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View Full Version : PO&N US3 AI traffic


sniper297
03-29-2008, 03:13 AM
Still have a lot of work to do on switch indicators here, but the AI traffic route is complete and going out to beta testers as soon as I pack it up. Oddball limitation in AI traffic, if an AI train is scheduled to spawn and run two hours after the scenario starts, all the switches in that AI train's path are locked and can't be changed by the player. I fervently hope that will get fixed, but meantime I've kludged around the problem by using a separate AI route that crosses over the player route with diamond crossings, using misplaced signals (signal on the player route with the link on the AI route) to create player/AI interaction.

Setting up the AI traffic;

http://forums.flightsim.com/vbts/attachment.php?attachmentid=2761&stc=1&d=1206770253

Start by adding a train near one of the portals, attach a driver icon, and set the start time. Need to click the destination icon, then right click to cancel, and hit the 9 key to bring up the map. That's the easiest way I've found to do this, otherwise it just enters a "9" into whichever field you have selected instead of bringing up the 2D map.

http://forums.flightsim.com/vbts/attachment.php?attachmentid=2762&stc=1&d=1206770260

With the 2D map open, scroll to the other portal, click the destination icon again, then click the purple P on the map. You'll know if it worked when you see the portal name in the destination field. Right click again to go back to the 3D world;

http://forums.flightsim.com/vbts/attachment.php?attachmentid=2763&stc=1&d=1206770267

Click on the orange box for the starting portal, then click the ADD button in the flyout, then click on any car in the train to add it to the portal. Once that train disappears from the track you can add the next one, don't be disconcerted by the fact that the one you just added isn't in the list, it will be the next time you open the portal flyout.

Can't start any train before the scenario start time, which leaves the rest of the route empty at the start, so I placed four extra starting points spaced about ten minutes apart. Johansburg, Shea yard, Tinkers Dam, and Omaha (Northland Grain) are the four "extra" starting points, only need to add one train at scenario start time to each;

http://forums.flightsim.com/vbts/attachment.php?attachmentid=2764&stc=1&d=1206770273

And that will insure wherever the player starts or wherever he goes there will be an AI train within ten minutes.

http://forums.flightsim.com/vbts/attachment.php?attachmentid=2765&stc=1&d=1206770279

Typical crossing, this signal will not display on the F3 monitor since the trip is actually on the AI track, but the player can avoid collisions by watching the signal lights.