Thanks for all your reactions.
Just a few quick replies :
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1) as already mentioned, the AI train will accelerate and stop as desired, "whatever it takes", as Draghi said, if necessary and if realistic physics doesn't lead to the desired result;
2) in AI trains the air brake pipe is put at max pressure immediately after a brake release;
3) AI trains don't use dynamic braking;
4) if I remember well, throttle increase/decrease steps don't correspond to the ones defined in the .eng file;
AI trains are controlled at train level, unlike player train which is controlled by the player at engine level through the player engine. The player engine control and feedback run directly from the user interface to the engine and back. For AI control only two variables are available - AIThrottlePercentage and AIBrakePercentage. So, more detailed control, like dynamic brakes, throttle settings etc., are just not available for AI control. Neither are any feedbacks available like wheelslip etc.
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5) if I remember well, AI trains don't slip;
Actually, they do. I did run tests using actual physics for AI trains but these completely failed, with trains running very slow or not at all. Very often, the reason was wheelslip of one or more engines. As noted above, there are no feedbacks on this so it is not possible to take this into account when controlling the train. At the time the AI control was created, it was beyond my knowledge and available time to try and sort this out. So wheelslip does occur, but due to the 'override' logic the train will move, regardless of that wheelslip. I actually think some of the trains experience wheelslip almost all of the time, with the engines not delivering any tractive effort at all.
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I do not know what is in the present AI calculation, but I believe it was based on trying to copy MSTS behaviour based on the parameters in the .con file.
Not quite true. As created originally, there was no attempt to copy MSTS behaviour, but mainly to try to make AI trains behave as the player trains. The first attempt was to use the actual physics as much as possible, but as detailed above, this failed. So, the present 'override' logic was set up instead. The adaptions based on parameters in the .con file were introduced later to try and make the behaviour more in line with MSTS. This was included for activity mode only, these adaptations are not used in timetable mode.
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Yes, looking, as my timetable works, I've noticed, that AI trains don't follow $acc/$dec commands well [...]
They do, but the effect is limited. For instance, on trains with many stops at short distances, setting $acc=3 and $dec=3 will reduce the running time between stations with about 30 to 60 secs.
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[...] start 15-18 seconds after booked time.
That's a deliberate random delay. It can be changed or switched off using the #restartdelay field, see manual for details.
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@Rob, I am happy to work with you to remove some of the "physics" from AI trains.
Thanks very much. I have send you a PM.
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I am not sure where the timetable team are at with regard to passing times, but this has been talked about and since we have a lot of long distances run without stops in Europe then it would help to maintain a realistic operating environment. AI trains should run late rather than significantly exceed their operating envelopes.
Timetable team - well, you mean I, me and myself :discuss_gathering: ?
Passing times are on the cards, but their use is more likely related to priority control (e.g., set route for trains in sequence based on timings at locations) rather than speed control.
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The other thing I will mention again is using coal and water. For diesel fuel, and for water there could be a very simple solution to this one. We don't see the diesel fuel or the water unless we take over the train and it becomes a player train (in timetable mode) - so it might be possible to do a quick rough and ready calculation for this based on distance from the last fuel depot or watering point, when the train is selected as a player train.
Yes, I have seen the discussion on that issue in another thread. It is now on my list, but it needs a lot of preparation before it can be included. There are some, still rather basic, plans for various improvements and enhancements in particular for timetable mode. But it is far too early to go into details, and it will be quite some time before any of this will become visible.
But take heart - these points are noted and, given time, may one day become reality.
Regards,
Rob Roeterdink