The "Run Around Train" command

F2Andy

Member
How do I get the "Run Around Train" command to work consistently? I can get it to work sometimes, but not others. Is there some trach configuration that works best, does it depend on distances from points or buffers or something?

By the way, I tried to do a search for this on the word "around":
The following words are either very common, too long, or too short and were not included in your search:
around
I have no idea which of those "around" is.
 
It seems to be very fussy about where the consist is relative to points and signals. For example, on my Mount Hood route I could only get the RR to work if I put a shunt signal between the main aspect and the loop points. Seems despite existence of the command, it does not over-ride the loco attempting to set the route and finding the block occupied not moving past a main signal, but putting in a shunt or ground signal seems to fix that. The only other solution if you're following the train is to take it out of AI control at that point, do the RR yourself then delete the run round command and tell it to resume the schedule.
 
The only other solution if you're following the train is to take it out of AI control at that point, do the RR yourself then delete the run round command and tell it to resume the schedule.

THAT IS NOT A SOLUTION! The AI is supposed to be able to control trains on its own!

Mick Berg, (very frustrated TS12 user whose AI is performing miserably. Apologies for shouting.)
 
In an attempt to overcome this problem and with inspiration from ElStoko, I developed a couple of driver commands which accomplish an alternative runaround. The operation is divided into parts:

1 Identify the last vehicle on our train. Store this info in a session variable linked to the loco name.
2 Decouple the loco and tender if present.
3 Retrieve the info stored in part 1 and couple to the specified vehicle.

The ability to add other driver commands between the parts makes the system very flexible. These three options and several others were combined into one driver command named Special Instructions, and has been in use for some time. It is not on the DLS but could be made available on an individual basis until it is released. I will need to get ElStoko's consent to release the command.

Trevor
 
I've found Runaround to be very unreliable. Sometimes it works, sometimes it doesnt. I avoid it where possible - even resorting at times to placing a loco at either end of the train if it is shuttling back and forth from point a to point b. I've seen Runaround do some weird things, beyond the usual failing to pass a signal. Sometimes the loco heads off in one direction for miles, failing to turn around after clearing the yard, it just keeps going. On at least two occasions, having decoupled, the train continued to follow the loco. The coupler was open, which I found out after taking manual control and attempting to shunt the train back into the yard to try again. Once I got into the yard and applied the train brake, the loco stopped but the carriages kept gong.... It didnt even seem like the air brakes applied automatically (as they should) since the only way to avoid the cars derailing at the end of the yard was to chase them down and couple to them mid-flight, and put the brakes into "emergency". On the second occasion, I made sure to re-engage the coupler first.

I have one runaround at the moment causing me headaches. Luckily it occurs near a wye, so Im thinking of placing a couple of trackmarks and just using "drive to trackmark" to turn the train around on the wye.
 
THAT IS NOT A SOLUTION!

No need to shout mate, I was only trying to offer some practical assistance. If the programme is botched, take it out on Auran/N3V whatever they're called this week, not me! :)

@wylie - I noticed this on my Mount Hood route doing a runround, the loop being on a slight gradient. First consist I worked with (US coaches) remained stationary, second consist (Chinese stock) ran away and derailed over the points at the other end of the loop. So it might vary depending on the type of rolling stock in use.
 
Ive used schedule at TM to overcome some of these problems. Set up the SaTM to insert the driver commands needed to get the train to do what you want it to do. Drive to the TM and the schedule will start. This set up is ideal for trains going into a random selected loop and for double headed trains. Drive to a TM before the SaTM and uncouple the two engines drive to another TM just after the SaTM. As it passes the SaTM it will run the schedule.
 
I must say i've never had this problem (touch wood).

But has anyone tried or is already useing the Run Around Ex <kuid2:117667:83:2>.

Can't say if its a solution to your problem as it maybe just be how my track,signals and layout are set up
different to yours.

On my route i have some 8 industries that use the run around and havent had a problem.

Regards
Brad
 
I hardly ever have trouble with the run around command, but you have to be very carefull where you place your signals and what signals you use.

If all else fails place a misc dwarf about 40-45 metres from the end of the train when it stops. You will have to run the session wihthout the dwarf at first and take note of the position of the last vehicle when it stops, the edit the session and place your dwarf. This dwarf does not want to be too close to the last wagon or you will get a message from the previous signal saying "overlap of next section is blocked" or something like that. If you have the dwarf in the right place it will cause the previous signal, the one protecting the junction, to show caution instead of stop.

If you have the command working sometimes it is all a matter of how you have set up the signals.

Cheers,
Bill69
 
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But has anyone tried or is already useing the Run Around Ex <kuid2:117667:83:2>.

Run Around Ex is used with multiple units to move the driver from the cab at one end to the cab at the other end of the multiple unit, no locomotives move.

It works as expected.
 
I beg to differ dnevansB. or maybe using different rule to me ?

I go to industry ...unload...runaround Ex...which uncouples from wagons and hooks up to the last wagon on the consist and drives to next industry / trackmark i have in queue.

brclass66runaround.jpg


Engine in front of the consist

45153787.jpg


Engine on the back..ready to move to next industry

61134523.jpg


Regards,
Brad
 
BRClass66 - My mistake, you are quite right the command does work as the original when given to a locomotive hauled train. It does work differently with multiple unit trains though and is as I said above, only the driver changes ends, the lead unit does not move. I first came across this command being recommended for doing just this and that is how I have always used it going back the original Run Around command when I wanted a locomotive to run around its train.
 
