View Full Version : Cascades Crossing - The Long Haul Part 3: Mexican Standoff
ForestHIllsRob
07-31-2008, 11:08 AM
I have an AI consist in this activity that won't cooperate. :o
I'm arriving at MP 456.3 around 15:11. There's the AI consist, sitting on the track ahead, not moving. >:(
Is this a case of arriving early or late? Is there any way to correct this? :)
Thanks!
Robert :)
ragtimer
07-31-2008, 11:19 AM
First,have you tried reversing the player train slightly?This will normally make AIs run again.I often get this problem with the last AI train of an activity.Second,I have found a way to stop this which has worked on Streamlines Scenic sub,3DTS Tehachapi and MLT Cascades crossing.Method:set up a new path for player and add "start passing path" option at each meeting place.Set up AI path to obviously take the other siding at the meets but do NOT set the "passing path"option.This has for me stopped this problem-so far!I am still trying it on other routes.
ForestHIllsRob
07-31-2008, 11:35 AM
I tried reversing, but nothing happened AI wise.
How and where do I make the other changes you suggested?
landnrr
07-31-2008, 11:41 AM
Sounds like a timing problem. Probably need to run a little faster so you meet the train further down the road. I have had that problem with some of their activities. If all else fails you can run it in AE and see where they are supposed to meet.
Jay
ForestHIllsRob
07-31-2008, 12:35 PM
Jay:
I ran the activity in Activity Editor, as you suggested.
According to AE:
At 15:11, the player train should be in Fuego. My player train is already in Chiloquin.
At 16:20, the player train should be in Chiloquin, with AI Long Haul 8 passing.
Can this be fixed?
Thanks.
Robert
geepster775
07-31-2008, 12:44 PM
This route also has a history of unexplained standoffs occurring whenever you do a restart from a save that occurs between the siding switches.
Always do your game saves when the train is on the single track segments.
ForestHIllsRob
07-31-2008, 01:49 PM
Geepster:
Thanks - I recall that problem with another Maple Leaf Tracks activity.
I started the run again, and will report my findings.
BTW, I was pleased to hear MLT is about to release another route. I think their routes and activities are excellent.
Robert
geepster775
07-31-2008, 07:46 PM
Here's my notes for this activity:
ar Mowich at 13:19 and hold the main for a meet. lv at 13:29.
ar Chemult 13:41 no meet
ar Diamond Lake at 13:47, hold the main, non-stop meet lv 13:51
ar Yamsay 13:56 no meet
ar Lenz at 14:05, take siding, meet is already there waiting lv 14:13 (10 mph siding)
ar Fuego 14:22 no meet
ar Calimus at 14:32, take siding, signal r/y on approach but changes to r/g before passing it as meet has cleared far end
ar Chiloquin 14:45 no meet
ar Modoc Point 14:55 on y/r, hold the main. Opposing arrives so non-stop meet ~ 15-20 mph.
This is sticking close to speed limits (57-60 in 60 zone), not falling more than 10 mph below for more than 5 minutes in non-acceleration zones
ragtimer
08-01-2008, 10:05 AM
Have you tried altering the sigcfg file?Make a copy of the original (I remame it SigcfgOrigial) then alter the "SignalNumClearAhead ( 6 )" statement to "SignalNumClearAhead ( 4 )".I have just made a brief experiment and that solves a problem I was having with a particular activity.It has also worked with other routes,notably Whitefish 6.
ForestHIllsRob
08-01-2008, 01:18 PM
Here's my notes for this activity:
ar Mowich at 13:19 and hold the main for a meet. lv at 13:29.
ar Chemult 13:41 no meet
ar Diamond Lake at 13:47, hold the main, non-stop meet lv 13:51
ar Yamsay 13:56 no meet
ar Lenz at 14:05, take siding, meet is already there waiting lv 14:13 (10 mph siding)
ar Fuego 14:22 no meet
ar Calimus at 14:32, take siding, signal r/y on approach but changes to r/g before passing it as meet has cleared far end
ar Chiloquin 14:45 no meet
ar Modoc Point 14:55 on y/r, hold the main. Opposing arrives so non-stop meet ~ 15-20 mph.
