T2006 Nightmare on Rails

donjoint

New member
:'( Every Railman's nightmare! My trains (AI) will not stop for red signals. Can any expert please tell me in layman's terms how to put an end to the ensuing chaos on my circuits?
 
Sounds like your signals may be too close together.

I've found that they should work OK at 1-2 baseboards apart from each other, but this depends on the train speed.

Shane
 
Could be due to a number of considerations, signals to closely spaced, speed limits are to fast, track layout is too complicated, etc I have found TRS06 to be the most stable of all the trainz games.
 
I use CSX Speedboards (which triangular yellow w/numeral looks great on any routes worldwide).

Speedboard speed reduction changes take effect only after he lastcar has passed.

My gradients are no more than 1.75% (when a 15,000 ton train may not be able to apply enough braking power to overcome steep grades, and will slide right through signals). My downhill trains have a speedboard reduction wel in advance, from 40 mph, to slow for advance signals ahead being 15 mph.

I place 3 signals: one distant (@ 3 train lengths away), one close (2 train lengths away), and one home ( 1 train length away from the interlocking).
 
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In TS06 and earlier versions AI trains often run past red signals, there was an error in the underlying code which did not apply the brakes with full force. It was postulated that the AI only used the independent brake but not the train brake. Whether that was true cause or not I don't know, but anyway the effect was lots of SPADs.

Two thinks to do to fix it:

Locate the file trainzoptions.txt in your install's root folder and add the line

-autopilotsignaldistance=1000

This will force the AI to start reacting to signals earlier than the default distance. It can be set higher than 1000 (distance in meters at which trains react to signals) if required. As Cascade suggests, specially on high speed routes, you can also place a signal (I used to use invisibles) the same distance in advance of the 'real' signal as the autopilotsignaldistance. This will force a 'Caution' which will automatically reduce the train speed to half the posted speed when approaching a Red aspect.

Secondly there is an invisible 'loco' on the DLS here called the AI_Brake_Fix which helps with the problem. Add it to all AI consists, but it is important that it is placed behind the leading loco. It contributes nothing to pulling power, but has a ridiculously high braking force purely to help slow AI trains.

Hope that helps...

Andy :)
 
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If all else fails, you can increase the braking strength in the engine config.txt file. Had to do this for a number of steam locos that would run past a load or unload MIB.

But, sometimes even on my large layout with speed limit set to only 40mph do have a diesel loco run past a red signal. This usually turns out to be two signals set too close together or the trackage is in a yard with a lot of switches close together. Less signals sometimes means less trouble.

However, on my main lines have spaced the signals 500ft apart. At first, this may sound too close together, but do this to help other trains to follow closely behind a lead train, etc. On a single track main line Ive set the signals 1000ft apart; works aok.

My main layout is TRS2004 and have really never seen the problems you have been having. I do only use TRS signals thou. The design of 3rd party signals "may" be too complex for your layout to handle properly, especially if you have many. Just a hunch here thou.
 
What signals and what route are you using?


Hi Deano5. Thanks again. I have used a variety of tracks and signals including concrete new track 1ft with signals BR1 and LMS Home Semaphore and single track wood with similar but nothing changes - my AI trains will neither slow down for yellow, or stop for red.
The Options button on the opening Menu does not give a facility for adding instructions other than to change 'draw distances' for things.
Regards
 
Secondly there is an invisible 'loco' on the DLS here called the AI_Brake_Fix which helps with the problem. Add it to all AI consists, but it is important that it is placed behind the leading loco. It contributes nothing to pulling power, but has a ridiculously high braking force purely to help slow AI trains.

Hope that helps...

Andy :)

I took one of those and converted it into an EOT. It worked great but for some reason wouldn't exit thru portals
 
I took one of those and converted it into an EOT. It worked great but for some reason wouldn't exit thru portals

That would be why I said it was important that the AI_Brake fix was placed behind the lead loco. It can't be the lead loco 'cause it has no cab and that screws things up, and anywhere too far back in the consist either derails the train or plays up in portals. Placed as the second loco it works...
 
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