So how do you signal a diamond crossing?

sniper297

Coconut God
Obviously not the way I'm doing it.

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After reading the tutorial;

http://trains.0catch.com/tutorial.html

I made a test route with some portals, added signals and AI traffic, and it all works except this diamond crossing, which the tutorial didn't mention. Some kind of special signals or configuration for that?
 
There is a specific tutorial which deals with Diamond Crossings.

It comes from the same website from which you obtained the tutorial that you quote. It is Part 12 of the group of tutorials to be found there.

Ian
 
Looks like it worked to me, the trains didn't crash.:hehe: I don't use diamond crossovers for just that reason, I use overpasses instead. Kinda detracts from the scene if you're going for prototypical, but keeps that particular bug from biting. I would suppose it would work if you could link the signals somehow.

That's one bug in Trainz that I would really like to see fixed. All too often I have AI trains that stop late for a red signal leaving their noses protruding into the switch and the oncoming train just passes right through them. :(

WYO
Short lived short line
 
Thanks Ian, that does work. :Y: I was still on part 4, hadn't gotten down to part 12 yet. Only downside is you have to add trigger instructions to every scenario instead of globally. Otherwise it works as advertised for single track crossing single track, whichever AI reaches the trigger first trips the signals and a crossing AI gets the red, stops and waits for the other to clear. I agree that it is odd Auran didn't address that themselves, considering everything else is easy, intuitive, and works pretty good. But as long as the third party gadget is on the download station you can upload routes and scenarios which use this without setting off that idiotic KUID hunting game. :n:

Oh, at WYO, if the AI is stopping late and fouling the switch, move the signal back further from the switch.
 
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Use the Diamond crossover rule, you tell it the 4 signals names (N,E,S and W) and it locks the other 3 sections until the used block is free.
 
Actually, if you have derailment set to realistic, wouldn't the two trains crash and burn?

I agree with the others on using boat's system. Excellent tutes.

FW
 
Thanks Ian, that does work. :Y: I was still on part 4, hadn't gotten down to part 12 yet. Only downside is you have to add trigger instructions to every scenario instead of globally. Otherwise it works as advertised for single track crossing single track, whichever AI reaches the trigger first trips the signals and a crossing AI gets the red, stops and waits for the other to clear. I agree that it is odd Auran didn't address that themselves, considering everything else is easy, intuitive, and works pretty good. But as long as the third party gadget is on the download station you can upload routes and scenarios which use this without setting off that idiotic KUID hunting game. :n:

Oh, at WYO, if the AI is stopping late and fouling the switch, move the signal back further from the switch.

Sniper297: Its more a matter of AI not obeying the signal than signal placement. They will sometimes, for no apparent reason, go off and do their own thing. m (By the way, do you mind of I call you Jim, its easier to type than Sniper297:hehe:)

Frank: I always have derail set to realistic, I try to stay as prototypical as possible given the restraints of the game engine.:confused:

WYO (Dan)
Short lived short line
 
I just started delving into the mysteries of AI Trainz this weekend, and so far they seem relatively intelligent compared to MSTS or - well, can't really compare to Railworks, the AI in Railworks has been found Not Guilty by Reason of Insanity or Mental Defect. :confused: So far the TS2010 AI has been responding more or less predictably, especially considering I haven't gotten into placing them "one way AI stay out" marker thingamys yet. One thing I am doing is staying with the recommended absolute searchlight signals, USA 02 and USA 04, staying away from the permissive USA 05. Also adding "end of track signals" (the wooden USA bumper) and dwarfs facing the mainline at each yard or spur. Not having any links to work with and needing to use a USA L02 for a left diverge took some getting used to.

Main thing right now is figuring out what it is that AI trainz prefer to do, so I can do the opposite, so far it looks like I need to take the hole (diverge) at any siding (passing loop) since they won't go there if I stay on the main and we meet head on. I've been getting a lot of practice backing up to break stalemates! :hehe:

EDIT: almost forgot, "do you mind of I call you Jim", it IS my name and I've been called a lot worse.
 
Boat's system is ASB, not ABS, and it's really good - much better than the diamond crossing rule - I'm just hoping for a version for double track junctions...

Paul
 
I've had some weird things happen while running AI as well. I also have concluded that the permissive signals are a problem, in that AI won't even bother to stop. I've had a train continue right past the signal, at reduced speed, then resume normal speed, only to have to slam on the brakes when coming up behind another train; and of course AI, using the DCC is able to stop in such short notice. Not very prototypical.

I have also found that once an AI train passes any signal (permissive or absolute) that is displaying an approach (or other restrictive), the train will slow to the correct speed, but as soon as it passes the signal, it speeds up to normal (max track speed) again until it reaches the next signal.

I have a situation on a long mainline route where I have two passing tracks set about 11 miles apart, using NorfolkSouthern37's Safetran 08 interlocking signals. I believe, although I will not say for certainty that the AI trains will obey these signals to avoid cornfield meets. I am going to verify that in a few minutes.

I think in the end, AI works best with scripted signals, such as the 08 interlocking I just mentioned.

FW
 
I'm just hoping for a version for double track junctions...
Their IS! But adds an extra junction or two. But it is easy to do.

Sniper597, put an invisible track from one track of the diamond/cross/whatever words are used for an train intersection, and join to the track that crosses the track that. For example the plus sign is the crossing (+). Starting put an invisible track from the bottom of the "+" sign to either the left or right side of the "+" sign. Then get a junction link box, and place either on or near the invisible track, and hide it under something. It shoudl work in TS2010.
 
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