary traffic patterns?
 
If you are serious about running a lot of trains, especially in a session that runs multiple days, I recommend using pguy's QuickPortalManager2 or QuickPortalManager3. Nice thing is that you can add or change trains in Driver.
 
Brain overload, rebooting wetware

Trying to learn too many things at once here, my brain was made with 4K of vacuum tubes and mechanical switching relays long before the 8088 chip, and they keep getting stuck. :confused:

I'll look into Wait until not red, I suspect some of this other stuff will be beyond me for a while. Currently trying Central Portal Control and CPC emit train on trigger, got it working in a test route, didn't work in a test section of the actual route. Lack of instructions, again.

47409679.jpg


"Remove excess trains" was the problem, what exactly does it consider a "train"? Set that to yes, set it to no, with the default setting of Maximum trains on route = 25 it worked in the test route but not the actual, probably because I have loose consists in yards and industry spurs, and each one I THINK (guessing again) every consist is counted as a "train" by this subroutine. Remove excess yes or no made no difference, passing over the trigger did not cause the portal to spawn a train. Changed the number to "99999" and it reset to the max of 99, apparently it considers that the same as infinity because that works, with 99 set the portals will spawn on trigger.

17122173.jpg


Obviously more than 99 on the route, but it will spawn and doesn't remove anything near as I can tell. Is the "Yes - No" part of this rule broken? The rest of it seems to be self explanatory, on to the CPC emit train on trigger;

66407024.jpg


"Portal index from CPC" is the number you assigned to a specific portal when you added it to the Central Portal Control rule, Use UnPortal is either yes or no - from what I understand "UnPortal" is a way to spawn trains without portals, not really needed here.

Delay from trigger to emit - I assume setting this to 5 would delay the spawn for five minutes after the trigger is tripped, and that's all it does? Or is this a way to make it ignore repeated triggers until a certain period of time has passed, like the player passing back and forth over the same trigger? Destructive testing I tried that set up this way, and the portal waits until the train is actually clear of the portal before spawning the next one, but if I pass over the trigger six times it does indeed spawn a parade of six trains. Note to developers, don't place triggers on a yard lead or anyplace where the player would be likely to pass repeatedly over the same trigger. :hehe: Last question (for now! :p ) in CPC;

18178196.jpg


For normal portals you set to spawn new trains every X minutes, but the whole point of this is to not spawn trains except on trigger. On the test route I found that once the trigger was tripped the trains kept on spawning at the time interval set for that portal. So I set it to 9999 (max) which means nearly a week, and nobody runs the same session for THAT long. Correct, or is there another way to do this? For example can you set these to start spawning trains when the player passes a trigger leading into that section of the route, continue to spawn every X minutes until the player passes another trigger leaving that section? And what's the purpose of the timer fluctuation and "Emit immediately" toggle? Order to emit trains = random or sequential, Wait for triggered event, I think those should be self explanatory to anyone so no point even talking about them.

EDIT: Okay, I lied, one more question - what's the difference between CPC and "QuickPortalManager"?
 
Back again!

Too many irons in the fire, don't have any projects on the back burners because there's no room for them, I got back burners on my back burners. Up to version 29 now, having the usual problems with TS2010 stability despite a clean reinstall, so I got yet another problem I'm currently trying to figure out.

While disabling a whole bunch of built in content to see if excessive assets in the list were causing the freezes when changing from one tab to another, I ran across something I did NOT disable;

AI Routing Direction Marker,<kuid:30501:1013>


That shows up in the regular trackside objects menu, not in the trackmarks with the default direction marker everyone has been using. What's the difference?

Similar to the 'Track Direction Marker', however this object does not affect signalling.

So why isn't everyone using that? Same problems with limiting options for other sessions besides the one you're trying to get working, but at least it won't make the entrance signals display a false red all the time. Assuming it works as advertised, we'll see.
 
All RIGHTY then!

Lemmee see if I got this straight - Central Portal Control allows indexes 0, 1, 2, 3 and won't add any more so you have a max number of spawning portals = 4? Adding a second Central Portal Control gets the same 0 1 2 3 index with no way to change it, so how do you go about controlling a dozen spawning portals? Or is 4 the limit?
 
My CPC rule has not limit of 4 portals. By the way very useful is Portal Timetable rule by pguy.
 
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Useful for what?

Found the problem, here's what I was getting;

31171897.jpg


Note the scroll button on the right, that's as far down as it goes. Grab the edges of the window and stretch it out;

55272563.jpg


And there's the missing "Add portal" linky. :hehe: Possibly the fact that I'm running Trainz in a window while building is a factor, it doesn't run as smoothly as it does full screen but makes it easier to switch to other tasks to consult notes, maps, diagrams, and come in here to stir up trouble. :p
 
sniper297
Without offence.
My CPC by sforget kuid2:117746:1013:7 (build 2.7) has no problem with quantity of portals and menu is resizeable.
Portal Timetable rule by pguy has the similar function as CPC has.

regards
 
Hmm, I think that's the one I am using, but it's a finite number - running 1280x1024 full screen I expand the CPC menu window as big as it gets, and I can JUST get my 12 portals in - as soon as that scroll bar appears the button will slide up and down like any other window with a scroll bar, but it won't scroll all the way down to the "Add portal", it stops at the last portal in the list.
 
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