Setting a path

gremlin1812

New member
G'day All,
I am trying to set a path for an AI train but the route's signals are not named and it would seem all (3) I have tried so far require the signals to be named.
Is there any path rules that don't need named signals? If not what are good alternatives?
Regards
Barrie
 
Hi Barrie

I know of 2 Path Rules plus the SCS2006 rule which also uses path setting and they all require the signals at the start of the path to be named. You can get away with just naming the signals at the start of each path but if the route you are using is built in and the signals are on the route layer you will need to clone it first and work on the clone. It may seem a lot of work but I have found it fairly easy to name the signals that I use even on such routes as the ECML.

I mainly use the SCS2006 rule but have used the other path rules on routes that aren't suitable for SCS2006 and you can get away with just using the path rule on sections that cause the AI problems. This saves you having to name too many signals.

Regards

Brian
 
I have tried naming all my switches: ' (comma).

And using only train priority trackmarks, and track dirrectional trackmarks, and: "Named":-trackmarkers , I can get a train to follow a progressivly detailed schedual Drive via-Trackmark a: a-b ... b-c ... c-d ... etc ...

I also use: AutoDrive, AutoPilot , and JustDrive-Forever ... and my un-named switch's and un-named sgnals keep them from rear ending one aother, sort of like sitting back, hands off, and railfanning (train-watching) Trainz.

I run 1 mile long trains, and space my signals @ every mile, or shorter distance apart.
 
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G'day Brian, I tried muttons path rule and it works great for the player train, the AI get to the entry signal (which is green and junction is set) stops and says he is waiting for access to junction? This beats me as when the train went over the trigger to set the path I saw the junction change from right diverge to straight which is what it is supposed to do.
I also tried SCS2006 but it had a lot of issues with junction names it did not like. At this point I feel like I am belting my head against a brick wall. I have tried track marks etc with limited success but there seem to be quite a few places where they don't seem to co-operate with the signals.
I have used paths in MSTS with great success so it seems a shame that trainz which is better in a lot of ways has these difficulties.
Regards
Barrie
 
G'day Brian, I tried muttons path rule and it works great for the player train, the AI get to the entry signal (which is green and junction is set) stops and says he is waiting for access to junction? This beats me as when the train went over the trigger to set the path I saw the junction change from right diverge to straight which is what it is supposed to do.
I also tried SCS2006 but it had a lot of issues with junction names it did not like. At this point I feel like I am belting my head against a brick wall. I have tried track marks etc with limited success but there seem to be quite a few places where they don't seem to co-operate with the signals.
I have used paths in MSTS with great success so it seems a shame that trainz which is better in a lot of ways has these difficulties.
Regards
Barrie

I use navigate to: (Destination or Portal) followed by navigate via named or numbered track marks (between signals). It is simple to set up and works well.

tomurban
 
Hi Barrie

I haven't used muttons path rule other than to have a look at it. I prefer to use the jsTRF-Path Rule by brummfondel when I can't use SCS2006. The rule works well in TS2010 but doesn't always like to co-exist with the Quickdrive rule. As I never use the Quickdrive rule it isn't a problem for me. The main difference between the jsTRF rule and muttons is that once you have named your signals the jsTRF rule will find the junctions and trackmarks etc for you instead of entering each junction manually. Once you have got the hang of it, it is very quick to use. On the ECML route I entered about 40 paths into and out of Kings Cross in just over half an hour.

When I use the SCS2006 rule I go through a route renaming all junctions to begin with a J eg J001, all signals to begin with S eg S001 and all trackmarks to begin with T eg T001. The leading zeros make them sort correctly when selecting them for a path. Once I have done this I can enter commands very quickly with just 3 or 4 key presses. While it takes a bit of time to edit them all I find that it saves more time when I come to building up the scenarios.

Regards

Brian
 
G'day Brian, I have been trying to get the jsTRF rule going I can get the signals and junctions to setup strange thing is it does not seem to want to look past level crossings (grade crossings) I sot the instructions from the site and followed them as best I can but it does not seem to want to work.
In the driver command box does the path command stay there until the path is completed?
I did achieve what I wanted using trachmarks but it bugs me when they pass over a trackmark you get the speed change whereas using a path should be smooth.
Regards
Barrie
 
Hi Barrie

I have had problems scanning some routes in SCS2006 with level crossings on them, particularly the crossings made by Boat. It may have something to do with the slave and invisible track that is used. In the end I had to resort to entering the connections into the junction database manually and that seemed to fix it. If the jsTRF rule searches in the same way as the SCS2006 rule then that may be the reason that it can't find the junctions behind the crossing.

I'm not sure about the path command staying in the driver command box as I tend to make paths as short as possible to avoid locking up the junctions for too long. This means that they set up almost instantaneously so it is hard to know whether the command is deleted when it is first called or after it has set up the path. I suppose setting the whole route would avoid the dip in speed but I couldn't do that as I was running a cut down section of the ECML route to the current day timetable and locking up the paths for the whole route would have caused chaos. In the end I just decided I had to live with it. I couldn't get to grips with the Path Trigger rule so I don't know if that would give a smoother speed profile.

Regards

Brian
 
G'day Brian,
[FONT=&quot]I have sorted out the problem with the level crossings, there were some hidden signals which were of course un named. I can get the junctions and signals set up but I cannot get the AI to use the rule, if you use a player train set the path rule in driver the player train will follow the path, strange.
I have achieved a reasonable result using combinations of autodrive, navigate/drive via, navigate/drive to and will now experiment with using triggers to initiate more complex movements.
Also will learn about using portals to generate AI, should be loads of fun (I hope) and is making a pleasant change from the finding and fixing routine.
Thanks to all for information and suggestions as all has given inspiration and anything additional will be appreciated[/FONT]
Regards and thanks
Barrie
 
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