What causes junctions to switch while occupied by a train (causing a derailment)?

jm2009

New member
Bear with me, I'm trying to re-learn Trainz after several years using an inferior simulator (TSW). On the excellent BNSF: Clovis to Lubbock route, certain junctions seem to switch without warning while a player controlled train is travelling over the junction, casuing a derailment. I tried disabling a nearby portal, thinking maybe an AI train was doing it, but that didn't change the behavior. Any obvious causes?
 
Hi

This was a real problem for me over the years. Since I started using Interlocking Towers to set the paths for a consist it is no longer an issue. The path is locked until the whole train has cleared it.

Regards

Brian
 
Hmmm - downloaded the "check turnout..." rule, but it didn't prevent the same behavior: the consist "broke" before the last 2 cars passed thru the junction, causing a derailment. Is it fair to assume some sort of AI instruction is causing the junction to reset? (I would have thought the Trainz base code would prevent a junction switch from being thrown while the junction is occupied.)
 
Kennilworth - I'm probably not ready to even think about what I assume is advanced stuff like signaling, interlocking towers, etc. I'm still just trying to successfully add player controlled and AI trains to time tested layouts and get them to run successfully!
 
Kennilworth - I'm probably not ready to even think about what I assume is advanced stuff like signaling, interlocking towers, etc. I'm still just trying to successfully add player controlled and AI trains to time tested layouts and get them to run successfully!
Have you thought of using Triggers.?
 
I haven't considered using triggers, just trying to keep it simple if possible. I don't recall seeing this behavior in old versions of Trainz from years ago, and think it's odd that the base software would even allow a junction to be switched while occupied by a train - just my opinion. Logically I would have thought that if you issue a "drive to trackmark" command, for example, and the AI finds and executes the route, that it would also lock each junction until it is passed. Again - just my opinion.
 
It sounds like your AI train is taking over control of the junctions and it will do so, as it thinks it is the only train on the tracks.
It is up to you to tell the AI that you have a Player controlled train on the track.

K.I.S.S. does not work on Trianz as the AI has a mind of it's own... :ROFLMAO: :ROFLMAO: :ROFLMAO:

You need to use other things like wait for, Triggers...etc to be able to run the map the way you want it and TELL THE AI, this is the way it want run the route.

Just My Opinion
 
The last two cars derailing plagued earlier versions of trainz, the fix I cannot remember, perhaps others can.
 
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Ghost - thanks for the link to the prior forum thread - I searched and searched but hadn't found that particular post. It's surprising to me that the problem would occur on a route that I assume has been downloaded and explored by many. This early in my Trainz 22 PE experience I'm not crazy about making route changes, but will probably try the junction placement tips from that thread.
 
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