ebnertra000, on 16 June 2017 - 07:47 AM, said:
So are these engines all supposed to be placed on separate tracks, or are they all based from the same path (and presumably, start point)?
The pool logic is supposed to work that out, that's the whole point of the pool mechanism.
What is supposed to happen is that engines are stored in the first defined track, and if that is full, they start using the next track etc.
Here's a picture of a properly filled out pool at the start of the day.

There are six trains stored in the pool, over 4 tracks, two different types of units.
Normally, you would have to work out carefully where to store which train and which to extract first etc.
That is now no longer necessary, you just request a train from the pool and something will show up.
And if no longer required at the end of the day, you send the train back to the pool and the pool logic will sort out where to store it.
And ofcourse you can send trains to the pool and request them back again during the day as needed, e.g. units required during the morning and evening rush-hours but not inbetween can be send to the pool at the end of the morning rush and requested back again in the afternoon.
Quote
Thank you for the reply.
From the picture in the first post, you can see there are two "engines". Actually the second engine is not just one, it's seven! So my question is not focused on the gap between the two groups of the engines, actually my question is why there're seven trains gathered together in the second group. I have attached some pictures, maybe through them the problem can be seen clearly.
Sorry - I did indeed miss that, I didn't know these engines and thought they were supposed to look like that.
This is indeed the problem I had, but in my test environment, that problem is now solved. So I'm a bit puzzled that it still occurs here.
Two questions :
First : does this problem occur at start, that is - are these engines created in the pool (for later use), or does this problem occur during (pre-)running, that is - are these engines send to the pool one by one?
If it is the first problem (engines created in the pool), can you test what happens if you send the engines to the pool one by one?
It is rather important to know this, as these are differents bits of code and I need to know if the problem occurs in either the one or the other or, indeed, both.
Second : you have two access paths for each storage path. Do you access the pool from both ends?
That does not work, and could explain what happens. A pool can only be accessed in one direction.
Regards,
Rob Roeterdink