Train only runs at half speed

craigdon

New member
I have created the route Test 1 as per the instructions on the Help pages. I have loaded a loco and some wagons and I have added another loco. This second loco is for AI driver when I tell it to drive it goes but I have no other control over it, what has happened.?? It ramps up to 100% and only goes at a maximum of 21MPH ??When I try and control the loco/consist the direction knob is working in reverse what is happening. Please anyone
craigdon
 
Hi,
Trainz AI will drive a train at 1/2 speed limit if:-
A) there is as signal ahead at amber or red
or
B) there is no signal within a given distance of the consist
or
C) there is a junction not aligned with the set route

a non-exclusive list!

Slange!

Colin
 
B) there is no signal within a given distance of the consist

I have been recently informed, in these forums, that the "look ahead" distance for the AI is 32km (or 20 miles). That is how far ahead the AI will check the track. So if there is an amber or red signal (or no signal) or a switch set against the route within that distance then it will drop to half the posted line speed. If no line speed has been posted then 40mph will be assumed to be the line speed so it will drop to about 20mph.

It is rare in most railroads to have more than 20 miles between passing loops, junctions, mainline signals, etc. So the trick is to place signals, even invisible signals, at those locations no more than 20 miles apart.
 
I have been recently informed, in these forums, that the "look ahead" distance for the AI is 32km (or 20 miles). That is how far ahead the AI will check the track. So if there is an amber or red signal (or no signal) or a switch set against the route within that distance then it will drop to half the posted line speed. If no line speed has been posted then 40mph will be assumed to be the line speed so it will drop to about 20mph.

It is rare in most railroads to have more than 20 miles between passing loops, junctions, mainline signals, etc. So the trick is to place signals, even invisible signals, at those locations no more than 20 miles apart.

In addition, there are a few trains that are set to drive at some percentage slower than the speed limit. Very annoying, but I suppose it made sense to the creator. Fortunately, these deliberately cautious locomotives go considerably faster than half speed unless they perceive danger.
 
Thanks for the info, I will have a go at sorting something out.
@Colin, I reckon it must be B) as I have no signals on this fairly large loop.
@pware, I will be adding various loops, sidings etc as my skills progress so I will keep this in mind.
@rhban, thanks for those comments.
I will continue to update my learning by following the Help Tutorial and Cretion files. Thanks again
craigdon
 
Sorry to bring this up again, but I’ve just run into the same issue. I’ve built a large test loop (10×6 baseboards) with a mix of stations, 2‑track and 4‑track sections, plus various types of junctions. My aim is to use it as a learning layout to develop a realistic, busy session using tools like Interlocking Towers, Mission Codes, Timetables, triggers, and so on. I’ve placed UK 4‑aspect signals roughly every two baseboards along the rouets, and I’ve also fully signalled the stations and junctions using feathers and theatre indicator markers. I have set all turnoputs to the plain line route.

I’m now finding that as the trains run and interact with each other, they completely ignore the lineside speed signs (75 mph and 100 mph on plain line sections) and just run at half speed.

Looking at the three rules mentioned earlier by ColPrice2002, my train paths are being affected by both A) and B). I understand a train slowing down for a red signal or an unset path, but slowing to half speed for a double‑amber signal makes no sense. The double‑amber is four baseboards away from the red, and it’s not very prototypical for the AI to drop to half speed — around 37 mph on the slow lines instead of the correct 75 mph. Basically very few trains run a full speed. There would also appear or be no gradual slow down once a double amber signal is passed, the speed drop is pretty quick.

What’s the best way to fix this while keeping realistic signal spacing? I’ve tried using SetMaxSpeed and adding more lineside speed signs, but no effect.

I’d prefer not to use invisible signals, as that would interfere with the visible R–A–AA–G sequence.

Would adding more track marks and using DriveViaTrackMark help the AI avoid looking so far ahead?

Would fully using Interlocking Towers make any difference?

Any help would be greatly appreciated — I’ve spent so many hours testing, fixing, testing again, just try to work our why it does not work as expected…

Paul
 
I’d prefer not to use invisible signals, as that would interfere with the visible R–A–AA–G sequence.

Would adding more track marks and using DriveViaTrackMark help the AI avoid looking so far ahead?

Would fully using Interlocking Towers make any difference?

Any help would be greatly appreciated — I’ve spent so many hours testing, fixing, testing again, just try to work our why it does not work as expected…

Paul
Double amber also means caution. Only green signals mean full speed.
 
Sorry to bring this up again, but I’ve just run into the same issue. I’ve built a large test loop (10×6 baseboards) with a mix of stations, 2‑track and 4‑track sections, plus various types of junctions. My aim is to use it as a learning layout to develop a realistic, busy session using tools like Interlocking Towers, Mission Codes, Timetables, triggers, and so on. I’ve placed UK 4‑aspect signals roughly every two baseboards along the rouets, and I’ve also fully signalled the stations and junctions using feathers and theatre indicator markers. I have set all turnoputs to the plain line route.

I’m now finding that as the trains run and interact with each other, they completely ignore the lineside speed signs (75 mph and 100 mph on plain line sections) and just run at half speed.

Looking at the three rules mentioned earlier by ColPrice2002, my train paths are being affected by both A) and B). I understand a train slowing down for a red signal or an unset path, but slowing to half speed for a double‑amber signal makes no sense. The double‑amber is four baseboards away from the red, and it’s not very prototypical for the AI to drop to half speed — around 37 mph on the slow lines instead of the correct 75 mph. Basically very few trains run a full speed. There would also appear or be no gradual slow down once a double amber signal is passed, the speed drop is pretty quick.

What’s the best way to fix this while keeping realistic signal spacing? I’ve tried using SetMaxSpeed and adding more lineside speed signs, but no effect.

I’d prefer not to use invisible signals, as that would interfere with the visible R–A–AA–G sequence.

Would adding more track marks and using DriveViaTrackMark help the AI avoid looking so far ahead?

Would fully using Interlocking Towers make any difference?

Any help would be greatly appreciated — I’ve spent so many hours testing, fixing, testing again, just try to work our why it does not work as expected…

Paul
Since this is a loop, the AI drivers "see each other" ahead and will operate at half speed. Track marks won't help here except to prevent the AI from backing up if the track marks are spaced out far enough from each other.
 
Thanks for the replies

I’m guessing that because a double‑amber acts as a "preliminary caution", warning the driver to prepare to slow down because the next signal is a single yellow, I hadn’t expected the train to immediately cut its speed by half the moment it passes the double‑amber. It then continues at that fixed reduced speed all the appraoch to the red. This makes the 4‑aspect double‑amber feel pointless in Trainz, because it ends up having the same effect on train behaviour as a single yellow.

Is this behaviour hard‑coded into Trainz, or is it something that can be controlled at the Session or script level?

Is the only workaround to add more signals closer together, or to insert invisible signals between blocks? My concern with invisible signals is that you lose the visible amber aspects, because they end up hidden behind the invisible ones.

John, whether it’s a loop or a long straight route, am I right in thinking that if trains are running close together and the one behind is passing double‑amber signals, it will always drop to half speed?
 
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