This is sticking close to speed limits (57-60 in 60 zone), not falling more than 10 mph below for more than 5 minutes in non-acceleration zones
Geepster:
Made it to Modoc Point - I believe MLT calls it "Unamed Siding"?
I was about 12 minutes slower than your timetable. So what the "blank" happens? The AI train is directly ahead, and I have a red over red signal aspect. I tried the "tab" key, but no permission granted. I also tried the "G" key thinking I could switch to the siding - again, no luck.
Two questions:
- Should the AI train be on the siding, with my train going directly ahead?
- I was only able to operate between 53 and 55. Let me know how I can go 57 to 60 - when I tried this, seemed to get frequent overspeed display.
Thanks again - I will conquer this activity yet.
Robert
ForestHIllsRob
08-01-2008, 01:24 PM
Have you tried altering the sigcfg file?Make a copy of the original (I remame it SigcfgOrigial) then alter the "SignalNumClearAhead ( 6 )" statement to "SignalNumClearAhead ( 4 )".I have just made a brief experiment and that solves a problem I was having with a particular activity.It has also worked with other routes,notably Whitefish 6.
Ragtimer:
Do I alter all the "SignalNumClearAhead" statements to 4? If no, is there a way to locate the statement causing the problem?
Thanks,
Robert
rdg7600
08-01-2008, 01:26 PM
Just a question,
When you come to the stop signal, does the AI Train have a signal to pass you in the main?
ForestHIllsRob
08-01-2008, 01:30 PM
I believe the AI train also has red over red.
rdg7600
08-01-2008, 01:48 PM
I believe the AI train also has red over red.
Well, then here's a shotty plan then....
Fail the signal at the siding for the AI train and see if he'll go by at restricted speed. That's my only idea, hope it helps.
ragtimer
08-01-2008, 02:09 PM
Ragtimer:
Do I alter all the "SignalNumClearAhead" statements to 4? If no, is there a way to locate the statement causing the problem?
Thanks,
Robert
Yes,of course you have to alter them all to 4.The logic is that if the number is 6 it inhibits clearing of the route.The problem behind all of this is the AI (Absence of Intelligence) dispatcher.It is a well known bug of MSTS,there are several threads about it.Unless some genius can unravel the original code you have to live with it.I do not understand why the route builders put the figure at 6 to start with,it is not logical,because you need only 4 blocks clear ahead to get a green on the signal you are looking at.
ForestHIllsRob
08-01-2008, 02:30 PM
Well, then here's a shotty plan then....
Fail the signal at the siding for the AI train and see if he'll go by at restricted speed. That's my only idea, hope it helps.
rdg7600:
How do I "fail the signal?" BTW, the AI train is directly ahead of me. Is there a way I can go to the siding?
Thanks,
Robert
rdg7600
08-01-2008, 04:19 PM
How to fail a signal....
1. start up MSTS editor and tools.
2. when it's warmed up, click on activity editor.
3. click on file (upper left corner) and choose open.
4. click on the name of the route you working with and click on the activity in question.
5. there should be a tab uptop that says "display". If so choose signals.
6. find the signal that the AI train is waiting at and right click on it. Choose "fail signal".
7. save your work and play the act.
Hope this helps,
Cody
ForestHIllsRob
08-02-2008, 05:33 PM
I finally made it to Klamath Falls.
I did the following, as suggested in prior posts:
1) Tried to drive as close to the speed limits as possible. Thanks to Geepster for this.
2) Changed the statement in Sigcfg.dat file. Thanks to Ragtimer for this.
BTW, I reached the siding know as "Unknown Siding" at 14:58. The AI train was already on the siding; both trains were able to proceed without stopping.
Robert
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