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Extended AI train shunting Rate Topic: -----

#1 User is offline   Csantucci 

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Posted 07 October 2014 - 01:00 PM

In release 2570 Extended AI Train Shunting has been introduced (first release). This option works if the related checkbox in the Experimental Options is selected, and only if also Enhanced compatibility with MSTS activities is selected.
Following shunting capabilities have been introduced:
1) AI train can couple to static consist and can remain alive, that is it can restart and go on in its path;
2) AI train can couple to other AI train or to player train, with two possibilities:
2a) coupling AI train melts with the other AI train
2b) Coupling AI train cars pass to the other AI train, and coupling AI loco(s) revert(s) and go(es) on in its path.

A demo for this behavior is available in this packaged and zipped USA2 activity, that uses only standard trainsets
Attached File  Show_AI_shunting.zip (5.75K)
Number of downloads: 567

It is suggested to use camera 8, F7 to see train names, dispatch monitor and to accelerate a bit time to see things run faster.
Here a suggested view:
Attached Image: Shuntingshow.jpg

Following can be seen in activity:

12:2:23 Shunter1 couples loose consist and restarts
12:2:52 Shunter2 couples loose consist and restarts
12:4:53 Shunter1 couples to AI train and leaves to it the cars
and restarts
12:5:28 Shunter2 couples second loose consist and restarts
12:7:00 AI train starts with cars coupled by Shunter1
12:6:50 Shunter1 couples to loose consist and later restarts
12:8:50 Shunter2 couples to player, leaves to it the cars and restarts
12:11:38 Shunter2 couples with Shunter3, and melts with it
12:12:12 Shunter3 restarts together with coupled former Shunter2
12:13:53 Shunter3+former Shunter2 couple to player.

The activity has been designed with the MSTS Activity editor.
Instructions on how to design the activity will follow (it's a bit late here).

#2 User is offline   Metro4001 

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Posted 07 October 2014 - 01:56 PM

Another game changer. It just keeps getting better.

#3 User is offline   ATW 

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Posted 07 October 2014 - 04:45 PM

Simply amazing, I fell out my bed seeing the fun an realism just simply great!!!!! Way to go an thanks for the new realism guaranteed!

#4 User is offline   captain_bazza 

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Posted 07 October 2014 - 06:15 PM

Quote

12:2:23 Shunter1 couples loose consist and restarts
12:2:52 Shunter2 couples loose consist and restarts
12:4:53 Shunter1 couples to AI train and leaves to it the cars
and restarts
12:5:28 Shunter2 couples second loose consist and restarts
12:7:00 AI train starts
12:6:50 Shunter1 couples to loose consist and later restarts
12:8:50 Shunter2 couples to player, leaves to it the cars and restarts
12:11:38 Shunter2 couples with Shunter3, and melts with it
12:12:12 Shunter3 restarts together with coupled former Shunter2
12:13:53 Shunter3+former Shunter2 couple to player.

The activity has been designed with the MSTS Activity editor.
Instructions on how to design the activity will follow (it's a bit late here).


Kudos...You deserve a medal for bravery and free follow-up medial care for life.

Cheers Bazza.

#5 User is offline   bnsf4324 

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Posted 07 October 2014 - 06:28 PM

Wow. This keeps on getting better and better. Can't wait to try this out in Open Rails myself. This is really cool and keeps everything fresh for this program. I am at the point where I just use OR exclusively now because of how advanced the program is as far as running a train is concerned over the original MSTS. Can't wait to see what else the team has in store.

#6 User is offline   mauried 

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Posted 07 October 2014 - 10:00 PM

Just watched this activity in action.
Fantastic.
This really opens up some mind boggling activities that simply could never have been done before.
Time to figure out how its all done .
Great work Guys.

#7 User is online   James Ross 

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Posted 08 October 2014 - 12:16 AM

View PostCsantucci, on 07 October 2014 - 01:00 PM, said:

In release 2570 Extended AI Train Shunting has been introduced (first release). This option works only if also Enhanced compatibility with MSTS activities is selected.


This is pretty cool, but I do have one question: how much of this works in MSTS? The idea of the enhanced compatibility option is to enable things which worked in MSTS but which were perhaps not meant to work or are a bending the rules on what should be allowed. Any functionality which doesn't actually work in MSTS should be using a different experimental option really.

#8 User is offline   KiwiPeter 

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Posted 08 October 2014 - 12:40 AM

I must be missing something. After turning on Enhanced MSTS Compatibility all 3 shunters move. 1 and 2 couple up to the loose consists and become part of that. They do not move any longer. 3 moves to the parallel track and stops there. The AI train moves off into the sunset.

Cheers,
Peter.

#9 User is offline   Csantucci 

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Posted 08 October 2014 - 01:10 AM

To James and Peter: sorry, I didn't mention explicitly in my first post that a new checkbox (Extended AI train shunting) has been introduced in the Experimental Options (I've improved the post now). This checkbox has to be checked to activate these new functionalities. Moreover the Enhanced compatibility checkbox has to be checked as a prerequisite.

Moreover I want also to stress that this new implementation has been done in a way that activities built to run under MSTS should run under OR as foreseen by the activity creator even if the new checkbox is checked (provided the enhanced compatibility checkbox is checked).

If it happens (but I first want someone reporting it) that an activity built for MSTS does not run the same way with or without the new checkbox checked, simply uncheck such checkbox when running that activity and leave checked only the Enhanced compatibility checkbox.

To summarize: even if you leave both checkboxes checked, your activities built to run under MSTS are expected to behave the same (that is they should be in a high degree behave like under MSTS) with and without the new checkbox checked, provided the Enhanced compatibility checkbox has been checked.
I personally foresee to always hold the new checkbox checked without problems.

Only activities explicitly built for the new functionalities (like my demo activity) are obviously expected to behave differently with the new checkbox checked or not.

#10 User is online   James Ross 

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Posted 08 October 2014 - 01:17 AM

View PostCsantucci, on 08 October 2014 - 01:10 AM, said:

To summarize: even if you leave both checkboxes checked, your activities built to run under MSTS are expected to behave the same (that is they should be in a high degree behave like under MSTS) with and without the new checkbox checked, provided the Enhanced compatibility checkbox has been checked.
I personally foresee to always hold the new checkbox checked without problems.


Ah! That sounds absolutely perfect, thanks. :)

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