Hi all:
Does anyone know what causes a Stop Train order to be issued by the simulator while an AI engineer is running his train?
The situation: A long lead serves several industries, including a coal mine (1st turnout) and a refinery (2nd and 3rd turnouts). An incoming mixed consist is broken apart, each part pulled behind a switch engine, the first going to the mine and the second to the refinery (2nd turnout). The road engine then turns around using a turntable on another lead and lines up at the beginning of the mine/refinery lead with the engineer transferring to a nearby engine nowhere near the lead, so that the subconsists can be hooked up to its rear.
Everything works fine up to the point at which the coal consist has coupled to the road engine and its switcher has moved off the lead. The tanker consist won't move, even though it has a couple-at-trackmark command up next along the command bar - using the local AI menu that you get when you click ahead of a driver command on this bar shows the option for continuing the schedule, which is usually there only if the train has been previously stopped by the player using the same local menu. But, I have not done this. Something in the running of the simulator has stopped the train. As soon as I click Continue Schedule, the tanker consist moves out, couples up, and everything is back to normal.
Naturally, I want that part of the session to work without operator intervention. This is the only hitch in making this yard operation work all the way through strictly under AI. Very frustrating!
Has anybody any advice on this?
Dick
PS I'm using TRS 2006, SP 1
Does anyone know what causes a Stop Train order to be issued by the simulator while an AI engineer is running his train?
The situation: A long lead serves several industries, including a coal mine (1st turnout) and a refinery (2nd and 3rd turnouts). An incoming mixed consist is broken apart, each part pulled behind a switch engine, the first going to the mine and the second to the refinery (2nd turnout). The road engine then turns around using a turntable on another lead and lines up at the beginning of the mine/refinery lead with the engineer transferring to a nearby engine nowhere near the lead, so that the subconsists can be hooked up to its rear.
Everything works fine up to the point at which the coal consist has coupled to the road engine and its switcher has moved off the lead. The tanker consist won't move, even though it has a couple-at-trackmark command up next along the command bar - using the local AI menu that you get when you click ahead of a driver command on this bar shows the option for continuing the schedule, which is usually there only if the train has been previously stopped by the player using the same local menu. But, I have not done this. Something in the running of the simulator has stopped the train. As soon as I click Continue Schedule, the tanker consist moves out, couples up, and everything is back to normal.
Naturally, I want that part of the session to work without operator intervention. This is the only hitch in making this yard operation work all the way through strictly under AI. Very frustrating!
Has anybody any advice on this?
Dick
PS I'm using TRS 2006, SP 1
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