No need to shout mate, I was only trying to offer some practical assistance. If the programme is botched, take it out on Auran/N3V whatever they're called this week, not me! :)...............................snip

As I said, apologies for shouting, but I suppose what upset me was your use of the word "solution". What you meant, I think, was "workaround", and it's very annoying that Auran/N3V/whatever have allowed the AI to deteriorate so much to serve things like Multiplayer that many of us have no use for.
The AI used to work fine, now it doesn't.

I'm spending considerably less time with Trainz these days because of this frustration.:(

Mick Berg.
 
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The funny thing is, most of these glitches we're experiencing now worked fine with TRS2004. Whilst the graphics quality has undoubtedly improved, and frame rates are better, in many ways TS09. TS2010 and TS12 all seem to have taken a massive leap backwards as far as "playability" is concerned. I have just been running a session in my tweaked for TS12 version of "Graham's Mill" and the Run Around Ex Command is definitely an improvement - however, it still does misbehave randomly and I have found the train steaming off 3 miles away from where it is supposed to be!

In TRS2004 I could set up sessions for Graham's Mill with ease, confident in the knowledge that Alistair (RIP Alistair Dussart) and his chums would do ask they were bidden. Now it's very hit and miss and sometimes you encounter AI trains running backwards against the flow of traffic, the driver oblivious to warnings of catch points!

I do share Mick Berg's frustrations, but it is the challenge of route building that keeps me going! (I suspect Vern is in the same boat too!)
 
I do share Mick Berg's frustrations, but it is the challenge of route building that keeps me going! (I suspect Vern is in the same boat too!)

Yes indeed with my current emphasis on producing a couple of tram routes which is simply not practical for a variety of reasons in the "other" sim. The creativity keeps my mind active too, if I wasn't route building I'd be nodding off in the armchair while the missus watches her programmes.
 
The funny thing is, most of these glitches we're experiencing now worked fine with TRS2004. Whilst the graphics quality has undoubtedly improved, and frame rates are better, in many ways TS09. TS2010 and TS12 all seem to have taken a massive leap backwards as far as "playability" is concerned. I have just been running a session in my tweaked for TS12 version of "Graham's Mill" and the Run Around Ex Command is definitely an improvement - however, it still does misbehave randomly and I have found the train steaming off 3 miles away from where it is supposed to be!
snip

I agree with this except for TS09. I recently updated a session for TS09 to run in TS12. The session ran fine in TS09 but when imported to TS12 would only run for about five minuits without something going wrong. It took me about two weeks of changing and testing plus a lot of beta tester's time to get the session running as it should with all the AI drivers obeying their commands.

Cheers,
Bill69
 
Believe it or not I am still working on the route that I started with UTC. Okay, everything looked awful, and there were no N2's by Lielestosbrat and Gresley Quad-Arts by Andi06 that are so incredibly realistic, but the locos ran around their trains!

I just had a go at one runaround that didn't work, and I found it was due to insufficient space between points (junctions.) I had to spread them out, which strayed from the accuracy of the route, but now it works.

What helped me to solve this was the HUD by PGuy (I thinK) that shows the state of the next junction. I noticed that the loco was stuck behind junction XXXX, but the HUD was displaying junction XXXY. So I manually backed up the loco a bit, and then the HUD displayed XXXX. I figured it just needed more space and that did the trick. I hope this is useful to others with "inoperative runaround syndrome!:hehe:"

Mick Berg.
 
What helped me to solve this was the HUD by PGuy (I thinK) that shows the state of the next junction. I noticed that the loco was stuck behind junction XXXX, but the HUD was displaying junction XXXY. So I manually backed up the loco a bit, and then the HUD displayed XXXX. I figured it just needed more space and that did the trick. I hope this is useful to others with "inoperative runaround syndrome!:hehe:"

In my experiments,there are other factors too. Just like the behaviour with the AJS Stations, the locomotives and stock being used can also produce some interesting AI driver behaviour! Skipper1945's M7 with a three carriage set of jayholland's Maunsell coaches was fine. When one of Mike 10's CCT's (from Settle and Carlisle add-on) was added, the M7 ran round the train, coupled to the rear and proceeded to push, and push, and push at 5mph until the end of the platform. Once clear of the platform ramp, the speed increased to 11mph and after about half a mile, the train accelerated to line speed and just kept on going with the M7 propelling it like fury!

When I issued a "Stop Train" command, allowed the runaway to come to a stand, and then told Alistair to "Continue Schedule", the train changed direction and ran back to "Poston Junction," and picked up its normal driver behaviour.

'Tis a nuisance to be sure, as the whole idea of "AI Trains" is that they do as they're told and appear on the layout where they are expected. So far, the only sure way I have found is to run AI trains from one portal to another without too much distance or too many commands in between. I wouldn't go as far as to say that it spoils the game, because I am happy enough running along in my little train without any AI in operation at all, but it would be nice to see it working properly with prototypical shunting going on in the main stations and yards.
 
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