I've been following this thread with great interest.
When the Interlocking Towers and then the Enhanced Interlocking Towers came out I experimented with them. Extensively. And from time to time have returned to see if I can solve the problem of AI and Player trains on a single track line with passing loops - the problem of the "Mexican Standoff" or the "Cornfield Meet".
This video highlights the problem:
The yellow locomotive is controlled by the Player, the grey by AI.
In the first part of the video (no Signal Link) the AI train takes control of the switch. The Player cannot access the passing loop. In the second part of the video (1:05 onward) Signal Link is configured and the Player retains control of the switch.
Try as I might I cannot achieve the latter using Interlocking Towers. To those who have experimented even more than me, can it be done?
Phil
I have been working on this for a while. I love driving against randomly generated AI traffic just to see what I meet along the way. I have been through various iterations, but I have found a robust solution with PGuy’s EITs with the set up described by Davie_UCF on page three of this thread.
https://forums.auran.com/trainz/sho...nst-AI-Traffic-and-Control-of-Junctions/page3
I set paths for each direction - in this case RH siding to main to RH siding - and use navigate commands to track marks just in front of the path entry signal. I have not needed the ITSetPath rule. Setting the path assignment to Automatic lets my train and AI take clear paths at or near track speed.
I have let this run for hours with randomly generated traffic in both directions. I can pop in and drive my own train in either direction without need for commands or throwing switches. As I approach the entry signal, the EIT sets my path once it is clear.